He then turns to follow the old man towards the tower's inner door.
While Wandering the Wilds
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Jun 30, 2024 12:39 am
The thought of leaving Alben behind worries Serig a little, but he doesn't show it. He tells himself it would be safer here at the entrance, so he gently places a paw on the other guy's shoulders and curtly says, "Wait for us to get back, so take care of yourself. Don't get killed."
He then turns to follow the old man towards the tower's inner door.
He then turns to follow the old man towards the tower's inner door.
Jun 30, 2024 2:53 am
To Alben,We’ll be back before you know it. To Serig, The priest said we’d be safe to sleep in the tower so I’m sure Alben will be fine here. She tries to smile reassuringly. She wants it to be true, Alben has been nothing but nice to her.
Stanimir
Jun 30, 2024 1:59 pm
The old man reassures you that nothing in the tower will harm guests who follow its rules, and the lobby is especially
safe. He guides you to a magical platform slides in corkscrew fashion up and around the tower. You all get on and barely feel any motion as it begins passing floor after floor. As you wait to reach the vaults he introduces himself as Stanimir and rambles on about his job as a Acolyte for the Infinite Tower. You soon realize that he has been inside the tower since the Shattering and is quite lonely, and just a bit anxious about your arrival, though not you yourselves. Apparently the local Tower Portal Warden is in charge of this place but rarely interacts with Stanimir. Finally the platform stops and he guides you down a curving passage to stand before a door.

Just press the pendant to the door after I leave. When you finish your business just come back the platform when you are ready to leave. and he turns and leaves.
With nothing left to do you follow the instructions and press the pendant to the door that slides to the side silently. Inside the room you see a simple room with pedestals, box's, and racks. Each holds a single item.
Elprekt instructed pass through this room to a small door, press the pendant again to the door and take what is inside before returning. Moving through this hall you find the door and do as instructed. Inside you find a large metal orb covered in glowing runes and gemstones.
safe. He guides you to a magical platform slides in corkscrew fashion up and around the tower. You all get on and barely feel any motion as it begins passing floor after floor. As you wait to reach the vaults he introduces himself as Stanimir and rambles on about his job as a Acolyte for the Infinite Tower. You soon realize that he has been inside the tower since the Shattering and is quite lonely, and just a bit anxious about your arrival, though not you yourselves. Apparently the local Tower Portal Warden is in charge of this place but rarely interacts with Stanimir. Finally the platform stops and he guides you down a curving passage to stand before a door.

Stanimir
Just press the pendant to the door after I leave. When you finish your business just come back the platform when you are ready to leave. and he turns and leaves.
With nothing left to do you follow the instructions and press the pendant to the door that slides to the side silently. Inside the room you see a simple room with pedestals, box's, and racks. Each holds a single item.
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Elprekt instructed pass through this room to a small door, press the pendant again to the door and take what is inside before returning. Moving through this hall you find the door and do as instructed. Inside you find a large metal orb covered in glowing runes and gemstones.
Jul 1, 2024 4:01 am
Looking around the first room with all the things Dree wonders, Elprekt said that things not in the room he was sending us to that weren’t locked up we could take to use, do you think on our way back out maybe a few of these things might be ok to take? She looks to Serig unsure if these would be the things Elprekt had referred to?
Jul 1, 2024 5:50 am
Serig ponders over Dree's question before nodding. "It probably is. I think we can take some after we get the thing Elprekt's asking for." He then shifts his attention toward the orb, trying to glean any information he can about it. "Since you have the pendant, you try taking the orb. But be careful."
Jul 1, 2024 5:37 pm
Dree will step up to the orb and slowly reach out to grab it, stopping if anything bad seems to be happening. If all goes well she’ll pick it up and turn back to Serig.
Jul 1, 2024 10:34 pm
At Dree's touch the orb begins to glow and hum a moment before the pendant responds in kind. The orb then reduces in size and is appearance shifts to a simple dull brass ball that, though heavy, Dree is able to lift with a single hand. As she does this you both feel words and knowledge enter your mind in a way you never experienced before.
Thank you Along with the words you gain knowledge that you may each take one item, a tool to ais in your development, from the hall you just passed through. Along with this knowledge is the assurance that Alben will receive a reward fitting with his desires. Returning to the room you see the pedestals and other containers have a small label identifying each item.
Thank you Along with the words you gain knowledge that you may each take one item, a tool to ais in your development, from the hall you just passed through. Along with this knowledge is the assurance that Alben will receive a reward fitting with his desires. Returning to the room you see the pedestals and other containers have a small label identifying each item.
Jul 2, 2024 12:52 am
OOC:
just names. But they said you can only take one not that you can't look them over Jul 2, 2024 2:49 am
I guess we can look over them, do any call out to you Serig? She will gladly let him choose first.
Jul 2, 2024 3:48 am
Give me a roll with short description of how you test/examine each item (Lets just limit it to 3 each)
Jul 2, 2024 4:49 am
For the Arcanist's Gauntlet, Serig hovers his own palm on top of the gauntlet's, trying to see if he can feel if it's emanating magic or something. For the Camper's Respite, he puts a hand out and tests whether the flame is hot and/or magical. And because he couldn't resist his canine instinct, he tries to sniff at the Bounder's Ball, although he tries to do this without Dree noticing.
OOC:
Focusing since it's out of combat, and also using Sensitive (Nose) for the last item I'm investigating XD EDIT: lmao these rollsLast edited July 2, 2024 4:50 am
Rolls
Serig: Test DC: 4 - Examine Arcanist's Gauntlet - (2d6)
(32) = 5
Serig: Test DC: 4 - Examine Camper's Respite - (2d6)
(54) = 9
Serig: Test DC: 4 - Examine Bounder's Ball - (3d6)
(111) = 3
Jul 2, 2024 11:43 am
Serig can easily feel that all the items are magical but does not get any special reaction from the gauntlet. However you notice that the leather gauntlets do not look to be built for combat and are more like a gentleman's quality riding or cold weather gloves. Since this is a magical world I allow most magics to be easily "felt" by touch, taste, or similar senses as appropriate but it must be by contact.
The flame on the campers respite is warm and seems normal except it is not burning the staff. As you get close to examine it you notice what looks to be multiple thin ested rods embedded in it running its length from the tip to about 3/4 the way down. These look to be able to extend out. Think like an umbrella
The ball contains a variety of scents, people, metal, wood. As you sniff it a faint bit of dust makes you sneeze directly on it, however the ball does not move at all. Wow, what a great roll LoL. Good think this system doesn't do fumbles :)
The flame on the campers respite is warm and seems normal except it is not burning the staff. As you get close to examine it you notice what looks to be multiple thin ested rods embedded in it running its length from the tip to about 3/4 the way down. These look to be able to extend out. Think like an umbrella
The ball contains a variety of scents, people, metal, wood. As you sniff it a faint bit of dust makes you sneeze directly on it, however the ball does not move at all. Wow, what a great roll LoL. Good think this system doesn't do fumbles :)
Jul 2, 2024 3:56 pm
Dree will pick up the Peregrine Spear and examin it closely from tip to butt, then give it a few twirls and jabs. Replacing the Spear she will pick up the foxfire charm. Testing its weight and size she focuses on it trying to feel any difference in herself or the room. Finally, after replacing the charm she’ll pick up the Godsteal war gauntlets. She puts on the gauntlets and moves around a bit trying to figure out what they do.
OOC:
Rolling with adv because of perceptive trait.Rolls
Dree: Test DC: 5 - Adv spear - (3d6)
(441) = 9
Dree: Test DC: 5 - Adv charm - (3d6)
(644) = 14
Dree: Test DC: 5 - Adv gauntlets - (3d6)
(553) = 13
Jul 3, 2024 12:36 am
Dree finds small feathers carved into the spear shaft and talons on teh spear head. She notes that while twirling it seems to swing too easily but and stable when she shifts her grip or tosses it though it unerringly lands back in her hand. When held it reacts normally.
The small foxhead charm smells faintly of soot and feels cool to the touch. As you hold it you feel a faint stirring. Not physically but, something else, as if being watched expectantly. The presence seems curious and intelligent.
The gauntlets are very sturdy and though moving does little you note that when you punch the wall you feel a slight tug as if you wanted to you coud punch harder.
The small foxhead charm smells faintly of soot and feels cool to the touch. As you hold it you feel a faint stirring. Not physically but, something else, as if being watched expectantly. The presence seems curious and intelligent.
The gauntlets are very sturdy and though moving does little you note that when you punch the wall you feel a slight tug as if you wanted to you coud punch harder.
Jul 3, 2024 4:55 pm
Dree will put the gauntlets back and tell Serig what she felt/noticed about the items, I.. I think I want to keep the charm if you don’t want it. She will wait to pick anything back up until Serig has chosen.
Jul 4, 2024 3:20 am
A little bashful and with ears slightly drooped down, Serig also shares with Dree the scant few info he gleaned from the items he examined. He then picks up the Godsteel Wargauntlets. "Seems like this'll help me fight better? I'll take this one then if you don't mind," he says. That said, he gives one last longing glance towards the Bounder's Ball.
OOC:
I am very, very tempted to try to take more than one item lol but I'm gonna behave.Jul 4, 2024 3:24 am
OOC:
I always find it fascinating to see what people will take when given options like this. Very nicely done!Jul 4, 2024 3:50 am
Dree will pick up the Foxfire Charm, We’ll lets go see what Alben is up to shall we. She will give Serig a big smile as she heads toward the door.
OOC:
I’m actually temped to take the campers respite just to see what it does too but I’ll be good too. ;)Jul 4, 2024 12:56 pm
Putting the items on you both instantly gain a full knowledge of eaches respective abilities.
Godsteel Gauntlets : Twice per hour you can release the energy stored within these metal gauntlets to damage what you strike. Creatures take 1 additional damage and objects must make a save test or a section of it is destroyed.
Foxfire Charm : Once per day by placing this item into a flame you release the spirit trapped within to act as your familiar.
Familiars are usually benevolent spirits that have attached themselves to another living spirit. Familiars are umbral, but take the shape of a particular animal—typically no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. They have a movement of 30 feet and are able to remain manifested so long as they are within a 50-foot radius of their master.
Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals. That does not mean they are impervious to damage; when summoned, a familiar has 1 Hit Point, and can be damaged by magical effects. If a familiar’s Hit Points are reduced to 0, the familiar disappears and its master takes 1 point of damage. Summoning and unsummoning a familiar is considered free and does not require a Test. When summoned, the familiar will appear on or within 5 feet of its master.
As you leave the vault it closes behind you and you head back to the platform where Stanimir is to wait for you. However as you get near you see someone else there. The woman glares at you upon seeing you and snaps.
How dare you fool my novice into letting you bypass the trials! and with a snap of her fingers.
Both of you roll a save Test
Godsteel Gauntlets : Twice per hour you can release the energy stored within these metal gauntlets to damage what you strike. Creatures take 1 additional damage and objects must make a save test or a section of it is destroyed.
Foxfire Charm : Once per day by placing this item into a flame you release the spirit trapped within to act as your familiar.
Quote:
Familiars are usually benevolent spirits that have attached themselves to another living spirit. Familiars are umbral, but take the shape of a particular animal—typically no larger than a medium-sized dog—that is visible to anyone. Despite being able to be seen by anyone, familiars cannot speak, and instead communicate telepathically with their master. They have a movement of 30 feet and are able to remain manifested so long as they are within a 50-foot radius of their master.
Familiars are incorporeal to everything but their master, and as such, are unable to physically interact with other objects or individuals. That does not mean they are impervious to damage; when summoned, a familiar has 1 Hit Point, and can be damaged by magical effects. If a familiar’s Hit Points are reduced to 0, the familiar disappears and its master takes 1 point of damage. Summoning and unsummoning a familiar is considered free and does not require a Test. When summoned, the familiar will appear on or within 5 feet of its master.
[ +- ] Save Tests
These occur when something undesirable happens to your character and are handled just like regular Tests unless otherwise noted by the rules or the Game Master. A failed save will have effects as determined by the GM or the adventure.

Woman
How dare you fool my novice into letting you bypass the trials! and with a snap of her fingers.
Both of you roll a save Test
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