Amulet of Desna

Your Demented Storyteller's page

1,796 posts. Alias of Rysky.


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Sorry, I’ll give an actual response when I can exhale.


Sorry for dropping this, years ago when the group at the time first entered the greenhouse I had an idea for what all lied beneath, but since then I had forgotten and have been trying to remember and it's place just coming up with something off the top of my head, which lead me into hitting a wall as I couldn't pin down what to put down here.

Another reason for that is I don't know if y'all would even be interested in staying or exploring (especially without Mylyna), a lot of this has just felt like I've been wasting my times and making mistakes so I don't know the best way to give y'all a story. You didn't want to deal with the town, Neilina backed out of the exchange with Lalazrue, so a part me doesn't want to think up all the things to put down here if you're just gonna immediately leave and not come back. I keep messing up, I don't know what to do.


Thanks

*hugs*

Hopefully I'll be able to pull it together soon.


I guess? I don't know? I haven't really been able to think about the game for a bit, that's not completely accurate, just I haven't been able to think about anything productive, trying to make things work.


No, they met Xeros and Nalada in the prison under the house, different place than these areas.

I'm just trying to work myself up to come up with the something after the last couple of times.


*nods*


Maybe :3


*nods*

About not owning the house?


What did you think you did wrong with the Blight?


Sorry I still haven't posted, been trying to think of something to go down here but I keep hitting snags.

Aside from that, before the delay were you all still having fun, was there anything I was doing wrong or that I could improve on?


@Neilina:
Yep.

Also sorry I still haven’t posted, I need to get my shit together.


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Sorry, it has been... surprisingly busy the past two days (my wallet thanks your for the commissions, stupid people). I will get an update up tonight when I get home.


Yay!

Sorry I forgot to post, days all blurred together on me.

I’m going back to work today so caffeine + schedule will help sort me out, will have a gameplay post up tonight.


Ah crap, I thought I had posted *rubs eyes*

Putting her foot forward Yelenn finds the broken pieces of the path hold strong and static, not moving in the slightest from the added weight from the Witchblade, providing a safe I’d rather haphazard path down.

Her hand however, finds just what she reaches for. Light. There is no substance to grip or hold as her hand effortlessly passes through the conjured rail, which, with her step forward, also moves forward ever slightly in tandem.

Proceeding down the ladies find themselves flanked by the immaterial rails, reminding them of the path and nothing more. As they get lower the light reveals attempts to correct the path, traces of silver running through the path and binding it once more. After walking for a few long minutes the group hears before they sees gentle flow of water, a little after that the rails stop as ground comes into view from the darkness. Greeted by worked stone water flows beside it leading on, in the distance light and greenery exists having been hidden by what is a tunnel they are now in front of.


As Yelenn approaches the stone she sees that it continues on down for some distance. Also as she approaches the crystal brightens even further before the light leaks out in little drips that float toward the path she was headed, coalescing into glimmering rails on her side. They advance past her, but not by much.


You mean the crystal on the casque you found Nalada in? Sorry, different type of crystal.


Nature or Dungeoneering or Appraise would work for crystals I’d say.

@Neilina:
Whatever these crystals are they aren’t quite natural, too clear and perfect on the inside, closer to glass than any sort of natural forming mineral or polished gem.


Sending her lights forward reveal a path of carved stone, serviceable if not as artistically designed as the prison they had recently explored.

The tunnel continues for a hundred feet or so before the walls and ceiling open into a yawning abyss, the path staying constant as it marches onward into the darkness. As the witchlights brave the unseen finally their light is reflected out in the distance.

Coming into view, tangled in massive stone roots falling from above, is a large crystal cluster, eating the light from the wisps of it begins to emit a soft blue glow from within its entirety, showing off more of the surrounding. A path spirals up and below, but oddly, to put it mildly, as the stone isn’t solid, but in chunks as the paths ascend and descend.

In chunks, and perfectly still. Not turning nor floating they rest as static as a painting as they disappear beyond the crystal’s luminescence. Thankfully the gaps between the broken path is within stepping distance, if one wishes to traverse.


@Neilina:
Maybe?


Not that I’m aware of.


Yelenn:
Familiar like the former in a way, but more so the door under the lighthouse when you first got on the island.


The heat from the garden above follows Yelenn down into the dank and dark, thankfully she has experience with climbing soaked ladders and as such takes her time lest she ships.

At the bottom there lies a doorway on the other side of the ladder, the door already open revealed a smooth stone tunnel leading into the darkness.

Yelenn:
The tunnel and door seem awfully familiar.

Geography DC 5:
You’re pretty sure that tunnel should be all rights less you right out the cliffside, but it appears to easily go much further despite all logic presuming otherwise.


Sorry, since Monday things have been super hectic. I either misread and was waiting or thought I responded already, I’ll get an actual post up in the morning.


Let's say 30ft


How are you going to go about that?


With little effort Yelenn’s magic is able to open the unlocked trapdoor. With no lock and no heft it most likely was meant solely to keep the humidity in this room stable, rather than keep anything out.

Or in.

Neilina:
You vividly see purple strands of magic wrap around the trapdoor and open it as Yelenn reaches for it.


Yelenn:
You vision remains unaltered. Whatever lingering auras of magic here, if any, that was weaved have long since faded in between Neilina leaving, the meal, and the second meeting with Lalazrue.


Sounds reasonable and thematic, sure.


Neilina:
While noticing a few more exotic specimens amongst the common petals none stand out as too dangerous, the various shades of spider lilies being the exception, and then that's only if you ingest the bulbs.

The foliage does not move across the water, save for the slightest of drifts as the waters are disturbed.


The flowers do not respond to Neilina's plea.


Retrieving her bow the trio set out from the relative safety of the manor for the greenhouse and what awaits within.

Opening the door the stairs greet them like it had before running down to what used to be a pool but may as well now be a giant flower pot with the amount of flowers now growing out of it. A noticeable void in the middle of the flora shows where the trapdoor would be.


Okies!


Yasmin made mention to go get her bow so I was waiting a bit for any final prep before heading back to the greenhouse.


Cool


Neilina sees the pile shrug.


Xeros’ snout pokes out from the Lamae coat fort. ”Shhhhhh.”


”Count on it,” Lalazrue happily tells Yelenn.


Sure, were in combat or “dungeon” explore mode atm or anything.


*offers hugs*


"Like I said, he came up here with the child so I thought he belonged with him, or one of them," she repeats while pointing inbetween Yasmin and Yelenn.

Neilina:
Attempting dominance would be the best bet, but other than, nothing comes to mind to explain the dog's behavior.


Staring intently and calmly, his hackles aren't raised or anything, and he hasn't made any sounds.


Apparently XD


Lalazrue keeps her smile at Neilina’s quirky repetition. ”Six and six are not so few though. Unless we’re talking about gifts.”

The pup lifts its gaze to look at the Druidess before switching its attention back to Caomhnóir.

Neilina:
This isn’t from training, it’d be too young for that anyway. Absolutely nothing about how the dog is acting is natural.


”Meeting devils or giving gifts?” Lalazrue asks with a smirk as she goes back to one of her contracts.


Lalazrue blinks, then her fingers curl back into her palm as she slowly retracts her hand. ”Okay then. I am fine with waiting, especially for gifts. Though not with being teased. It makes me sad.” she says with a smile.

Sense Motive DC 20:
And very pissed.

”And him? Thanks, but he’s not mine, I figured he was with one of you, that child from earlier?” she says as she moves back to the couch.


Neilina:
From your conversations with the Drow you know she and Shivanii were in some sort of prison beneath the house, whereas Lalazrue is the only person known thus far to be actually staying here. Before the arrival of everyone else that is.

Lalazrue doesn’t pursue as the Druidess steps back, instead offering a kind smile. ”It’s okay, Neilina. I won’t bite. Unless you ask me to.”


Nalada: *shrugs*


Nalada: she liked cock.


”... oh?” Lalazrue lets out as she stands, moving the pup to another cushion of the couch, not once breaking eye contact with Caomhnóir as it’s moved.

The much taller woman strides forwards in a few easy steps towards Neilina, the silk and parchment composing what little there was of her outfit teasing in its clingy movements as she moved. Once close she holds out the palm of her hand to the Druidess.


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”And you are in luck, for I am all those things,” Lalazrue happily agrees. ”And a Blight? As in some sort of creature and not just an annoyance? Sorry, can’t say knowledge of that sort is immediately available to me, not my area of expertise. But I could be convinced to look it, especially for a pretty girl bringing me a pretty flower.”

With that she motions to the Druidess to approach with a finger.


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So I'll preface this by saying that while I've played dnd and pathfinder for several years now I've never actually played a game in this setting. It was always interesting to me and I almost used Sigil in a game I ran a few years back but the group fell apart before I could get it going. So that said, most of what I know about the setting is from what I was able to look up in the last few days while writing up a potential character for it. If my backstory doesn't really make sense for the setting please tell me how I can improve it because I do really like the idea of Planescape. So that said. Here is my submission:

Backstory:
Sigil is the only home that Shiar Khalid ever truly knew, though he was not born there. He arrived at the age of two with his mother, a woman at wits end and fleeing to something other than what she knew. Ultimately Sigil would be no more safe a haven than the plane she use to call home. But like many who find their way to the Cage, she quickly found herself in over her head. Shiar doesn’t remember much of his childhood in detail, though some events stand out more than others. Although he doesn’t remember seeing anyone bump into his mother shortly after arriving, he remembers her panic and anxiety when she realized she had been robbed of most of the gold she had brought with her. One of his earliest and clearest memories was when he was about five years old and his mother left him alone for the first time to go out and earn some money for them. It was his first chance to explore the Hive Ward, the slum in which his mother had found them a cheap place to stay at the time. He went to go see the Behemoth for the first time. Shiar had heard his mother talking about it once as they walked around the Hive Ward. Of course, she also told him to never go near it alone, that it was potentially dangerous. But such things don’t tend to stick in the minds of bored little boys. At the time it seemed like a great adventure and it was the most fun he could remember having since coming to the city.

When he got back to the small single room shack he shared with his mother she was beside herself. She punished him, in his bias young mind, rather harshly for leaving the shack and wandering about on his own. But then she just cried and that did make Shiar feel a little guilty. His mother had been crying less and less lately and so he hated to see her doing so because of him. He showed her a strange flattened rock he found near the Behemoth, explaining that he thought maybe it was a scale that had fallen off. His mother was quiet for a moment and then just started laughing. She put his scale in the corner, on top of the boxes that held most of their things, then she told him to get ready for supper. She had made some money and they were going to eat decently for once. Years later he would realize the “scale” was nothing more than a roof tile, but even still the memory stands out to him as his first fond memory of what had become his home.

- - - - - - - - -

The Harmonium took his mother when he was thirteen years old. He never even found out why. One day he came home, and the man who lived across the alley from them told him that the Hardheads had come in and taken her away in chains. It was heartbreaking on one hand, but not surprising really. Shiar had spent the last decade in the Hive Ward, learning to fend for himself. He loved his mother and he had honestly believed there was even a slim chance that he could do anything about her arrest he might have tried, but the truth was he just wasn’t that naïve, even at thirteen. The most that might happen to him would be getting himself arrested by the Hardheads, or worse, by the Mercykillers if he was thought to be causing problems. Hardheads might lock him up for a bit and send him on his way because he was a kid, but the Red Death weren’t known for that level of generosity and kindness.

Instead he made his way to The Happy Medium, a small shack on Petty Way, not far from where he lived with his mother. Just like his home it was a single room and it was home to an old hag named Exzema Scabes. Shiar had found the place a couple years ago while he was wandering through the neighborhood. The old woman had something of a name for herself in the area, it was said she could predict the future. As soon as he stepped up to the door it swung open. Exzema stared at him for a moment and then smiled. It wasn’t a kindly, happy to see you, smile. Shiar looked at her, forcing himself not to cry in front of the old crone and said simply, “You were right… she’s gone. How did you know?”

Although he would later ask her why she responded the way she did, Shiar never got a straight answer out of Exzema. But she grew serious and seemed to consider him for a moment, staring into him, seeming to stare through him for a moment. Just before Shiar could repeat the question she pushed the door wider and told him to come in, maybe she could show him a thing for two. They didn’t make much progress that day, but they did find out that Shiar could learn.

- - - - - - - - -

Everyone in Sigil has secrets, everyone everywhere has secrets. And if you can have someone else’s secrets, well then you can do quite a lot. What Shiar did for a living wasn’t technically illegal, although that was probably only because the Guvners couldn’t get around to agreeing on the wording for how to outlaw it. Over a decade of on and off study with Exzema and Shiar was truly beginning to show some talent in the art of Divination. He couldn’t peer into the future in the same way, certainly not as far or as accurately as the old hag, but he did have some measure of skill with it. That combined with a sharp mind and a willingness to do things that might not be completely legal earned Shiar a reputation of his own in certain circles. The twenty-eight year old resident of the Hive Ward was known as a person who could get ahold of information, someone who was willing to buy and sell secrets if the price was right. Shiar did pretty well for himself, in truth he was able to provide better for himself than his mother ever had. It wasn’t her fault really, she was just naïve and too innocent for a city like Sigil. The Cage had taught him that if he wanted anything in life, he had to take it for himself. And in that revelation Shiar had finally found somewhere he felt he belonged, alongside the Fated. “A taker never forgets,” and anyone who doesn’t believe it is in for a nasty shock. All debts must eventually be paid. These things Shiar took to heart and he quickly learned that it was in his best interest to use every advantage available to him to get ahead in life. He had debts to the people of Hive Ward that had helped him since he lost his mother and he intended to pay them.

Crunch:
Shiar Khalid
Male half-elf occultist (secret broker) 3 (Pathfinder RPG Occult Adventures 46, Pathfinder RPG Ultimate Intrigue 68)
N Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 24 (3d8)
Fort +3, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
--------------------
Speed 30 ft.
Ranged mwk adaptive composite longbow +7 (1d8+2/×3)
Occultist Spell-Like Abilities (CL 3rd; concentration +7)
. . At will—share memory[UM] (DC 12)
Implement Schools
. . Divination (Glasses, 5 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (Masterwork Bow, 3 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist (Secret Broker) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—gravity bow[APG], heightened awareness[ACG]
. . 0 (at will)—detect psychic significance[OA], mage hand
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 10, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device)
Traits pragmatic activator, elven reflexes
Skills Acrobatics +8, Appraise +8, Bluff +6, Diplomacy +4, Disable Device +10, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (psionics) +9, Knowledge (religion) +9, Linguistics +8, Perception +10, Profession (medium) +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +8, Stealth +8, Use Magic Device +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Dwarven, Elven, Gnome, Infernal, Undercommon
SQ broker secrets, elf blood, hero points, implements 3, mental focus (8/day), object reading
Other Gear mithral chain shirt, mwk adaptive composite longbow with 1 occultist's implement, backpack, bedroll, belt pouch, chalk (10), coffee pot[UE], cold weather outfit, concealable thieves' tools, flint and steel, hot weather outfit[APG], ink, inkpen, journal[UE], kahve (per cup)[UE] (5), masterwork fortune-teller's deck[APG], occultist's implement[OA], occultist's implement[OA], pot, torch (10), trail rations (5), umbrella[UE], waterskin, wrist sheath, spring loaded, 336 gp
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Special Abilities
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Broker Secrets (Su) You can trade away secrets you have learned about the objects you have read.
Danger Sight +1 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Divination (Glasses) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Implements (Su) Gain a series of items which grant access to schools and powers.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mental Focus (8/day) (Su) You have a pool of points that activate your focus powers.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Transmutation (Masterwork Bow) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Watchful Eye (30 minutes) (Sp) 1 focus to create invisible sensor to watch 5-ft square.

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