Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
It was a vessel laid low after attacking us, we simply are defending ourselves. You cannot ask us to choose not to survive if you have any sense of appropriate justice! I can promise to remove any residual taint and return the body after this skirmish has ended, I do not wish for unnecessary violence.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
The raised spriggan charges towards Tera and Vanadin making an odd screeching sound along the forest floor. Whoever wants to use his Man at Arms should feel free. Man-at-arms— When you deal damage while a warrior aids you add their skill to the damage done. If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it. Varis on his own is forced to handle this Dryad problem. Cast Spell: 2d6 + 2 - 1 ⇒ (5, 5) + 2 - 1 = 11 Communicate with something that you do not share a language with. It attacked us first, maiden. I don't wish to anger the forest, let us speak instead of using such force!
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
The body of the creature falls, and things become chaotic giving Varis an opportunity to experiment. Pulling the threads of creation natives to the forest possesses, Varis attempts to call forth a form of plant and magic. Summon Monster: 2d6 + 2 ⇒ (4, 3) + 2 = 9 The spell draws immediate and unwelcome attention.
Warrior 3, Cost: Mayhem Fall to the floor and aid them!
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Cast Spell: 2d6 + 2 ⇒ (5, 6) + 2 = 13 deal 1d8 damage and stun
Varis follows suit, calming speaking the whispering wilt to the spriggans to freeze their movements while the party can rally against the ambush.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
We are being compensated by the mage's tower for investigating the site, yes. That is the carrot being offered for clearing the site and allowing the tower to come research it, Varis says annoyed trying to think about the situation. Spout Lore(Manticore Lore): 2d6 + 2 ⇒ (1, 4) + 2 = 7
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
I'm concerned waiting will just make things worse for me, might as well head out now. Grelick will be fresh since he stayed here, we can bring him and try and find enough supplies for anyone else here, Varis says wearily.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
The sovereign of a flesh-crafting cult is out there, we encountered his beast. It also appears we were far from the first one to do so, Varis shows the staff to Olyn, There were also some flesh golem dog-men and his workshop had several prisoners. You might want a pass at them to make sure it's not a planned incursion into town, but you didn't hear that suggestion from me. Just watch out, whoever this guy is he is worse than the beast that scared your girl.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Tera Tchizzeck wrote:
Yes, but I don't know what it would be yet.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Bond: Tera, I think ours might be the best to resolve - we had a fun scene in the Magee's tower and I think it can mature from there well. Alignment: I think finding this necromantic activity is a good one, and I am still wearing Tera's belt of flying I believe (did I give that back? I don't remember). They are both magical mysteries. +3 for the questions would put me at 9 XP and I can level at camp. New bonds: The world between civilizations is unyielding and cruel, I need some of Gorn's wild spirit to survive. Level up: +1 intelligence I can't decide the best moves, these are really good. Being most honest to the inspiration I will choose Summon Monster, and eventually need to pick up Dark Past
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Hearing that it is clear, Varis walks deeper into the cavern using his magic to see without the need of light. Seeing the surgical tools, Varis looks over the supplies. Discern Realities: 2d6 ⇒ (6, 3) = 9 What here is useful or valuable to me?
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Hmmm... I'm surprised how strong this is, the enchantment is self-fulfilling at this point so . It's... probably safe for right now, but it is well on its way to becoming a famous blackblade at this rate. We were given work to investigate a wild area of the forest, I might be able to extract some of the energy there to fully purified the sword, Varis cocks his head a little and taps a finger to his chin, Unless you want to use it to slay the owner in an act of betrayal. That'd probably be strong enough innocent blood to complete the ritual on this. I mean it'd be evil, but it'd be extremely powerful. Varis waves his hand up and down and says, Joking of course!
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Varis leans in and says, Well... it would take someone with a steady hand to hold onto it. How about you hold it out in front of you while I examine it. I'm not touching that thing... Cast a Spell: 2d6 + 2 ⇒ (5, 3) + 2 = 10 Dispell a temporary magic effect or spell cast by another mortal. I think it shouldn't be a big issue, but you might want to salt your hands when we get back any holy man probably carries the stuff around. Varis works quietly and quickly to remove the necrotic effect from the blade.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
I picture instruments having many purposes to magic users, an item with a stone core would be used for passing the body's limit to store energy for larger =rituals. I imagine metal would help with the spower of spells (like a catalyst) and wood helps with control (like a handle). Something like a witch's cauldron is designed to absorb the seasoning of the magical ingredients (high carbon content or ceramic make) cooked inside so that she can create potions and perform divination using it (using the metal of the vessel or by keeping metal powders around for a ceramic pot). A magical instrument is very personal to the user and difficult for others to use, while magic items are designed for one function and can be used by anyone. It's cast around the core using the techniques from the south, they hammer in the design and refine it with magic to make it look seemless. The rich southern university mastered cold magic in order to earn income from cooling the estates carved from southern marble. They need these staves to have the endurance to maintain the rituals.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Well that sucked. Good thing it was just us here to see it. Whoever retells the tale, make sure to make it sound a bit more one-sided the other way, Varis touches the monster. He tries to figure out some way to trace where the one casting these dark magics might be.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Varis, weakened watches from a distance. The idea of someone crafting these creatures is burning in his head, so he decides he might as well try to speak with it. Cast Spell: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Communicate with something that you do not share a language with.
Opening a telepathic bond, Varis speaks to the creature trying to pry informaiton from it, Creature, I can grant you freedom from your bondage if you tell me who your master is and where you come from. We can stop this fight and let you live free in the woods free of magical compulsion.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Defy Danger(CON): 2d6 + 1 ⇒ (3, 4) + 1 = 8 Varis can't get over this sick feeling in his stomach, causing quite the griping in his guts. Forced to avoid physical action Varis reaches out with his mind to the creature. Cast Spell: 2d6 + 2 ⇒ (1, 1) + 2 = 4 Varis vomits loudly.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Aid(Vanadin): 2d6 + 1 ⇒ (4, 2) + 1 = 7 Varis, head still spinning from the poison, fails to hear Tera but sees Vanadin's predicament and thinking of Zadrian's predictions attempts to push him clear from the massive claws of the beast.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
I have been hit by a seemingly unending list of IRL issues, and I wanted to let you all know. I will return as soon as I can to my regular posting but it may be as long as next week before I have time again. Sorry for the long wait for even this response, but I cannot express how crazy it has been.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
DD(Con): 2d6 + 1 ⇒ (2, 2) + 1 = 5 Damage: 1d6 + 1 ⇒ (5) + 1 = 6 Varis is caught off-guard in the woods, but luckily kept an antitoxin despite the hard blow. He retreats deeper in and drinks the bottle while trying to regain his senses.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Varis hangs out out of the way in the darkness using magic to see as clear as he could any other time, he takes time to assess what this greater construct is. Discern Realities: 2d6 + 0 ⇒ (4, 2) + 0 = 6 Hey! My First XP! ಠ_ಠ
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Cast Spell: 2d6 + 2 ⇒ (6, 1) + 2 = 9 Dispell a magical effect, take damage in the process. Damage: 1d8 ⇒ 2 Varis is able to pull at the strings of dark magic tying this body together, unraveling the spells and hexes and taking the false life given to one of these creatures. But while Varis knows of the dark magic use, he has little experience and the small contact his ethereal hands make disconnecting threads is enough for the dark magic to tear parts of him away at the seams. When Varis is done, his fingernails on a few fingers of his right hand are yellow and he cannot feel them. Hopefully the sensation goes soon.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Cast Spell: 2d6 + 2 + 1 ⇒ (6, 6) + 2 + 1 = 15 Varis creates a visible dome of light that he sends into the tress with a wave of his arms to block the creatures from entering the forest for a period of time, There. It's not forever, but it will hold for quite some time. I just suggested the aid roll because we were working together. I think technically the aid is supposed to be done before the roll to give the +1 bonus.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Vanadin, I think I can create a barrier between us and those creatures but it would require that magical light you bear, Varis says hurriedly, Let us not split our effort between the sky and these wolf-creatures. Maybe this could be an aid roll too?
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
I misread that, sorry! Varis sees the figures, and Tera launching into the sky. Looking around he comes up with a plan. I can "Bar a place or portal to a specific person or a type of creature," can I attempt to bar the nightwings from the forest? Like from entering below the canopy specifically.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
O.o I rolled an 8, right? Damage: 1d6 + 1 ⇒ (3) + 1 = 4 Varis uses the flames to his advantage, using their energy to spark an explosion with the wolves on top of him. Cast Spell: 2d6 + 2 ⇒ (4, 2) + 2 = 8 Varis is barely able to reach his volume of Sammy Salamader's Spark, Sizzle, and Sorcery! a gnomish pop-wizardry book only slightly on fire when the spell began. Varis' casting drew a little too much through such pulp, and it was lost to the flames. 1d8 damage, hand, forceful Spell Damage: 1d8 ⇒ 8
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Varis quickly rolls his hands spinning the reagents in the air between them before shouting the command, Go home! into the ingredients turning them into a swirling cloudy dart that lances towards one of the wolf-men. Cast Spell: 2d6 + 2 ⇒ (5, 1) + 2 = 8 The spell draws immediate and unwelcome attention, and a problematic side effect (the too-dry powder ignites from the spell energy and drops to the forest floor, starting a fire like thermite).
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
To be honest, I'm not even sure what it is we are doing out here but here we are none the less. Can we just hurry along, I wish to be done with any unpleasantness before - is all Varis says before one of several meaty hands cover his mouth. Hearing the approach, Varis prepares a spell for when things go south quietly pulling some too-dry alluring root and a scarlet leaf to his hand.
Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)
Well, they certainly don't use magic but they do know what to look for. I suspect they are some sort of savage scrapers - something like the naawaldi, seeing a lack of recognition Varis explains the basic entomology of the pragmatic intelligent beetles from the Far East.
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