"Slim" Jim |
Sir Rhaym . |
Okay Jim thanks for that but I am not understanding how that relates to Rhaym in anyway as that only seems to affect Jim.
Can you please explain why Rhaym was brought into the picture with this?
Ciri Princess of Cintra |
He was using the bonus for his own charisma while pulling a shaggy and scoobie to grab you so he would avoid being scared and running away to the desert. He just grabbed you for protection in a smooth way like freddy putting his arm around daffne.
Look, were all scared now that we know a Dragon lurks in the dungeon, except you, because a knight fighting a Dragon is your specialty.
brvheart |
You can see a tremendous amount of smoke that can only be the result of dragonfire Thoron.
Sir Rhaym . |
If it is obvious that there is dragon destruction nearby Rhaym would look into this asking questions about what the dragon looked like and from what direction that it came from and in what direction did it leave.
brvheart |
It didn't, it just breathed somewhere down in the dungeon and the smoke billowed out into the village through its varied entrances. Your guess is it is a big one!
"Slim" Jim |
"So..." said Jim, "What do we do now eh? I don't think we're ready with a confrontation with whatever breathed all that fire!"
Ciri Princess of Cintra |
"So..." said Jim, "What do we do now eh? I don't think we're ready with a confrontation with whatever breathed all that fire!"
With the elfs party dead having gone a cross the bridge, except for him and one other, that is why until we knew more and had a chance to get information from 1st level and town, I felt the better part of valor was to go back up before heading down deeper into the abyss, possibly unprepared. Hence my stated plan of upgrading equipment, getting information, and gathering things of power related to the white tower to aide us in our quest.
FYI I copied the map off the shield with Arcane Mark when I detected magic.
It's on paper now, he can read it.
Ciri Princess of Cintra |
Now, you guy's go down to the entrance of the white tower while I spend 2500 gp and 5 days to add permanent spell storing on Zireal.
It's been 5 days, we are healed, recovered and following the map to the artifact on level 1.
What did you find in the white tower while I was engaged?
Sir Rhaym . |
OCC: I thought we did not know where the White Tower is would that not mean we would have to find it first?
Note I am okay with the plan just wanted to be clear on what we are doing while Ciri is not with us.
"That is okay Beldar we have a high wizard we can take it to her and let her look it over."
Rhaym will try to take Beldar to see Ciri and to present her with the invisible map.
Ciri Princess of Cintra |
Invisible garnet, an agate and a topaz
Appraisal: 1d20 + 7 ⇒ (17) + 7 = 24
Above is a quote to appraise those 3 gems, never got a value. That's about when the dragon interrupted.
yes we know where the white tower is, directly under the shrine and there is a trap door in the floor of the shrine (v2), a lion of Mitra met us at the door and denied us going any further. It may be helpful to go there but it is not the key. I will take you to the room if you can convince Holomir Goldheart to let you in. So we know where, but how to get in is the question, maybe a paladin can get access.
I don't think we ever search the barracks and some of the buildings like the wine merchant. Can we please search the empty town buildings and bring what we find back to the inn or the constables. I WILL SEARCH the ones behind the manor house.
Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (6) + 14 = 20
Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (6) + 14 = 20
Perception Guard Barracks v17 thru 19: 1d20 + 14 ⇒ (14) + 14 = 28
Perception Manor House V5 ground floor: 1d20 + 14 ⇒ (4) + 14 = 18
Perception Wine merchant v8: 1d20 + 14 ⇒ (10) + 14 = 24
instead of wine, I could've had a v8, haha
Can someone search the abandoned houses, v12 to v16 please.
does no one here use a great sword?? We have several.
Sir Rhaym . |
OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.
"Slim" Jim |
Jim nodded, "Sure I'll take a look at the abandoned houses. I'll holler if I find anything hostile."
House v12: Perception: 1d20 + 12 ⇒ (10) + 12 = 22
House v13: Perception: 1d20 + 12 ⇒ (13) + 12 = 25
House v14: Perception: 1d20 + 12 ⇒ (9) + 12 = 21
House v15: Perception: 1d20 + 12 ⇒ (10) + 12 = 22
House v16: Perception: 1d20 + 12 ⇒ (16) + 12 = 28
brvheart |
Invisible garnet, an agate and a topaz
Appraisal: 1d20 + 7 ⇒ (17) + 7 = 24
Above is a quote to appraise those 3 gems, never got a value. That's about when the dragon interrupted.
yes we know where the white tower is, directly under the shrine and there is a trap door in the floor of the shrine (v2), a lion of Mitra met us at the door and denied us going any further. It may be helpful to go there but it is not the key. I will take you to the room if you can convince Holomir Goldheart to let you in. So we know where, but how to get in is the question, maybe a paladin can get access.
I don't think we ever search the barracks and some of the buildings like the wine merchant. Can we please search the empty town buildings and bring what we find back to the inn or the constables. I WILL SEARCH the ones behind the manor house.
[dice=Perception Guard Barracks v17 thru 19]1d20 + 14
[dice=Perception Guard Barracks v17 thru 19]1d20 + 14
[dice=Perception Guard Barracks v17 thru 19]1d20 + 14
[dice=Perception Manor House V5 ground floor]1d20 + 14
[dice=Perception Wine merchant v8]1d20 + 14
instead of wine, I could've had a v8, hahaCan someone search the abandoned houses, v12 to v16 please.
does no one here use a great sword?? We have several.
Barracks
Each building will contain foodstuffs for 6 people for amonth, 10 flasks of oil (may be in one large container), 1d2
suits of chainmail, 1d10 suits of leather armor, 1d6 shields,
1d4 short bows
Wine merchant
You find various piles of clothing including robes, sandals and desert hearwear. In the corner of the room is a portable still that can turn a gallon of non potable water into fresh in an hour.
Also are a pile of rusty weapons but a few seem still usable: a scimitar, a whip and a handaxe all detect as magical.
A few desert maps showing the locations of water through the desert and an astrolabe.
brvheart |
Jim nodded, "Sure I'll take a look at the abandoned houses. I'll holler if I find anything hostile."
[dice=House v12: Perception]1d20+12
[dice=House v13: Perception]1d20+12
[dice=House v14: Perception]1d20+12
[dice=House v15: Perception]1d20+12
[dice=House v16: Perception]1d20+12
None of these houses are abandoned. Each of them has 1d6 women in them and it is clear their men are around somewhere. The women swear at you if you try and approach.
Izzabeau Kalahari Du Bar |
Also Iz and Ratel Dier our constable hands a sparkling nice chain shirt to Jim, saying.
we found this in the armory and thought you might like it. Should better than your leather, it detects strong magic.
Ciri Princess of Cintra |
OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.
Sure come on, we might encounter something
Gather everything found in a pile and cast identify
Spellcraft with identify. scimitar: 1d20 + 15 + 10 ⇒ (20) + 15 + 10 = 45
Spellcraft with identify. whip: 1d20 + 15 + 10 ⇒ (3) + 15 + 10 = 28
Spellcraft with identify. Handaxe: 1d20 + 15 + 10 ⇒ (12) + 15 + 10 = 37
Spellcraft with identify. chain shirt (Han Filo): 1d20 + 15 + 10 ⇒ (10) + 15 + 10 = 35
Spellcraft with identify. Great Axe (left by Vorgrim Baresarcks): 1d20 + 15 + 10 ⇒ (8) + 15 + 10 = 33
chainmail: 1d2 ⇒ 1
leather: 1d10 ⇒ 7
shields: 1d6 ⇒ 6
short bows: 1d4 ⇒ 2
brvheart |
Sir Rhaym . wrote:OCC: Note Rhaym will accompany Ciri unless she forbades it as he does not like idea of her being unprotected even if it seems not as dangerous for one can never truly know when evil will choose to strike.Sure come on, we might encounter something
Gather everything found in a pile and cast identify
[dice=Spellcraft with identify. scimitar]1d20 + 15 + 10
Scimitar of El-Marresh
Aura faint necromancy; CL 5th
Slot —; Price 4,315 gp; Weight 4 lbs.
DESCRIPTION
Centuries ago King Abdul, the ruler of El-Marresh, ordered
his blacksmiths to build 100 of these wondrously crafted
scimitars for his personal bodyguard. Mysterious runes adorn
the blade, and the haft is carved from bone wrapped
in exquisite silk. At least half of the blades are reputed to
have survived to this day. This weapon is a +1 scimitar that
grants its wielder a +5 competence bonus to Intimidate
checks made to demoralize foes. In addition, whenever the
weapon confirms a critical hit, the wielder may attempt an
Intimidate check to demoralize foes as a free action.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, cause fear,
creator must have 5 ranks in the Intimidate skill; Cost 2,315
gp[dice=Spellcraft with identify. whip]1d20 + 15 + 10
Rattlesnake Whip
Aura faint evocation and transmutation; CL 3th
Slot —; Price 8,301 gp; Weight 2 lbs.
DESCRIPTION
Sloughed rattlesnake skin and the animal’s infamous tail are
the primary components used to fashion this +1 whip. Three
times per day, as a standard action, the wielder can rapidly
twirl the whip overheard creating a sickening rattle that can
be heard by all creatures within a 20-foot radius centered
on the wielder. The loud, unnerving sound deals 1d8 points
of sonic damage to all creatures except for the wielder.
There is no save against this effect.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, sound burst,
creator must be proficient with a whip; Cost 4,301 gp.[dice=Spellcraft with identify. Handaxe]1d20 + 15 + 10
Handaxe of Scalping
Aura: moderate transmutation; CL 6th
Slot —; Price 8,306 gp; Weight 3 lbs.
DESCRIPTION
This +1 handaxe is most commonly found among nomadic
peoples living in the semiarid deserts. The haft is always
fabricated from the bone of a large predatory animal,
and etched images of fearsome birds adorn the blade.
Whenever the wielder confirms a critical hit with this
weapon, the handaxe crashes into the victim’s skull and
strips the flesh from bone. In addition to dealing the damage
from the critical hit, the gaping wound deals 1 point of
Charisma damage and dazes the victim for 1 round. A
successful DC 14 Fortitude save negates the daze effect,
but not the Charisma damage. The handaxe’s wielder must
be able to reach the victim’s head to use this ability.
CONSTRUCTION
Requirements Craft Magical Arms and Armor, daze; Cost
4,306 gp.[dice=Spellcraft with identify. chain shirt (Han Filo)]1d20 + 15 + 10
+2 chain shirt
[dice=Spellcraft with identify. Great Axe (left by Vorgrim Baresarcks)]1d20 + 15 + 10
+1 anarchic greataxe
"Slim" Jim |
"I quite like the look of that Saber..." remarked Jim as he looked over the haul. A free action demoralize on crit sounds quite useful, and Jim crits a fair bit.
Ciri Princess of Cintra |
Then take the saber and the +2 chain shirt, That would be +1 increase to your AC.
Putting Rufo's map together with the shield map, turning the map from the shield counter clockwise, seems like they share the temple room in common. There has to be another way out of the temple, we have to find it.
Fralk, Fralk!!! Where are you, where did that goblin run off to now, We need you please!! always missing him, going off somewhere...
brvheart |
This is the worship hall of the
evil villagers. The walls are artfully painted in scenes
depicting the deification of Set. Most of the pictures are gross
and nauseating. The curtain tapestries at the south end of
the hall show the death of Mitra, showing the god to be weak,
senile and perverse. In all scenes Set is depicted
triumphantly.
The pews are of varnished oak and some of the rear pews
have been gnawed on by rats. The floor is of inlaid black
marble. The four braziers are gold and silver.
The statue of Set is solid serpentine with 1000 malachite
scales set into the stone, topaz eyes seem to glow. It appears
as a statue of a heroically proportioned male, 9 feet
tall with a jackal’s head, scaly body and Egyptian style
clothing; due to its construction it is not
detectable as a guardian when at rest.
brvheart |
Thoron walks the walls of the temple and finds a secret door behind the statue.
brvheart |
A mirror with a death’s head design hangs directly opposite the north entrance. Two skeletons guard the room.
brvheart |
In the mean time two skeletons attack.
One on Jim
short sword: 1d20 + 5 ⇒ (4) + 5 = 9 damage: 1d6 + 1 ⇒ (1) + 1 = 2
and one on Ciri
short sword: 1d20 + 5 ⇒ (16) + 5 = 21 damage: 1d6 + 1 ⇒ (2) + 1 = 3
brvheart |
roll init
coming out of the south wall are three creatures
They haves the body of a lion, the wings of an eagle, and the face of a man.
Fralk ibn Sabbah |
The goblin moves past the knight to stop beside Jim, Walkin' bonez... Hold on, Lady!
atk, skel, dogslicer: 1d20 + 15 ⇒ (3) + 15 = 18
atk, skel, dogslicer: 1d4 + 7 ⇒ (4) + 7 = 11