Brigh Statue

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245 posts. Alias of Giant Halfling.


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Map of Cardriss; Language Guide

Graveyard Tales:
The woman is so thoroughly stunned by your generosity that she can't even cry for a moment as she kneels in the dirt staring at the two platinum coins you've handed her. "Sir..." she gasps as tears begin to stream down her face anew, "thank you... thank you, sir... thank you..."

Still crying, and with the front of her covered in dirt, she forces herself to her feet and stammers, "I... I need to go... go see if Torg is still at his shop... so I... so I can order the stone today..." She gives you a damp, dirty hug then calls out "thank you, sir" as she hurries off into town.

The Seekers have little trouble securing rooms at the Shady Bower. Dinner is a hearty stew of salted goat and root vegetables. Breakfast consists of eggs scrambled with goat cheese and warm scones with butter. Neither meal is extraordinary, but both are a welcome respite from trail rations and conjured manna.

Alright. Morning of day 7. Everyone is officially 10th level after a good night's sleep. What's the plan?


Map of Cardriss; Language Guide

Gavin:
Word comes back from Wulfric, **Relieved to hear from you. Tonight will mark twelve-hundred miles. Forest has grown dangerous. Will need several minutes notice before you join me.**

Unless Seth has any follow up questions about the feather tokens or oils and unguents, it seems everyone is done at the Magic Emporeum? If you do, Seth, just tag or spoiler it, please.

Doctor Arcanium appears pleased with the armload of scrolls the Witness selects, though less so that nobody else seems interested in any purchases. And, he's particularly miffed that Gavin didn't even look through the assortment of magical spoons after having asked if he stocked something like them. Still, he reaches into a pouch on his belt and fishes out a quartet of emeralds. "So, twenty-two hundred, less fourteen for the scrolls, leaves eight hundred gold for you. I assume gems aren't a problem?" After handing over the precious stones, he calls out "thank you, come again," as the Seekers head for the door.

Feel free to RP back at the inn tonight or even tomorrow morning while we wait for Fenrick to finish his time in the graveyard.


Map of Cardriss; Language Guide

Graveyard tales:
"You... you would do that?" she asks between sobs. "Thank you sir, thank you... I know... I know beggars can't be choosers, sir, but please, if you could, sir... please leave enough room on it for my name too... I don't want nobody stuck in my spot when I join him, sir..."


Map of Cardriss; Language Guide

Gavin opens the top drawer of the scroll cabinet and is surprised to discover that it slides to thrice the length of the actual cabinet. A little casual digging reveals that the drawer is also much deeper than it appears. There are easily several dozen scrolls just in that first drawer. ”That works better if you know what you’re looking for,” Doctor Arcanium advices.

With enough hunting you can find one of any 1st-3rd level scroll.


Map of Cardriss; Language Guide

Witness:
Doctor Arcanium’s spectacles can be used to cast detect magic at will and see invisibility once a day. His robe cleans and mends itself and can be used to cast crafter’s fortune once a day. His hat gives a +5 competence bonus to bluff checks and can be used to cast enshroud thoughts once a day. His belt and shoes are not enchanted.


Map of Cardriss; Language Guide

Doctor Arcanium gives Gavin an incredulous look. ”No, my good man, I said most of my wares were crafted with more sedentary clientele in mind. None of it is ill-suited to adventurers, but adventurers are often ill-suited to it, as most of them provide domestic comforts and conveniences. Spoons that make food I have, along with others that will flavor it.

Turning away from the priest he adds, ”And, no... there are no other magical craftsmen between the eastern trade road and Borroka.”


Map of Cardriss; Language Guide

Graveyard Tales:
The woman spends ten weepy minutes recounting only partially comprehensible stories about an awkward but caring man who worked hard to build a modest home for them and buy enough livestock to support their growing family. The child she’s pregnant with will be their first. They didn’t have any real weapons and he tried to chase off the wolf with a pitchfork because he knew he couldn’t afford to replace the livestock before the lack of milk and eggs would be a problem.

If you went out and found a suitable rock you could get it prepared and engraved for like a gold. For 20 gold you could get 2 goats, half a dozen chickens, and a simple gravestone you don’t need to find on your own.


Map of Cardriss; Language Guide

Witness:
Both the door and the cabinet are rather clever variations of more common items. Like a handy haversack, the chest of drawers can store much more than it appears, and will draw specific items to the fore if you think of it while opening the drawer. The door opens into a nondimensional space, like a bag of holding, unless the proper command is given before its opened (in which case it opens normally to the outside world).

Doctor Arcanium scrutinizes Seth for a moment then answers, ”Well, most of my wares are crafted with a more sedentary clientele in mind... brooms that sweep for you, spoons that flavor food while you cook... adventurers like yourselves might find something of interest amongst the feather tokens, or in the scroll cabinet... the clay crocks contain a variety of oils and unguents if, perhaps, you’d like to have a spell’s magic available for those of you unable to cast it yourself?”

The ‘scroll cabinet’ he gestures towards looks something like a small, wooden, 3-drawered filing cabinet, not likely to hold more than a dozen scrolls.


Map of Cardriss; Language Guide

Graveyard Tales:
”My husband...” the young woman sobs, ”a wolf... a, a, a wolf got, got into our barn...” She stops and takes a few deep quivering breaths in an effort to speak more clearly, then continues, ”it scattered the chickens and went after the goats and... and Sam tried to stop it... but... but, it turned on him... now I have no father for my child, no livestock to support us, and not even enough money for a tombstone...”

She barely gets the final words out before completely falling apart again.


Map of Cardriss; Language Guide

The problem with the scaling items is that a lot of them don’t just gain more powers as they go, the initial power gets better as you level. I’ll look at it and see if I can come up with a non-scaling version.


Map of Cardriss; Language Guide

*At the Magic Emporeum*
"Everything here is truly magical, I assure you, my good man," Doctor Arcanium answers as he adjusts his spectacles and examines the two offered items, "uh, except, of course, for the tables and shelves and whatnot." While he looks over the two treasures, the Seekers have a moment to take in the shop. It consists of a single ten by fifteen foot room cluttered with shelves, bins, and tables which are home to all manner of seemingly mundane objects, from brooms and cooking spoons to feathers and small clay crocks. After a moment the odd man looks up and declares, "Yes, I'd be happy to remunerate you for your service, to the tune of... twenty-two hundred gold... unless, you'd like to take some of my fine wares in trade?"

Witness:
True to his word, nearly everything in the shop (including the purveyor's wardrobe) has some magical aura. All of them are faint except for a tall, narrow chest of drawers and the door you entered through, both of which have moderate auras. Thus far you've had time to identify 2 things, let me know which ones, and what your plan for proceeding will be... there are easily 100 items/auras visible.

To clarify he's not offering to give you extra if you trade, just hoping you might be interested in taking some of the payment in (full price) goods instead of coin.


Map of Cardriss; Language Guide

With your excellent diplomacy/know [local]/etc, we can just round your shares up to an even 1200g each (minus the sale price of whatever you’re claiming). Also, I just realized that Fenrick picked a scaling item in his initial purchases... those don’t follow the normal pricing rules and are supposed to reduce the amount of wealth he gets. I hadn’t planned on including scaling items but after looking at them more closely I’m intrigued. So, there’s a couple ways we could proceed and I’m curious what everyone’s preference would be.
1. Fenrick switches out that item for a similar non-scaling one.
2. Fenrick keeps the item but every level has to ‘sacrifice’ gold from his share to it to make up the cost difference.
3. Everyone else could choose a bauble from the scaling items and party shares stay even and balanced. Of course, to really stay balanced, I’d also have to refund Fenrick’s original 2k purchase, so I guess he’d still get to buy a new item in this scenario too.
4. I could work on adding a bauble-equivalent effect to one item that each of the other party members already possesses.

What are your thoughts?

Also, in fairness, Fenrick might have mentioned it before and I just didn’t pay enough attention, I honestly don’t remember.


Map of Cardriss; Language Guide

Gavin and Seth, and the Witness:
The hearty middle-aged women behind the counter at the general store is more than happy to buy the adventurer's multi-tool from you. The tanner, a weathered Atlaean man in his twenties, and the smith, a half-dwarven woman about the same age, practically haggle with each other as they determine that he will buy the darkleaf armor and darkwood shield, and she will buy the chain, the breastplates, and all the weapons they're selling. With only the bottled yeti fur and headband left to sell, you venture into Dr. Arcanium's Magic Emporium, where you are promptly greeted by the eponymous Doctor Arcanium, a tall, lanky, bald man clad in a lavender and plum striped robe with a matching tall, pointed hat, and spectacles crafted with rose-quartz lenses. "Welcome, travelers, to Doctor Arcanium's Magic Emporium, where the mystical forces of Cardriss can be bought and sold. What may this humble purveyor of the esoteric do for you today?"

He will buy the two remaining items without a problem, I just thought I'd provide the opportunity for some RP if you're interested.


Fenrick:
Not long after you begin tending to the graveyard, a pregnant young human woman enters with a handful of wild-flowers. She gives you a weak smile as she passes on her way to a patch of recently dug earth with no gravestone. She kneels there and places the flowers on the dirt, then remains in that position while tears begin to stream down her face. A moment later she is laying prostrate on the ground, weeping.

Edited to include the Witness in the shopping trip after having ninja'd him.


Map of Cardriss; Language Guide

You guys are free to handle loot however you like. Fwiw, I tend to agree with Lyra that distributing potions/scrolls/etc amongst the party shouldn’t count against anyone’s share. I’m also in favor of having some kind of group fund for things like a bag of holding (which might not be a bad idea currently) or other items that benefit the group. Do with that as you please. That said, I suspect that the Witness’ immediate concern was keeping one of those weapons since he has none currently.


Map of Cardriss; Language Guide

As you're leveling, don't forget- reaching 10th level gives you access to the 5th level SLA from your domain.


Map of Cardriss; Language Guide

Marko nervously watches the Witness approach, and cautiously accepts the spellbook, though he shows no intention of touching the sword. "The bookkeeper..." he mumbles inquisitively as the wizard withdraws.

A moment later, the conquered ruler is a distant memory as the Seekers suddenly find themselves standing on a cobbled street in front of an old stone courthouse. Lyra recognizes the town as Haritza, or Oaktown in the common tongue, a logging town on the road to Borroka. Located just over 300 miles south of the city proper, the town is the Witness' northernmost clear memory within the range of his arcanospatial translocation.

While by no means a city, it is a fairly bustling town with several inns, a large general store, and a market square which includes a tanner, a smith, a glassblower, an herbalist, and a gaudy shop with a sign that reads "Dr. Arcanium's Magic Emporeum."

As I don't expect you to pick any fights with the locals, congratulations, you've reached level 10 (or will have as soon as you wake tomorrow morning). Please level up your characters and post whatever new skills/abilities/etc you've gained in the discussion thread.


Map of Cardriss; Language Guide

"Seekers?" Marko answers the Witness, rather than enter a debate about who sent whom to their graves, "I seek knowledge too... point me to the next step in my search, please?"


Map of Cardriss; Language Guide

Sorry, I should have said this before, but please post here which bonus you're choosing.


Map of Cardriss; Language Guide

Raising his empty swordhand cautiously, Marko replies, "I don't want to fight either, and I'm not interested in your money... I just want to know how you got in there, and what happened inside?"


Map of Cardriss; Language Guide

Lol- nice ninja, Lyra.

Congratulations, you have completed the second attunement! All the bonuses and penalties accumulated in the Anchor are gone, but you each get to choose one bonus from the second attunement [flesh]. This does not replace the first attunement, it is in addition to it.


Map of Cardriss; Language Guide

The Seekers arrange themselves in their now familiar formation and head through the portal. After an almost imperceptible fall through eternal nothingness, they find themselves, rather unexpectedly, standing in the field outside the Anchor once again. They feel a warmth where their Seals are, and can see from the Witness' rather public mark that the second pentagon now softly glows like the first.

There is precious little time to process this development, however, as Marco, the flamboyant bandit-lord, calls out from the stone he's sitting on some eighty or so feet away, "How did you do that? It has something to do with that symbol, right? The one on the ruin, and your face..."
Despite his attempt to appear casual, there is clear concern on his face and he seems to be preparing to respond if attacked.

You have completed the second attunement. Please check the discussion thread for details.


Map of Cardriss; Language Guide

Within seconds, all the broken bits of stone have vanished.


Map of Cardriss; Language Guide

Gavin and the Witness inspect the room's auras and find them to be quite the same as the previous chambers. The portal's aura are, similarly, quite like the portals they've inspected in and on the Anchors before.


Map of Cardriss; Language Guide

Cracks spiderweb across the statue as Fenrick lands two more brutal blows. Lyra's yelling, along with her well placed thrust, causes the cracks to open in a brilliant azure flash--which none of the Seekers see due to their present condition--and then the statue collapses into a heap of broken stones on the floor, which promptly dissipate. As they do, a portal flickers to life on the far wall.


Map of Cardriss; Language Guide

I used up your aid other bonus from Witness on your bot attack, you still hit twice though.


Map of Cardriss; Language Guide

GM screen:
2d20 + 6d6 ⇒ (14, 14) + (4, 1, 1, 4, 3, 6) = 47

Botting Fenrick
Fenrick's mood swings wildly back and forth with his inconsistent attacks, but his fight or flight instinct remains firmly set on fighting and he continues hacking away at the statue.

burning bane1 (aid): 1d20 + 12 + 4 + 2 + 2 + 1 ⇒ (15) + 12 + 4 + 2 + 2 + 1 = 36
for: 2d4 + 15 + 2d6 ⇒ (2, 4) + 15 + (1, 2) = 24

burning bane2: 1d20 + 7 + 4 + 2 + 1 ⇒ (20) + 7 + 4 + 2 + 1 = 34
for: 2d4 + 15 + 2d6 ⇒ (3, 2) + 15 + (2, 2) = 24
immune to crits

His efforts are rewarded as he carves two deep gashes into its hips. Unfortunately, they are also repaid as, even with the Witness' intervention, the stony sentinel slashes him twice more (for 21 and 28).

PCs are all up again (to begin round 4).


Map of Cardriss; Language Guide

GM screen:
2d20 + 6d6 ⇒ (10, 1) + (4, 4, 4, 2, 4, 5) = 34

Fenrick cleaves out another hunk of stone leg with his first swing, and misses wildly again on his second, while both of Lyra's thrusts skitter harmlessly across the statue's stony surface. Gavin sends out a wave of healing and is relieved to see that it seems to have no effect on the statue. The Witness glides forward at eye level with the guardian and uses his unusual shortsword to create an opening for Fenrick's next attack.

round 2, group B
Meanwhile, the statue continues its graceful spin until it once again faces the orc. Stopping there, it swings it heavy sword twice: the first slashes the inquisitor across the chest (27 damage), and the second is so inaccurate that it's hard to tell if it was swinging at him or Gavin.

Everyone is up for round 3. Remember your +1 luck bonus from prayer (and Fenrick's +2 on his first attack from Witness' aid).


Map of Cardriss; Language Guide

So, I didn’t enforce the 24 hr combat rule over the weekend because our posting is usually always slow on weekends, but it’s been 24 hours for Lyra (and there’s no real consequence this particular time) so she delays.

Round 2, group A (all PCs) is up.


Map of Cardriss; Language Guide

@Fenrick- you only get one action in a surprise round (unless you have lookout and already would have been able to act), fortunately anyone with +1 BAB can draw a weapon as part of movement.

@Witness- the rules are frustratingly vague about how long your 1/day opportunity to attune to different armor takes, but a full round action seems reasonable.

The Witness weaves together a simple grease spell targeting the statue’s huge sword. As the magic spreads across it’s surface, he quickly notices that the sword is not a separate piece but part of one whole statue; the slippery sheen continues to expand until the whole statue is slick. As it does, a similar oily coating stretches across the Witness, coating his clothing and armor. Both Witness and the statue now have +10 vs grapple.

Fenrick draws his heavy sword and moves around to the far side of the statue, next to Gavin, where they both flank with Lyra. As he conjures shimmering aura around his blade a matching one appears around the statue’s. The orc’s first swing misses the towering statue wildly, but the second one finds its mark and cleaves a chunk of rock from its buttock. The damage is not quite as extensive as the inquisitor had hoped, however, as the statue lacks an actual anatomy to exploit, and if it’s morale was affected by Fenrick’s fearsomeness its stony helm gives no hint of it. The statue is immune to sneak attack and other precision damage.

GM screen:
2d20 + 6d6 ⇒ (8, 10) + (4, 2, 4, 1, 2, 5) = 36

Round 1, group B
The statue spins in a surprisingly graceful twirl, slashing its large, oily blade at Fenrick and Lyra as it does. The fencer manages to twist her body under the attack but the orc is not so lucky and the stone blade just barely catches him as he tries to dodge it. The impact doesn’t feel like a near miss (Fenrick takes 25 damage), but thankfully the shimmering aura seems to inflict no additional injury (Fenrick is unharmed by the construct bane effect).

Round 1, group C (Lyra) is up. If all she does is attack group A can begin round 2 afterwards without waiting for me to post.


Map of Cardriss; Language Guide

no, Lyra ‘gouged a hunk of rock from its thigh’ (you hit and it seemed to take full/normal damage).


Map of Cardriss; Language Guide

RAW that’s probably true but I’ve always been a bit lenient with that, especially in PbP because I believe it helps keep the gaming moving. Technically, you really all should probably have been ‘in combat’ since you entered the chamber, but going round by round and having to wait for people who may or may not be interested in investigating/experimenting would make things drag, I think. If people are really against this policy say so and we can re-evaluate; otherwise, anytime I describe someone/thing as having a weapon at the ready please assume they have a readied action to attack.


Map of Cardriss; Language Guide

Sorry, I just remembered that the Witness can always act in a surprise round, so he (and anyone he shares the lookout feat with) can post for the surprise round and round 1.


Map of Cardriss; Language Guide

GM screen:
1d20 + 3d6 ⇒ (18) + (6, 1, 2) = 27

While everyone else hesitates, Lyra's instinct to solve problems with something pointy wins out. Tumbling forward, she discovers, much to her chagrin, that the statue has been waiting for someone to enter its reach. Its huge stone sword comes crashing down on her as she approaches. readied attack, not an AoO. 24 damage. Undeterred, she continues forward and gouges a hunk of rock from its thigh.

**initiative**
Fenrick: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Gavin: 1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20
Lyra: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 7
Witness: 1d20 + 18 - 2 ⇒ (20) + 18 - 2 = 36

statue: 1d20 ⇒ 19

Round 1: group A (all the PCs except Lyra) is up.


Map of Cardriss; Language Guide

I would take that as no objections.


Map of Cardriss; Language Guide

Fenrick detects no alignment auras on the statue. If it has intentions or motivations, they are inscrutable behind its visored stone helm; but, Fenrick has a hunch that if it possess any intelligence at all it is likely rudimentary, at best, and perhaps it merely makes programmed responses to various actions or events.


Map of Cardriss; Language Guide

The statue stands at the ready while the Witness arms himself. It’s sword remains raised and ready to strike but it doesn’t move to attack.

Witness:
Given that everything here is a magical construct, it would be impossible for the statue to be purely mechanical. Beyond that, the statue looks to be made of a single piece of stone with no seems or joints- it must surely be some form of construct.


Map of Cardriss; Language Guide

DC 30 perception:
As Gavin’s spell twinkles into completion across his eyes and ears, a subtle shimmer flickers across the statue’s visored helm.

If the statue is capable of speech, it does not choose to do so.


Map of Cardriss; Language Guide

Lining back up in their chosen formation, the Seekers press through the wall and find themselves in another chamber that seems to mirror the one they just left. They stand in front of an archway, 'looking' out at a sixty-foot wide circular chamber with a domed ceiling. The walls are fifteen feet tall, and the dome rises another thirty feet from there at its center (for a total height of 45'). Although they cannot yet sense it upon entry, there is a flat wall opposite them.

In the center of the chamber, where the crystals have appeared in the previous rooms, a twelve foot stone statue hovers a few inches off the floor. It depicts a lean humanoid in some sort of unfamiliar breastplate-like armor, holding a two-handed sword with gracefully curved blade at its side.

DC 25 appraise:
Though quite rare now, the elves smith a similar blade known as a 'curved blade', or 'elven curved blade'. The statue's blade in not exactly one of these but bears enough similarity that the two might be somehow related.

As the seekers move further into the chamber, the 'statue' raises its sword and grasps it with both hands.

You moved 5' in (putting Fenrick and the Witness 5' from the arch, and Lyra and Gavin 10' from it); it looks like its sword could reach Lyra and Gavin if they move any further forward. What do you do? Oh, also, it would be helpful if people could update their banners to reflect losing buffs in the first chamber and the bonuses/penalties accrued in the subsequent rooms.


Map of Cardriss; Language Guide

Witness:
Everywhere you inspect, apart from the wall within the archway, only allows about half a foot of penetration. It does not, however, seem as though the stone is rejecting you. Rather, it feels as though the stone ends there and nothing exists beyond it to reach into. It seems likely that this pocket dimension does not extend beyond the stones of the chamber.


Map of Cardriss; Language Guide

Before submitting to the crystal, Gavin traces his hands along the various stone surfaces and finds they all feel just as he would expect stone to feel: hard, cool, slightly coarse. After he allows the crystal to blur his own boundaries, his hands seep into, and through, the stones as the Witness’ had.

Anything else before you press through the wall?


Map of Cardriss; Language Guide

Having submitted to the shard, the Witness begins a new course of investigation. To his surprise, he finds that his hands do, in fact, seep into the stones of the archways. More than just a connection or extended awareness, the actual flesh of his hands sink into the stones. With a little experimentation he discovers that he can pass about half a foot into the arch or chamber wall before abruptly stopping, but the stone wall within the archway he can reach through entirely.

Witness:
Even with your somewhat diminished capacity, it occurs to you, in the midst of considering your myriad questions, that the first shard did not exactly fit the pattern of the other five... it took without giving, and relied on an abjuration rather than a transmutation as one and perhaps all five of the others did... if five is somehow a significant number here, the first shard might have merely been preparation for the others?


Map of Cardriss; Language Guide

Expedited exploration, part 3
The next portal leads the Seekers to something new. The chamber walls are curved like the previous rooms but the flat ceiling has been replaced with a dome. As they approach the crystal at the chamber's center, they also discover that on the far side where they expected a flat wall there is instead a large stone archway. The archway, however, seems to end at a stone wall.

Gavin and the Witness once again examine the auras of the room and the shard, and now add the doorway as well. They are unable to learn anything useful, though, beyond that which they already know. Fenrick uses more mundane means to check out the archway but does not find any sign of a mundane method of clearing the arch.

Lyra, meanwhile, happily continues in touching stones. The sensation this time is the most unusual... it feels almost as though her edges grow hazy as some of her sense of self-differentiation is drained away. Her clothes and armor, even the shard and the floor beneath her feet feel as though they have become a part of her. To her disappointment, no portal springs open this time.

Lyra, and anyone elses submitting to the stone, takes a -2 penatly on saves against possession but gains a +2 competence bonus on all checks made using tools (including weapon attack rolls) and suffers no armor check penalties or arcane spell failure chance. As you have encountered something new (both in shape and now in no portal opening), I will stop botting/expediting now and allow you to proceed as you see fit.


Map of Cardriss; Language Guide

Expedited exploration, part 2
Passing through the next portal, the Seekers find that the fifth chamber is identical to the previous four, save that the crystal is probably a different color, if they could actually see it. The Witness and Gavin gain no new insights from their investigations, but Lyra's more direct route quickly reveals this shard's function: it draws away the higher orders of analytical thought while heightening instincts. Despite the Witness' misgivings about this sacrifice, eventually his desire to move forward and innate curiosity win out and all the Seekers submit to the shard. You all take -2 to skill checks with any skill that cannot be used while raging; you also suffer no penalties for using weapons or armor with which you lack proficiency, and do not provoke AoOs by attempting combat maneuvers.


Map of Cardriss; Language Guide

Expedited exploration, part 1
Full of unfettered enthusiasm and apprehension, the Seekers pick up their pace. The fourth chamber appears very much the same as the previous three, but the Witness and Gavin are able to puzzle out its auras a bit more succesfully. Like the first chamber, everything, except the Seekers themselves, is a magical construct, and overwhelming auras emanate from every surface. Every school of magic is present, and the crystal seems likely to function somewhat similarly to the previous two: it has two linked effects, one conjurative and one transmutative, and is likely going to alter the toucher's body in some way while also opening the portal. How exactly it will effect a person is unclear, although the aura is vaguely reminiscent of something like a cat's grace spell, and may somehow involve agility or grace.

In her giddiness, Lyra can't wait for the sages to finish their scholarly work and decides on a little 'first hand' experiment. As she places her hand on the shard and allows it to work, she feels her impulsiveness drawn away and her already graceful motions become even more elegant. Before long, all the others follow suit. You all take -2 to initiative and reflex saves, but gain a +2 dodge bonus to AC and do not provoke AoOs by moving.


Map of Cardriss; Language Guide

Alright- if you’re not going to be trying any new/additional spells or anything, you can just toss up 3-4 spellcraft checks and I’ll expedite things a bit.


Map of Cardriss; Language Guide

I'm sorry... yes, the next portal did open when Gavin submitted to the crystal.


Map of Cardriss; Language Guide

Gavin submits to the crystal's gentle tugging and feels a wave of emotions crash over him as his inhibitions, and self-control, flow out of him.

Gavin (and anyone else submitting to the shard) suffers a -2 penalty to Will saves and automatically fails all saves against spells and effects with the [emotion] descriptor, but gains a +2 morale bonus on all ability checks, attack rolls, saving throws, and skill checks for 1 round whenever they succeed at any of those rolls.


Map of Cardriss; Language Guide

I'm trying to strike a balance here... I very truly appreciate that at least some of you have an actual interest in how things work with the anchors and/or whether there is some meaning behind them! So, I don't want to gloss over or cut short any of these chambers; however, now that a fairly clear pattern has emerged for moving through these rooms I also don't want them to feel like they're dragging too much. If/when you guys decide that you're done examining and thinking through things before just giving the stones what they want, let me know and I'll move through the remaining stones more quickly (or through however many react the same way before something goes horribly wrong).


Map of Cardriss; Language Guide

Gavin places his hand on the floating stone and, once more, feels a gentle pull as it attempts to draw something from him.
Is Gavin resisting or allowing?

Meanwhile, the Witness invokes his divination and 'looks' around the room. He is able to discern that he is surrounded by overwhelming auras from every surface, including the crystal, and can even sense some differences between them, but without any visual input he is unable to deduce anything useful from them.

Detect magic is unclear on how it would interact with blindsight, so I'm ruling that you can use it but at a penalty to identify auras or item functions.


Map of Cardriss; Language Guide

Although the seekers are blind, they have no trouble walking to and through the portal. After a disorienting ‘poof’ they find themselves standing in another new chamber. It seems to be same size and shape as the previous room with another crystal shard floating in the center. Moving forward to the crystal confirms the size and shape of their surroundings, but without being able to see colors the type of crystal is unclear.

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