| Fralk ibn Sabbah |
The goblin collapses into his back like a fighter after a tough bout.
I alone and avoid stuff. You bigguns fight fight fight...
Slowly, he gets up to give the area a once over.
Perception, traps/treasure: 1d20 + 19 ⇒ (12) + 19 = 31
| Sir Rhaym . |
With the battle over Rhaym turns to Thoron, "Well fought, but I have a question if you do not mind. These constructs of bone do not seem typical of other magical constructs and I noticed you pulled you mace rather than your primary weapon during this battle. Can you explain that to me."
Rhaym proceeds to get an education on undead skeletons from Thoron.
OCC: I added that last line as I would assume Thoron would have not reason not to educate Rhaym on skeletons. However, if he does not do so, please let know and he will go back to being totally ignorant about skeletons.
| "Slim" Jim |
Jim shuddered, "Ugh I feel enervated... That was a nasty surprise, and no those do not seem typical. My sword could barely touch them."
| brvheart |
The goblin collapses into his back like a fighter after a tough bout.
I alone and avoid stuff. You bigguns fight fight fight...
Slowly, he gets up to give the area a once over.
[Dice=Perception, traps/treasure] 1d20+19
The only treasure in the room is the gold bowl (500 gp).
| brvheart |
Biggest concern atm is almost everyone is down STR
Jim 3
Ciri 2
Thoron 3
Sir Rhaym 6
Fralk 1
Faffner 0
George 5
| "Slim" Jim |
Looking round at the haggard faces of his companions, Jim pointed out the obvious "We need to rest after that, and get our strength back before we take on anything else."
| Sir Rhaym . |
"Thank you Planchett. I will also need to acquire the best high quality blunt weapon possible, in case we meet more of these undead skeletons. Can you see who might sell such a weapon within this town. I will of course want to examine the weapon personally before purchasing it."
| brvheart |
"Thank you Planchett. I will also need to acquire the best high quality blunt weapon possible, in case we meet more of these undead skeletons. Can you see who might sell such a weapon within this town. I will of course want to examine the weapon personally before purchasing it."
You might check with Ciri, but Avaakris did have a Rod of the Viper. Otherwise you could check the Trade Monopoly for a regular heavy mace.
| brvheart |
I would do someone else besides Fralk as everyone will get one back resting overnight.
| brvheart |
After a night's rest
Jim
Ciri 1
Thoron 2
Sir Rhaym
Fralk
Faffner
everyone heals 8 hp each
| Faffnyr |
Faffnyr gladly cooks in the evening for everybody. As the only one, and rightly so, without strength damage he feels fittest.
He also rather monotonously explains where he comes from, speaking erudite but lacking any fire in his words.
| brvheart |
I will switch up the spells for today. Pray for 3 lesser restoration.
After that [dice=Lessor Restoration]1d4 on me.And one on Ciri[dice=Lessor Restoration]1d4
::snickers:: Might be good I prayed for 3 of those spells.
"Who all is still hurt?
I show Jim down 1 and Ciri 3 so they will be fine by tomorrow.
| "Slim" Jim |
"Feeling a bit better thanks Thoron, nothing that a good night's sleep can't cure." replied Jim.
| Ciri Princess of Cintra |
I only had 2, so I am good after that, unless he hit me at the end after my attack?
Ps, the manor house is huge but only has one bed chamber with a king sized bed. So 3 can sleep in the bed, the rest on the couch or the floor, but there are servants/guard quarters out back with 7 beds.
| Ciri Princess of Cintra |
So who wants what?
I will prepare identify this morning and arcane sight. Can someone take make whole also? We may need it, I will prepare mending too. I also can Craft Wondrous Items. Does anyone have any other crafting abilities.
| "Slim" Jim |
"Quite the haul." noted Jim, "I don't suppose we'll be able to use all of it. Besides that large sword needs to be destroyed somehow. Anyway I think we should discuss strategy, we need to explore deeper yes? But should we try to explore each level fully or descend as far as we can as fast as possible?"
| Sir Rhaym . |
"I would think finding the White Tower, which we were told has an entrance on the first tier going down would be the best. They may actually have more information about the Black Tower that we need to put it fully out of commission. From my learning, charging headlong into battle without knowing one's enemy the best that one can usually proves disasterous."
"As for sleeping arrangements I believe the princess should take the main chamber and the rest of us can utilize the barracks. If you like princess I could lend you my man servant for the evenings if that might make your stay in these less than regal settings a bit more palatable."
| Ciri Princess of Cintra |
OVERLORD’S INN (Renamed Rufo's Pub): This is the only Inn in town; it sits across from the grand manor and is a large two story building of white washed stucco and timber with a sign overhanging the door bearing the image of the Flying Pegasus. Prices for provisions here were twice normal PHB (unless you are a resident, then they are half).
Cornelius rectory is a tiny dwelling made from dried mud and random stones serves as the home to Cornelius. Cornelius is Prefect of the Shrine of Mitra, which is a stone’s throw from his hovel. Cornelius is 67 years old. He is very lonely and a little senile. His superiors in the church assigned him to this post 20 years previous as a sort of punishment. He is all but forgotten by any of them who are still alive. He suspects that something funny is going on in the village but his failing wits and the fact that the villagers keep him properly befuddled by attending services regularly in the shrine tends to keep him from pursuing the matter. As long as he is left alone to tend his straggly vegetable garden and polish the wood and marble in the shrine, he takes very little interest in the affairs of the village. The villagers in turn, keep Cornelius around as a sort of joke, to mock the ineffectuality of Mitra. However, they do keep a watch on the old man.
V-3 GRAIN MERCHANTS EMPORIUM: This shop which does no business is run by Hastor. Hastor is a dry, sticklike man. He appears to be in his late 40’s. He is slightly insane and talks about the great business deals he carries on in his little shop, as if all the grain trade in the world came through his doors.
V-8 THE WINE MERCHANT: This building is boarded up. It is used as a storage shed for items "procured".
V-6 TRADE MONOPOLY: This is the only general merchants supply house in the pass or for miles around. It is stocked with goods of all kinds, often they will be exotic in nature. Prices are usually less than normal. Livestock is available also.
V-4 SMITHY AND ARMORY: This shop is run by Ollem Hairy Arms. Ollem is a large, hairy man with flaming red hair. All armor under construction in the shop will be of a antique style. It will be obviously archaic looking. Prices will be lower than those listed in the PHB. He is assisted by two men.
V-10 THE CONSTABULARY: Local Emporium of Justice, run by a Paladin, the Sheriff. Seven heavy war horses are stabled in the courtyard of the Constabulary. The first room of the building is a meeting hall of sorts and also doubles as a court room. The largest of the three back rooms is a weapon storage area, along with chains, supplies against a siege. i.e., rich clothes, saddles, richly crafted weapons.
V-11 THE TOWER: A 50' tall, gray, stone edifice originally built to protect the developing Village of Mitra’s Fist. It is rarely used now and harbors Rats.
V-12 to 16 ABODES OF Residents: These modest hovels are the residences of The Villagers of Mitra’s Fist. Each building will contain foodstuffs, flasks of oil (may be in one large container) and other provisions.
V-17 THE GUARDS’ WOMAN: Inchana, an aging prostitute resides here, servicing the manor guards and cooking their meals.
V-18 MANOR PATROL BARRACKS: Manor Patrols normally bunk here; Barracks contains eight cots, eight storage chests containing personal belongings of guards, table, chairs, fireplace, chess board and deck of cards. Storage chests will each contain various items.
V-19 MANOR PATROL BARRACKS: Patrols normally bunk here; see above for details
Rufo is one of two persons in the village not affected by the power of Set (Cornelius is the other).
He knows most of the secret entrances to the dungeon. He also knows of the trap in Avvakris’s stairway. While he is not bright, Rufo is in no way stupid. He has been down in the tunnels to the deepest level using his ability as a Rogue.
Through his adventuring in the tunnels he has recently learned that Avvakris’ daughter Avvala lives in the tunnels, and he calls her “the Rat Queen”. He will tell friendly adventurers about the Rat Queen and her lover, and that they inhabit a warren of tunnels on the 1st level.
He lives at the old Tailor Shop V-9. Although he is completely uneducated and rather nervous, Rufo will try to help adventurers in any way he can. Although Rufo can be helpful, he is a rogue and sometimes follows his own selfish agenda.
Beldar is a sad figure, primarily slumped over the table in the corner or bar with a hand around his cup. He seems to be older than most of the other residents in the village, and can sometimes be heard muttering tearfully to no one in particular.
At one time he was powerful magic user; he resisted the evil that controls everyone else in the town. He pretended to go along with them at first, but he found that he could not leave.
Rather than keep up the pretense of being evil and not liking the idea of dying, Beldar has kept himself nicely drunk for the last many years. Needless to say.
When sobered up he will tell of the tunnels beneath the village and of the Dark Tower and the buried village below. If paid phenomenally well and promised protection, he may even accompany adventurers.
He has no magic spells or items, having long since pawned all of those for drink. If another mage has his spell book available and is able to sober him up enough, Beldar may operate as a 5th level wizard. Beldar has knowledge of all the non-secret passages on the 1st two levels. There is a 40% chance that any given place will have changed enough to be unfamiliar or forgotten. There is a 25% chance that he will regain his bearings when it has changed.
APHRIS: The monopoly is run by Avvakris’s son, Aphris. Aphris is a young man and he wears long sleeves, gloves and a hat.
Malicia is in town somewhere as she got away before. She appears as a beautiful woman of loose morals. She was a magic user, enchantment that was partnered with Avvakris. We think she is a outsider.
| "Slim" Jim |
"The Overlord's Inn certainly has a ring to it!" remarked Jim.
Can we rest another day to get rid of the last lingering effects of the strength damage and then head back on our adventure?
| Ciri Princess of Cintra |
We can take a few days if you want to do some shopping or exploring the town, or crafting.
Casting identify and arcane sight to identify the belt.
Need Thoron to also aide me as well.
Spellcraft with identify day 2: 1d20 + 15 + 10 + 2 ⇒ (9) + 15 + 10 + 2 = 36
| brvheart |
OOC sorry troops for not posting much. My hip is aching and I'm not moving well.
I hear ya. Everything hurts and half the time I have to have Ciri help me walk:(
| brvheart |
Belt of Variable Density,
6 Settings:
1) Weightless
( as setting 2, but with the following changes):
You become like an air elemental, AC: lose all armor
bonuses unless ghost touch, force (bracers), deflection,
Dodge or Dexterity, +6 dexterity, -6 Strength, +4 dodge
bonus, Darkvision 60 ft., Elemental Traits, Type changes to
Elemental (Air, Native, Augmented Humanoid); gain fly
speed equal to your land speed +30 ft. (perfect
maneuverability), DR 10/magic, Immunity to Poison,
Immunity to critical hits, spiderclimb, cant make any
physical attacks, you become subject to the effects of wind,
you can’t enter water or liquid.
2) Half density
(weight: x ½):
AC: -4 armor, +4 Dexterity, -4 strength +2 Dodge bonus;
+30 bonus on Balance, Jump and Tumble checks at twice
your normal height & move limit; gains a virtual Up The
Walls (see Psionics SRD) & Improved Initiative (+4 to
initiative) feat, Slow Fall 90 ft., DR 5/magic, Evasion, and
Fast Movement 30 ft.; All your attacks with weapons do half
damage. Carrying capacity is halved, but all equipment
carried is half weight. No armor check penalties.
3) Normal
(none).
4) Double Density
(weight x 2):
AC: +4 natural armor, -4 Dexterity, +4 strength, -4
additional armor check penalty; skin becomes shiny and
metallic in color. Gain DR 5/cold iron, you gain a virtual
Improved Critical feat, movement is reduced by 10 ft.,
Energy Resistance 10 acid/fire/electricity/cold.
5) Quadruple Density
(weight x 4):
AC: +6 natural armor, -6 Dexterity, +6 Strength, -6
additional armor check penalty; characters of less than 18
adjusted Strength move at half move. Character gains 2
slam attacks 1d4 for medium creatures (1d3 for small), Gain
DR 10/adamantine. Energy Resistance 20 acid/fire/
electricity/cold. Your weapon attacks do damage of the next
size category.
6) Full Density
(Iron Golem Mode; weight x10):
(as setting 5, but with the following changes or additions)
AC: +10 natural armor, +10 Strength, -8 Dexterity, DR 15/
adamantine; Darkvision 60 ft., Construct Traits, Immunity
to electricity, Immunity to poison, Immunity to magic (as a
iron golem; subject to iron golem spell effects), Low-Light
Vision; take half damage on all acid or fire attacks. You lose
your Constitution bonus hit points and gain bonus hit
points based on size (see MM), Move is at half speed. You
have a 50% arcane spell failure chance and a -8 additional
armor check penalty. Your slam attack damage increases
from 1d4 to 1d6. Your type changes to Construct
(Augmented Humanoid). You do not eat sleep or breath
(and therefore have no use for potions).
| Ciri Princess of Cintra |
Now, Taking all precautions, getting Thoron with his circle of protection active, we attempt to identify that sword.
use magic device: emulate alignment: 1d20 + 13 ⇒ (15) + 13 = 28
Identify red great sword: 1d20 + 27 ⇒ (3) + 27 = 30
| brvheart |
Now, Taking all precautions, getting Thoron with his circle of protection active, we attempt to identify that sword.
[dice=use magic device: emulate alignment]1d20 + 13
[dice=Identify red great sword]1d20 + 27
It is a +3 frost brand great sword. The sword is intelligent (Chaotic Evil, empathy,
Int 10, Wis 12, Cha 12, Ego 6).| Ciri Princess of Cintra |
Invisible garnet, an agate and a topaz
1,000 gp scintillating gem of many colors (magical) unidentified
Spellcraft Identify: 1d20 + 27 ⇒ (8) + 27 = 35
K. Arcana: 1d20 + 13 ⇒ (15) + 13 = 28
Appraisal: 1d20 + 7 ⇒ (17) + 7 = 24
10 eggs from the nest
3 gems: azurite 50 GP, a peridot 100 GP and a golden yellow topaz 500 GP. 5000 gp diamond. two gems: 300 gp citrine
four, 1000 gp emeralds, Jeweled Signet Ring for the House of Kroan (50GP). 50 gp zircon, a 100 gp tourmaline, and a 500 gp pearl,
That sword is only a legend in its own mind with a 6 ego,
Zireal is a 10.
As for strategy:
A: find out about the map on the shield talking about "the heart of the law be here." Maybe we can pay Beldar the wizard at the Tavern for information. He did give us that map to the prisoners.
B: Finish up resting, crafting and gearing up.
C: visit the white tower if you like.
D: find the Queen and take care of her, lock her up or whatever.
E: head down to level 3.
No, we don't HAVE clear each room. The temples are probably magically protected, so we don't have to mess with them if you like.
Anyone else have a better plan? The DM is getting anxious.
| brvheart |
If you are going to be crafting I need to know what, who is doing it, how much it costs and how long, total and each item please.
| Ciri Princess of Cintra |
I was considering adding spell storing to my bonded weapon permanently, I can use by spending a point, but it cost time and a -1 to attack, my bond let's me add to weapon as my bonded item.
Also, I have craft wondrous items for other items
| Ciri Princess of Cintra |
I think it takes a 500 gp pearl to make a pearl of power, we have one.
CONSTRUCTION REQUIREMENTS
1st-level: 500 gp; 2nd-level: 2,000 gp; 3rd-level: 4,500 gp; 4th-level: 8,000 gp; 5th-level: 12,500 gp; 6th-level: 18,000 gp; 7th-level: 24,500 gp; 8th-level: 32,000 gp; 9th-level: 40,500 gp; Two spells: 35,000 gp; Requirements: Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled;
| brvheart |
You all smell the acrid smell of dragon fire as smoke pours out of all the entrances to the dungeon. Everyone except the paladin make a Dc 27 Will save vs Fear. Those within 10' of the paladin get a +4. Those that fail are shaken: 5d6 ⇒ (1, 2, 6, 2, 2) = 13 rounds.
| "Slim" Jim |
Will, close to Sir Rhaym with charmed life: 1d20 + 10 + 4 + 4 ⇒ (11) + 10 + 4 + 4 = 29
Echoing Thorn's sentiment, Jim muttered "By the gods!"
1/4 charmed life used.