Chapter Five: Bapdis Orjo's Gift of Reconciliation

Jan 11, 2017 12:13 am
Zangua is dreaming.

At first there’s nothing but whiteness and cold, so all-encompassing he wonders if he has fallen into a snowdrift, or gotten lost in a blizzard. In the dream, he can’t feel his body, only the paralyzing core of coldness he has been reduced to, a heart of ice with nothing left around it. With his dream-logical mind, he comes to accept it, even feels a sense of comfort in the fact that the ice and snow has stripped him of everything but this: here there is no battered, exhausted body imprisoning his soul, no Servants of the Six-Pronged Crown hounding his every step, no self-important Hazardians with unknowable motives to worry about trusting. There is only the cold, and the cold will never leave him.

The white blankness before him shifts. He is no longer buried within it, he is floating, and he can see different shades of white now: the dark white of the mountains and the ground below, pregnant with whatever lies buried beneath, the pitiless clear white of the sky, the blue-green white of the massive glaciers sliding inexorably between the mountains, carving out valleys, smashing into each other, sinking into hidden seas.

You will find me.

One of the glaciers is calling to him. He lifts his dream-sight toward the horizon, to a frozen ridge crusted thick with snow and glacial ice.

I will find you, and I will conceal you.

Zangua sees and knows his glacier immediately, set like a jewel within a mountain valley, snow resting upon it like a shroud.

You will conceal me, and you will seek to understand me.

He floats to it, allows himself to circle around it. There is a presence within the glacier, a state of being and potentiality so great his thoughts cannot contain even the idea of it, and yet, it is vulnerable. Zangua knows that.

I will understand you, and I will protect you.

The floating point of dream-perception that is Zangua drifts down closer to the glacier. The presence inside the glacier did not come from this land, did not seek out this place.

You will protect me, and you will attend to me.

It endures the cold. It is not of the cold. Zangua wonders, am I of the cold? Or do I endure it? Did I come from this land? Did I seek it out? Or was I placed here? He sinks down further, to the sides of the glacier, and sees the tracks in the ice and snow.

I will attend to you.

He circles around the glacier and sees the mouth of the cavern that leads within.

You will attend to me, and you will bring ME FORTH

Zangua wakes up. He is sitting upright, breathing hard, drenched in icy sweat. It’s light out, it’s only mid-afternoon. Felor is still snoring peacefully in the bed next to his. He blinks his eyes. Already the details of the dream are slipping away, receding like melting ice. Only the last voice that spoke inside his head remains a vivid memory.

He sits there for a long while, until his breathing slows, and the chill leaves his body. Within the span of half an hour or so he feels calm again. A bad dream in a bad city after a full day and night of madness, he tells himself. He gets up to refresh himself and clear his head with a hearty meal and a good drink, and considers finding his way to a weaponsmith to buy a glaive to replace the lost catchpole.

When Zangua returns to his bed, late that night, he lays his head down and sleeps peacefully, untroubled by strange dreams.

The next day, after enlisting Vhezyen’s help to identify and unload some of the treasures they took from the Badgerways, purchasing new equipment and provisions, and attending to some other long-neglected orders of business, the party reconvenes at the Caryatid for an early supper and to discuss their plans for the immediate future.

Once inside the common room, the proprietor approaches you. "You have visitors waiting for you in one of the private dining halls. A man of the Trigon and a young lady. This way, if you please." She gestures for you to follow.
Jan 11, 2017 11:12 pm
Vhezyen, naturally drawn to mystery, is most curious. "Well, I must say... while I absolutely treasure what can be found within texts and the like, the last couple of days have been exciting, to say the least. Events are unfolding in a most peculiar way." He looks to the proprietor, then back to the group, putting down his drink and pushing his chair out as he does so. "Shall we?" Not really one for social rules, he draws on one anyway, a hint of a smile barely showing. "It would be rude to keep them waiting."

When the group is ready to meet in the private dining hall, Vhezyen would be happy to put down dinner and go. Also, Vhezyen recalls what he knows of the Trigon, (assuming History, +10). As Octo let us know this is coming, I'm guessing we don't have much to be concerned about here.

Tacking on my portent rolls for the last long rest after the History check.

Rolls

History - (1d20+10)

(6) + 10 = 16

Portent 1 - (1d20)

(8) = 8

Portent 2 - (1d20)

(12) = 12

Jan 11, 2017 11:25 pm
As you know, Vhezyen, the Trigon is the administrative center of Hazard, consisting of the Hierophant and the Innocent's respective palaces, an assembly hall for the representatives of the various city districts, a public forum, and the offices of the city bureaucrats and other officials. For a rough visual analogue, picture St. Peter's Square at the Vatican, but triangular.

The placement and layout of the Trigon is only about 200 years old; prior to that the Innocent was housed at the Temple of Ziu-Pater, the Hierophant gave pronouncements from the now-destroyed House of All Gods in the New Temple District, and the other governmental offices were scattered about the city.
Jan 11, 2017 11:54 pm
"I wager I know who our visitors are," Domarc says.
Jan 11, 2017 11:57 pm
Zangua burps. He is surlier than normal this morning, but chalks it up to recovery from the stresses of the past few days. With a grunt, he prepares his equipment to see to these visitors.
Jan 12, 2017 4:48 am
"Better go see what he wants, then." Leth says, still rubbing sleep from his eyes. "Could be worse. I was half expecting guards to show up looking to arrest us by now."
Last edited January 12, 2017 4:49 am
Jan 12, 2017 4:53 am
"Day's still young," grumbles Zangua.
Jan 12, 2017 12:13 pm
Mordred immediately stops picking at the unpleasant human food in front of him, and heads for the private room, anticipating a reunion with Zora.
Jan 12, 2017 1:48 pm
Earlier in the day:
At the inn, with his shiny new armour laid out and ready to don, Felor decides to experiment with the magical rings that Vhezyen had identified. The newcomer claimed that they could somehow store mystical energy or magics for later use. Kneeling down to pray, he concentrates on the rings and attempts to imbue them with Fjorgyn's holy power.

Attempt to charge one ring with Hold Person, and the other with Cure Wounds (level 3 slot).
Quote:
Mordred immediately stops picking at the unpleasant human food in front of him, and heads for the private room, anticipating a reunion with Zora.
Felor stands from the table, weary from the previous day's events despite the rest, and still unused to his bulkier armour. He follows the others to the private room.
Quote:
"I was half expecting guards to show up looking to arrest us by now."
"Aye, and who says this isn't them?" Felor mutters, right hand lightly resting on the small hammer hanging from his belt.
Last edited January 12, 2017 4:36 pm
Jan 12, 2017 4:45 pm
"I'm going with Gethro and the young lady from outside the the estate on the night of the fire," Domarc says, taking a last bit of food from the table before rising. "I have a sense that the lack of guards interested in us might be because some institutions in the city think we still have a use."
Jan 12, 2017 6:01 pm
Let's step back in time for a moment as Felor attempts to charge the rings.

Felor prays over the copper rings, willing Fjorgyn to imbue them with her holy power.

Edit: The first ring starts to swell and glow with heat, and then pops, showering the immediate area with droplets of molten copper.

Felor, do you still want to try charging the second ring? Also, feel free to make an Arcana or Insight check for analysis of what just happened here.

And now back to current events.

Entering the private dining room, the party sees Gethro Moag and Zora seated at a long table. Tankards of ale and a board of bread and cheese are set before them. Zora lifts her head at your arrival, palpably relieved to see you all.

"Welcome. Have a seat," Gethro says, standing up out of courtesy. "The Cronim didn't want to let this one out of their clutches, but the Hierophant felt it was important for us to have this chance to confer, so he made it happen. They'll be expecting her back before sundown, though."

"I'm a danger to the city," Zora says dryly. "Can't have me running around just anywhere."

"Well. The Servants of the Six-Pronged Crown are the danger. Far moreso than we previously thought. That much is true," Gethro says. "To attack a noble house so brazenly...such a thing was unthinkable. And yet, it happened. Tomorrow, the Innocent will profess that the gods have revealed to him that Madam va Locra and her daughter have invited the conflicts of rival witch-cults into the city, and the Hierophant is expected to order Zora banished from Hazard. It is not likely he will have much choice to do otherwise. However. All of us here know that this will not eliminate the threat posed by the Six-Pronged Crown, will it?"

"Noooo," Zora says. It sounds like she might not be working on her first tankard of ale so far this evening.

Gethro smiles patiently. "Many witnesses saw Gorham and the dragonborn fly north when they fled the city. We believe they have a stronghold somewhere nearby. There is a full cohort of the Hazard Army stationed at Solyhill. Their commander is loyal to the Hierophant. At his word, they will set forth to confront and destroy the Servants of the Six-Pronged Crown, and, if she lives, rescue Madam va Locra. For you see, because of this clever girl, we believe we can divine Gorham's location."

Zora takes a satchel that she'd been holding on her lap and places it on the table. She opens it, and pulls out a cloth that she unfurls for all of you to see. It's Gorham's hood, black and pointed, with a strange face embroidered on the front in white thread: round eyes and a vertical mouth.

"It still holds traces of his breath and strands of hair. Much can be done with this." Gethro looks at each of the party members in turn. "But about one crucial matter, we remain ignorant. We do not know why they have gone to such great lengths to obtain the Iron Sphere of Sthombo. You have the copy of the manifest I gave you. For the safety of Hazard and Bload, I would ask you to make the journey to Vorch and learn what you can about the significance of the Sphere. I can make all the necessary arrangements to get you there."

Zora packs the hood back up, all the while staring rather intently at Mordred.

Rolls

Just rolling some dice - (1d20+6)

(4) + 6 = 10

Molten copper spatter damage to Felor - (1d3)

(2) = 2

Jan 12, 2017 7:21 pm
Mordred tries to intuit what is up with Zora.

Rolls

Insight - (1d20+3)

(12) + 3 = 15

Jan 12, 2017 7:28 pm
Your best guess is that it has to do with wondering if you were able to decipher the string.
Jan 12, 2017 7:39 pm
"Vorch? Hmm. I think my grandfather had a second home there. I always felt safe when I would visit. Know what I mean, Zora?" He is trying to ask Zora if she feels safe with Gethro.
Last edited January 12, 2017 7:40 pm
Jan 12, 2017 7:55 pm
"Banished, huh?" repeats Zangua. "Why not let her go with us, if that's the case? Aren't we essentially getting kicked out, too?"
Jan 12, 2017 7:57 pm
Zora and Gethro both give Mordred a puzzled look. "You may have it confused with a different place," Gethro says gently. "Vorch is an untamed island to the south of Bload."
Jan 12, 2017 7:59 pm
"If Zora leaves, I presume you all would be allowed to leave with her," Gethro tells Zangua. "You don't seem to be of much concern to anyone right now. Chorcarz seems to think of you all as little more than hired mercenaries."
Jan 12, 2017 8:21 pm
"Hmm. I suppose I must. I was very young the last time we went there. I'm sure he had a second home by the sea, though."
Jan 12, 2017 8:28 pm
Zora squints, then her eyes suddenly grow wide. She throws a quick glance over to Gethro, then looks down at her tankard, then back up at Mordred. Gethro, meanwhile, is elaborating on the fact that while Shamush acquitted himself quite well in fighting off the Six-Pronged Crown's men on the ground, Vad, being a sorcerer, who as well was placed with Martjan and Zora at the time of the attack and was incapacitated -- but not fatally harmed -- during the fighting, has attracted some suspicion. The Hierophant did not deem it prudent to spend the political capital necessary to get him a temporary release to attend this meeting, and Gethro expects him to be exiled along with Zora.
Jan 12, 2017 9:33 pm
Vhezyen addressed Gethro. "You mention arrangements for the journey to Vorch. Exactly what would they be, and how long do you expect it would take to get there?"

Perhaps we just let Zora go? The 6PC got what they wanted, otherwise they wouldn't have released her. She's a big girl, I'm sure she can take care of herself. From a gamer standpoint, I'd like to 'leave room' for any new NPC's we meet, rather than 'collect' them. Mainly, I feel like the party is 'freer' on it's own, more self-reliant.

Ever mindful of potentially unearthing mysteries, Vhezyen will do a History check on Vorch, in an effort to recall any events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.

If it's alright, I'd like to throw an Arcane check on top of that, as part of his recollection, as an effort to recall any mystical traditions or legends of magic artifacts they might have.
Last edited January 12, 2017 9:34 pm

Rolls

History - (1d20+10)

(10) + 10 = 20

Arcane - (1d20+10)

(19) + 10 = 29

Jan 12, 2017 10:17 pm
Quote:
Entering the private dining room, the party sees Gethro Moag and Zora seated at a long table.
Domarc mentally shrugs, having both won and lost his bet with himself.
Quote:
"But about one crucial matter, we remain ignorant. We do not know why they have gone to such great lengths to obtain the Iron Sphere of Sthombo. You have the copy of the manifest I gave you. For the safety of Hazard and Bload, I would ask you to make the journey to Vorch and learn what you can about the significance of the Sphere."
"That's one possible route for us. However, as I'm sure you know, Martjan believed she knew the location of the Sphere," Domarc says. "With her in the hands of the Pointy Hat Crew, I think we must assume that they also know. Knowledge of what the Sphere does may prove to be too little and too late. Though I must admit...I'm at a loss for what else to do."
Jan 12, 2017 10:24 pm
Vhezyen doesn't know much about Vorch beyond what has already been said:
Quote:
Mordred remembers hearing of Vorch: a small, untamed island somewhere off the south tip of Bload, named for the King of Malch who was exiled there some five hundred years ago. It was said that his descendants returned twenty years after his exile to bring him back, but that he fled from them, and hid in the wilderness, and had lost his ability to speak.

The Island of Vorch is about 90 miles south of Sood.
Vhezyen has read some accounts of expeditions to Vorch to search for rare plant and mineral reagents for spellcraft, but does not recall any significant details.

"We would send you to Utwar on a riverboat captained by a man known and trusted to us," Gethro explains. "He would see to making the necessary arrangements there for a ship to take you to Vorch. From Utwar...ten days, perhaps, to reach the isle?" To Domarc, he adds: "If the cultists already possess the Sphere, or soon will, then it is even more important that we learn what they expect to achieve with it."
Jan 12, 2017 10:44 pm
Zangua just shrugs, but he does not seem pleased to be traveling southward so close to Sood.
OOC:
If asked for his vote, Zangua would want Zora to accompany them. Finding her safe was the main reason he signed on with this group, and she's done all right by him thus far.
Jan 12, 2017 11:00 pm
Think about it, though. We are going to the untamed island of Vorch. Where a mad(?) king, no longer able to speak, chose not to be returned from exile. Rare plant and mineral reagents for spellcraft are found there. It sounds exotic, dark jungle like. In this case, the reality is that leaving her behind is keeping her safe. So, doing alright by her would be cutting her loose. The 6PC is done with her. If she still had value, they wouldn't have let her go.
Jan 12, 2017 11:02 pm
I don't think the 6PC is done with her; when they took Martjan they marked Zora with their symbol and said something to the effect that she was hostage to her mother's safety in some way. Also, there is some reason to believe that Zora has a role to play in what is coming.
Jan 12, 2017 11:31 pm
That morning...
"Ah! Fjorgyn's mighty fist! I knew I shouldn't have messed with this magical nonsense!"
Felor tries to think why the ring might have exploded like that. Was it already charged with magical energy, perhaps, thinks Felor as he checks his new armour for scorching and then looks in his pack for some herbs that can treat minor burns.
Insight check

Rolls

Insight - (1d20+3)

(12) + 3 = 15

Jan 12, 2017 11:53 pm
Another reason not to bring Zora: if they've marked her with their symbol, it could be a way for them to track our movements, if she's with us, discerning our moves and plans. As far as what's to come, if she's needed, we can always pick her up wherever she goes. If she was integral to the Vorch trip, I think it would be more salient to all of us via Octo commentary. Whatever she got from Mordred's '2nd house' hint could be conveyed to us, and we could move on, leaving her safely behind.
Last edited January 12, 2017 11:57 pm
Jan 13, 2017 12:47 am
"Do we have to wait for the Hair-phant's announcement before we can leave with Zora?" Zangua asks.
Jan 13, 2017 3:03 am
Felor suspects that Fjorgyn's puissance overloaded the ring; copper was known to be a less than ideal storage medium for latent magical energy.

Gethro nods. "The House of Cron has invoked their right to detain her, and they're expecting her back. Should I take your question to mean that you are unwilling to investigate the matter of the Sphere on Vorch?"
Jan 13, 2017 5:03 am
Vhezyen took Gethro's last statement for what it meant, and addressed Zangua. "It would seem time is of the essence." Turning toward Gethro, he continued, stating the conclusion. "I take it your riverboat captain leaves today, and you would have us leave for Vorch without delay." He paused, considering. The Island of Vorch. Fascinating. He could only imagine what treasures and wonders could be found there. Perhaps even great peril. But risk was part of the reward, and he would see this island, one he could only imagine seeing, years ago, turning pages.

"I, for one, am ready to depart. Admittedly, even without consideration for political strife and the threat of dark forces, I find the idea of such an expedition to have merit on its own." Images of ruins, ancient civilizations long forgotten, flashed through his mind. "However, if I can help the greater good by making this journey, even better."

Looks like they want us on the next boat out.

History and Religion check on Utwar please, city made rich by its shipbuilding trade, hosting numerous cults of the gods and monsters of the vast ocean (all I know from the map).

Rolls

History - (1d20+10)

(6) + 10 = 16

Religion - (1d20+7)

(13) + 7 = 20

Jan 13, 2017 5:48 am
"I'm willing to go, but not if you're just going to kick her out of the city while we're gone," says Zangua.
Jan 13, 2017 5:53 am
"The boatman could be persuaded to tarry a day or two, if that might sway your decision," Gethro says. "And may I add -- any information brought back that benefits the security of Hazard will be generously rewarded. The Hierophant will see to that personally."

Vhezyen knows that Utwar has long been allied with Hazard, and is still ruled by a dynastic monarchy -- the last he heard, the head of state was the young Princess-Regent Kelesis II. Utwarish ships are said to be the fastest and sturdiest in all the Werld, and while commonplace around Bload, command a dear price abroad.

The principal gods of Utwar are Nethuns, Dagon, and Atargatis, although they are known to venerate obscure gods of the deep whose names are unknown to outsiders.
Jan 13, 2017 9:14 am
BullOctorok says:
Felor suspects that Fjorgyn's puissance overloaded the ring; copper was known to be a less than ideal storage medium for latent magical energy.
Felor surmises that he was foolish to expect some mere trinket to contain the monumental power of Fjorgyn's divine will.
Felor will happily give up the second ring to another party member, having now dismissed their potential usefulness as "thaumatological nonsense for wizards and sorcerers".
Jan 13, 2017 12:54 pm
"What do you want to do, Zora? I'd rather have you with us, but I understand if the last thing you want right now is a grueling voyage to Vorch. Those trips to my grandfather's cottage were brutal." He pauses and then continues, almost as if thinking aloud to himself. "Hells, it vexes me that I can't remember where it was! Banwod, maybe? Or Gurmar, on the lake?" He shoots a meaningful glance at Zora.

He does want to know truthfully what her wishes are - he wants her to be safe, but she's a grown woman, and he's not about to drag her off by the wrist halfway across the Werld - but he also thinks that she may have knowledge and skills that will be essential. Besides, if the Six-Pronged Crown wanted anything to do with her, they would presumably have her alongside her mother right now.

He is also trying to give her a chance to tell him where the "second home by the sea" is.
Last edited January 13, 2017 2:30 pm
Jan 13, 2017 2:25 pm
"I believe Mordred has the right of it, Zangua. I appreciate your concerns, but Zora has a mind of her own, and should speak for herself." Vhezyen spoke directly to Zora now. "From the tales I've heard, you can take care of yourself, so I don't worry for your safety. I must say, however, that Vorch seems the greater danger for you, as the Six Pronged Crown has released you. Moreover, I must add that your presence could jeopardize the success of what is clearly a clandestine undertaking, and, as a result, the future of Bload itself, assuming Gethro's concerns are justified." A glance at Gethro. "And I'm inclined to think he wouldn't waste his efforts or time on frivolity."

Vhezyen elaborated. "From what I've read in my studies, you could provide a direct link for the Six Pronged Crown to divine our location, and perhaps discern our intentions by doing so, giving them the knowledge they need to thwart our efforts. Based on events, it would seem they have little interest in doing you harm. However, they would surely understand the value of keeping an eye on you, so to speak. In sum, this would indicate that your presence would be more of a threat to our success, than anything."

As a disciple of Thoth, Vhezyen puts a premium on information. As a divination wizard, he would know that Zora would provide an extremely useful link that maximizes the 6PC's potential to use Scrying to locate her, literally allowing them to watch and listen at their leisure. Their familiarity with her, the mark (which I don't think we know about?), any bit of clothing/hair or the like, the connection to her mother, etc, would all serve as ways to increase their ability to successfully watch her. Repeatedly.

My personal preferences as a gamer aside, objectively speaking, perhaps she really shouldn't go. She's about as good of a tracking device that the 6PC can get. If you were worried about being watched before...
Last edited January 13, 2017 2:51 pm
Jan 13, 2017 4:51 pm
It takes a while for Zangua to mull over and decipher everyone's words, but he finally snaps, "You think I don't know what she's capable of? She damned well showed more mettle in them tunnels than most veterans, and she did it alone! But if this lord of whatever's just gonna kick her out of the city while we're gone, why not bring her with us?

"I don't see how she jeper-dizes us any more than your long-winded ass. Maybe you already said so, but I stopped paying attention. The Six-Pointers found us even when she wasn't with us, so what difference does it make?"
Jan 13, 2017 5:04 pm
Zora puts a hand on Gethro's shoulder. "Mister Moag -- please don't take offense at this, because you are still my favorite person in the Werld right now, for getting me this furlough -- but could I have a moment to speak privately with my friends? Please."

Gethro picks up his tankard and stands. "Of course. Take your time." He leaves through the private dining hall's only exit.

Zora watches him leave, then whips her head toward Mordred. "Second home by the sea? That's what the string said? I know where the Sphere is now. Nine Hells! I didn't want to know." She throws back another swig of ale. "Martjan started working on that the moment we were shown to our room. I don't know if she had a premonition something was going to happen or if she was just being cautious, but as soon as we heard the fighting outside, she gave it to me and told me to hide it." Another drink. "Guys, I don't know what to do. I don't want to go to Vorch, I know that much. But...maybe Moag is right. People are dying and losing everything over this Sphere and we still don't have the slightest idea what's important about it. Maybe you should find out. On the other hand...part of me feels like I should be headed to Solyhill to help save my mother." She scratches the back of her neck. "I don't see how I'd be much help, though. I'm not a warrior. Still, though..." Sighing, she slumps back in her chair. "And now I know where the Sphere is. Or at least, where she thinks it is. So what should I do with that knowledge? Go protect it? Tell Moag? Or do I just stay as far away from it as I can so I don't lead the enemy to it?" She chuckles to herself. "Maybe I should just go to Ogrespate like I always said I would. Vad said he'd go with me if I get exiled, look out for me. We talked about it. He thinks a few of the places you stopped on the way to finding me might be safe to hide out in for a while. I don't know. I don't think I want to be Hazard's daughter who stops the water. I'm tired of worrying that I'm about to get killed." She stares at her tankard for a long moment, then downs what's left in it.

Alright, party, you have a choice to make here about the direction you want your adventure to go. Would you prefer to:

a) Sail to Vorch and seek out the true purpose of the Iron Sphere
b) Join the army at Solyhill and march on the hidden stronghold of the Six-Pronged Crown to rescue Martjan
c) Search for the "second home by the sea" and find the Sphere yourselves

or

d) Pursue some other option not sanctioned by your Dungeon Master

Time to hash it out and decide!
Jan 13, 2017 5:10 pm
OOC:
I think we need to find the sphere. Stopping the guys at the stronghold or finding what the sphere does don't help if the 6PC find the sphere first. And they've kidnapped someone who knows where it is.
Jan 13, 2017 5:17 pm
Zangua stands and reaches forward for some ale, bread, and cheese. "I thought this elf knew where it was," he says, halfway between stuffing his face. "Is this house where the ball is, or where the elf is that knows it?"
Jan 13, 2017 5:22 pm
Pafthinel knows what the Sphere does, he doesn't know where it currently is. The second home by the sea is presumably a reference to where Martjan thinks Edvers would have hidden the Sphere.
Jan 13, 2017 5:28 pm
OOC:
Zangua sticks to what his brain said.
Jan 13, 2017 5:49 pm
"It is hard being a part of someone else's story," Domarc says. "Zora, the Pointy Hats have made you part of their story whether you care to be or no. It would seem we are all part of that story now, either because of a relationship to you or your kin or even simple curiosity and a willingness to stand in the way of whatever it is that our opponents seek."

"The choice, it seems to me, is to stop letting them be the ones in charge of the story, as they have been so far. We need to decide on what course of action might cause them the most damage, and go after it."

Domarc pauses and fills his glass.

"If Martjan were here, she would tell me to attend to the most important business that only we could do. When I think of it that way, it seems to me - as hard as it is - that joining the mission to rescue your mother is perhaps where we are least needed. That leaves either finding the Sphere or seeking Pafthinel. If we have the Sphere, we deny it to our opponents; but is it good to have it and not understand its purpose? Or should we seek to understand first, against the risk that our opponents will claim it before we do?"

He takes a long drink of ale.

"Martjan has made a sacrifice that we must honor. My gut tells me to seek the Sphere; my head tells me to seek knowledge first. And while following my gut is my usual instinct -" Domarc smiles ruefully and takes more ale "perhaps this is a time for a different path."

"If we decide to seek the elf, Zora, your knowledge must not be lost. It needs to be shared or recorded in some fashion that we could use when needed."
Jan 13, 2017 6:58 pm
Vhezyen shrugged off Zangua's outburst. Rather than stoop to his level, he replied with calm logic. "Perhaps I am 'long-winded', able to string more than one sentence into cohesion, but it's part of providing understanding in an attempt to avoid further 'long-windedness', like what you're hearing now." He smiled. "And nobody doubts Zora's mettle, as I previously mentioned, which is why I believe she would be fine without us." Mustering patience, he leaned in. "You must see how Zora would endanger our mission. You were a scout once, before all this? Then I'll succinctly explain in terms that should help you understand. When you were a scout, I imagine stealth and caution, coupled with tactical considerations and forward thinking, were your primary tools. Taking Zora with us, wherever we go, would be like a scout running around enemy territory singing a song at the top of his lungs called 'Find Me, Kill Me."

His gaze remained fixed on Zangua as he settled comfortably into his chair, taking a bite of the cheese. Delicious. "Does that help?" He seems... irrational. Perhaps Zangua has an interest in her of a more intimate kind? Perhaps he isn't well?

Vhezyen politely addressed Zora. "Please, don't take it personally. I believe you would be an asset, if not for reasons already mentioned. If you feel the need to avoid risk, I'm certain we will be fine without you. Beyond that, you must choose your own path."

I'm for understanding the sphere before finding it. I'd like to know what it does before we pick it up. Understanding what it does could also allow us to prevent it's use somehow, via other as of yet unknown means.

However, I can get on board with finding it too. Marching with the army seems less useful, given the options.
Jan 13, 2017 7:01 pm
Zangua squints, "Why in the Hells would Zora go about singing while we're sneaking about? You saying she's stupid?"
Jan 13, 2017 7:07 pm
It's telling that the most fully-developed plan Zora has under consideration is leaving with Vad and laying low in small villages. Aside from her vague feelings of obligation to help her mother, she doesn't seem to want to do any more adventuring at this point. And she flat out said she doesn't want to go to Vorch with you.
Jan 13, 2017 7:20 pm
Mordred puts a hand on Zangua's shoulder. "It's OK, Zang, he means well. I think we need to trust him for now - none of us know enough about magic to figure this out without some help.

"Zora, I have to say, I kind of agree with Vhezyen on this. I think you should go with Vad. If we need you again, we can come find you. Either in Ogrespate or one of the places we passed along the way here. Ask him about the "white queen" or where I gave a puppet show."


He looks carefully at Zora, and takes her hand, squeezing slightly on certain phrases of his next speech.

"WE don't NEED TO KNOW WHERE you are going or where THE SPHERE IS. Even if you could find some way to TELL ME WITHOUT SAYING IT ALOUD OR WRITING IT DOWN, I wouldn't want to know. MAYBE JUST A CLUE would be too much. My memories of you FROM OUR SHARED PAST are so important, and I don't want to see you endanger yourself. DO YOU UNDERSTAND why I want you to keep it a secret?"
Jan 13, 2017 7:58 pm
Zora maintains eye contact and chews her lip, as though she understands what Mordred is doing but isn't quite up to the level of tradecraft he's asking of her. But after a moment, she nods, and says. "Right...memories. Like, do you remember that fish shop in Sthombo where we had lobster pies? If you ever go back there, ask them where they get their pricklebacks from, and...go there. They're much better fresh. So good." She smiles weakly.
Jan 13, 2017 8:00 pm
"Magic?" repeats Zangua. He wards himself and shakes his head, muttering, "Freakin' Hells, why didn't he just say so?"
Jan 13, 2017 9:05 pm
Vhezyen returned his attention to the meat of the discussion, directed toward Domarc in particular. "You know, this elf you speak of, Pafthinel... he was retained by the Orjo family at the height of their power and influence about 150 years ago. Interestingly enough, the Orjo family of old played an important role in establishing the Hierophant/Innocent pairing, as one of their patriarchs was among the nine conspirators who sacrificed the last King of Hazard to Ziu-Pater."

He paused in recollection. "About sixty years ago, House Orjo put forward their last candidate for Innocent, a sickly boy named Welg Orjo, who failed the trials and was smuggled out of Hazard by his sister... before he could be sacrificed, as required by law for those who fail the trials. Of course, this was utter disgrace for the remaining Orjos. The last to bear the name died off a few years ago, and now they are no more. Or at least it would seem so."

Reaching for a tankard, he came to conclusion. "Perhaps there is an important connection somewhere in that history, as Pafthinel was the Orjo family's personal enchanter and advisor on magical issues for approximately thirty years. As such, it seems to me that finding him might provide not only clues on the Sphere, but could also be informative in ways we have yet to even consider. As such, Vorch might be our best choice."
Last edited January 13, 2017 9:14 pm
Jan 16, 2017 5:28 pm
Domarc listened closely to Zora, and now turns his attention to Vhezyen.

"I am very interested in gaining a better understanding of everything that is going on; we have many things we don't understand. I guess we have to make certain assumptions to help guide our discussion. First, that the Crown crew knows the location of the Sphere and are moving to claim it. That one seems solid to me.

"Second, can we assume that the Pointy Hats know what the Sphere does? I think they know - or believe they know - a specific use for it, but the Sphere may have other properties or aspects that they don't understand. So deeper knowledge may give us a tool to use. Perhaps Gethro can assist us in assessing what the cult knows? On that note, does Gethro have an appreciation for the fact that we think the cult knows where the Sphere is? If we are to leave the Heirophant to defend the city, we should make sure they appreciate the threat.

"Lastly, if we go and do learn useful things, what are the chances that we return in time to be of use? Knowledge is good, but I don't wish to compose the tale of the heroes who came too late."
Jan 16, 2017 9:42 pm
Vhezyen considered Domarc's words, then replied. "Being late is a possibility no matter what course of action we take. And we should allow that the Sphere isn't even a threat yet. It may be one piece of a larger puzzle."

He set down his tankard. "Also, I don't believe we can be certain that they are moving to locate the Sphere so soon. It's an assumption with many variables involved. Marjtan may find ways to mislead them or stall for time, as protecting Bload is protecting her daughter as well. Marjtan also has a great deal of negotiating power: her knowledge and her life, which she threatened to extinguish once before, in exchange for Zora's. Something tells me she would hold it over her captors again, if needed. Marjtan is aligned with us, and will act accordingly. Also, even if our enemy knows the location, perhaps there will be obstacles yet unforeseen for them to overcome."

Shifting, he settles back into his chair, addressing everyone. "Something else to consider: does acquiring the Sphere necessarily entail one will possess the power, or knowledge, to use it? And is the Sphere alone enough? Perhaps there are other 'ingredients' the Six Pronged Crown needs to achieve their aims, and the Sphere is only one part? This is why I firmly believe we should make way for Vorch immediately. It is my belief that the threat of the Six Pronged Crown has only begun, and we are sorely lacking in answers. There is so much we do not know, and I am certain it puts us at a great disadvantage. As of now, I believe any efforts to obtain the Sphere will be akin to stumbling around in the dark."

Definitely voting for a trip to Vorch here. The travel is arranged and ready to go, and there are so many things we could learn about our situation via Pafthinel. Some context could prove to be very enlightening. For all we know the 6PC has to make a trip to Vorch as well, and we might be able to sabotage those efforts.

Also, as a player, Vorch just sounds like more fun. Exotic. Perhaps I'm wrong, but I'm imagining jungles, tribes, the descendants of a Mad King who couldn't speak and refused to return from exile, ancient ruins, etc.
Last edited January 16, 2017 9:55 pm
Jan 17, 2017 11:56 am
Felor listens as the others discuss their next destination, and mulls over their choices. Finally, he speaks.
"Aye, knowing why the witch-men want the sphere would likely help us stop them more than having the actual sphere. I agree, we should go to Vorch."
Last edited January 17, 2017 11:56 am
Jan 17, 2017 12:10 pm
"Agreed. If we find the Sphere and don't know what to do with it, we may end up dragging a giant metal ball around Bload and beyond for who knows how long. Let's see if we can find this elf first."
Jan 17, 2017 3:58 pm
"Having the Sphere also makes us targets for the Pointy Hats; if we have it, knowing how to use it might make an important difference in how we defend ourselves.

So; it seems we have a preference to path to Pafthinel; any last preparations or premonitions?"
Jan 17, 2017 4:22 pm
Felor thinks back to his original journey to Bload, all those years ago, on a creaking merchant ship. Being born and bred deep in the Jermal mountains, he was not a natural sailor, and he did not relish the prospect of another sea voyage.
I've got a premonition, all right, he thinks, remembering all those hours retching over the side of the galley.
Jan 17, 2017 4:23 pm
Any last private words for Zora before Gethro comes back?
Jan 17, 2017 4:43 pm
Vhezyen addresses the party as a whole. "I, for one, am ready. If there are no objections," his attention turns toward Zora, "I wish you good fortune. Mind the path ahead and those that would follow behind. Above all, be stingy with trust."

Considering the journey ahead, Vhezyen would ponder on two of Utwar's gods, Dagon and Artagatis, with a Religion check.

Rolls

Religion: Dagon - (1d20+7)

(2) + 7 = 9

Religion: Artagatis - (1d20+7)

(9) + 7 = 16

Jan 17, 2017 5:07 pm
"Zora... we will avenge your father and stop the cult's schemes. By Fjorgyn's will, I swear this."
Jan 17, 2017 5:16 pm
Zangua points at Vad as he speaks to Zora. "Keep an eye on him. Gods know he could use the help." He smirks, and holds out his hand for a strong warrior's handshake.
Jan 17, 2017 5:43 pm
Vad's not here, but the sentiment will be conveyed.
Jan 17, 2017 5:43 pm
Zangua points to where Vad was last, a symbolic gesture to include the magician.
Jan 17, 2017 6:34 pm
Mordred hugs Zora tightly, and says simply "Until next time."
Jan 17, 2017 7:30 pm
"I only knew your mother, Zora," Domarc says, coughing a little on 'knew', "and I know you weren't close. But you have her keen mind and strength of character; remember that when things seem tough."
Jan 17, 2017 7:36 pm
"I'll be all right," Zora says. "Just make sure you come back safe, okay?"

When Gethro returns, the party informs him of their decision. He folds his hands and nods, soberly pleased. "Excellent. Let us unravel this mystery and let ignorance disadvantage us no longer. You'll find your transport to Utwar waiting for you at Gadsin's Launch on the west side of the city. When should I tell the boatman to expect you?"
Jan 17, 2017 7:40 pm
Vhezyen tries to recall what he knows about the gods of Utwar. He knows little of Dagon, only that he is said to be a monstrous god of the fathomless deep. Atargatis, his perhaps-unwilling consort, has the more popular and widespread cult, being a goddess of fertility and patroness of fisherman and seafarers.
Jan 17, 2017 7:41 pm
Quote:
Let us unravel this mystery and let ignorance disadvantage us no longer.
"Oh, I never do that," Domarc says, laughing.
OOC:
It's late afternoon/early evening I think; do we want to go in the morning? Last chance for shopping?
Jan 17, 2017 8:20 pm
If the boat's ready to leave tonight, we might as well take the red eye.
Jan 17, 2017 8:22 pm
Gethro says:
When should I tell the boatman to expect you?"
Vhezyen offered up a suggestion."I believe you could tell him to expect us by moonrise. It should allow for last minute preparations, if needed, and the sooner we leave, the better. We can, of course, sleep on the riverboat, if needed, or the ship, once at sea."

I know we were having an early supper at the Caryatid, and given that it's late summer/early fall, I'd like to think that 'by moonrise' would allow us any time needed for a last second purchase, etc, within reason.

When we do leave, Vhezyen will pay special attention to being followed, using his owl familiar's 120' darkvision to facilitate doing so.
Last edited January 17, 2017 8:23 pm
Jan 17, 2017 11:45 pm
Leth sighs as the party reaches it's decision.
"If we're headed off-island on an information hunt, let's at least make it as fast as possible. Who knows how quickly our mutual enemies will be able to get their hands on the sphere. If that happens... well..." He shrugs. "I don't think knowing *about* the sphere will be much help. Regardless, it's good to know that the city is now being proactive in going after the cult. That ought to keep them busy for a while, if not outright disable them. That, at least, is a comfort."
OOC:
Did we find out what the deal was with the symbol they put on Zora? Or at least get confirmation that they're looking into it?
Jan 18, 2017 12:03 am
Vhezyen could appreciate Leth's concerns, and attempted to address them. "There are many unknowns about the Sphere, to be certain, not to mention when, or if, the Crown will even succesfully find it. And remember, our trip to Vorch has the potential to offer us far more than just knowledge on the Sphere. Pafthinel is at least 200 years old. There is much to be learned from such wisdom, and there may be threads attached to the Crown's grand schemes that currently escape our vision, of which he may provide insight."
Jan 18, 2017 9:59 am
As the others discuss their plans with Gethro, Felor inspects the sigil on Zora's neck.

Rolls

Arcana check - (1d20+1)

(7) + 1 = 8

Jan 18, 2017 1:26 pm
Vhezyen noted Felor's efforts to examine the sigil on Zora. Felor's got the right of it, and it couldn't hurt to take a look. Rising from his chair, he approaches Zora, less concerned than he is curious, although he is glad to help her. "Perhaps I could take a look at your sigil, if you don't mind?" A nod to Felor. "With events stirring around us, attending to this escaped me. Maybe I can help."

An Arcane check on the sigil, along with a Detect Magic spell for insurance on discerning the sigil's nature. We're in a private hall, so I imagine Detect Magic would be fine to cast, being a low key spell.

Rolls

Arcane - (1d20+10)

(16) + 10 = 26

Jan 18, 2017 4:48 pm
Zangua inspects more ale, discerning the nature of the alcohol compared to the proper bread and cheese combination.
Jan 18, 2017 4:59 pm
Vhezyen's Detect Magic spell does not reveal any dweomers associated with the symbol of the Six-Pronged Crown scratched into the back of Zora's neck. "They had a healer look me over already," Zora says while Vhezyen scrutinizes it. "She thinks it's just a scrying mark, not anything they can use to, like, kill me from afar."

"We will, of course, make every effort to have the scar healed and neutralized before Zora leaves the city," Gethro says.

Once everybody is done with Zora and Gethro, you can do any more shopping you need to do, and then we can smash cut to the boat launch.
Jan 18, 2017 6:00 pm
Gethro says:
"We will, of course, make every effort to have the scar healed and neutralized before Zora leaves the city."
"Good to hear. I'd hoped as much, but wanted to make certain, Felor's efforts having reminded me that every precaution should be taken." He turned from Gethro to Zora, speaking with respect and sincerity. "Good fortune to you, Zora. I hope your part in all of this has come to an end, and that you find your peace, wherever, and whatever, that may be."

Boat launch sounds good.
Jan 18, 2017 6:09 pm
"Maybe you can get a tattoo on the back of your neck, cover up that mark," offers Zangua. "Could be that might mess up their magic eyes, too."
Jan 19, 2017 3:12 pm
Mordred would like to get an extra week or two of rations that he can stomach, as well as a fishing rod/reel set and assorted bait/hooks/line/accessories [I don't fish so I don't know what all one needs].

Is it possible to purchase flaming arrows anywhere? I mean, not arrows that are currently on fire, but arrows that you can set on fire when you are ready to shoot them. You know what I mean.
Last edited January 19, 2017 3:13 pm
Jan 19, 2017 3:26 pm
Hmmm. I'm packing 10 days of rations. Octo, based on Gethro's arrangements, can we assume that our journey will include meals? I'm not sure how loose to play it with encumbrance, but I picture what Vhezyen is carrying, not to mention party loot, etc, and it's hard to imagine adding more. He'd need a military grade rucksack.
Last edited January 19, 2017 3:31 pm
Jan 19, 2017 5:08 pm
I would say Vhezyen is currently fully loaded, yes. Go ahead and assume that your travel arrangements will include a meal package.

Mordred can buy bundles of 20 flammable arrows for 5 GP.
Jan 19, 2017 8:00 pm
Do we need anything like tents? Vorch sounds...rustic. I'm also wondering about maybe grabbing some caltrops or ball bearings.
Jan 19, 2017 10:57 pm
Quote:
Mordred can buy bundles of 20 flammable arrows for 5 GP.
COLOR ME INTRIGUED

How does one go about setting flame to these arrows, mechanics-wise?
Last edited January 19, 2017 10:57 pm
Jan 19, 2017 11:16 pm
Oooooh...

Just making sure I understand the rules correctly; I could use a bonus action to light the arrow with a tinderbox without using up any of my other actions, but I couldn't use another bonus action that turn? And does extra attack count as a bonus action?

Jan 19, 2017 11:20 pm
Yeah...if you have an action + bonus action, you could use them both to light and shoot the arrow.
Jan 19, 2017 11:51 pm
I'd deeeefinitely want to pick up a bundle of those bad boys then. I'd have to dip into party funds to do it, though... I have no personal funds hahaha
Jan 20, 2017 12:29 am
Mordred licks his finger and carefully counts 5 GP out of the cash drawer.

I'm thinking they will come in super handy if we get into any ship-to-ship battles.
Jan 20, 2017 6:39 pm
After saying their goodbyes to Zora and finishing up their last-minute shopping, the party heads to the boat launch of the west side of town as night falls. There they are met by a short, stout man with curly gray hair waiting by a barge.

"You the mercs headed to Vorch? Hope they're paying you more than they're paying me, heh. I'm Bagu. This is my boat. We should make Utwar in three days, if the river god is kind. I'll gather my rowers."

The barge soon sets off with Bagu at the bow with his barge-pole, eight rowers propelling you forward with the current, and six adventurers crammed into a very small canopy, drawing sullen looks from the rowers.

The journey downriver is uneventful. Every few miles you pass a village; most are small and unassuming, some have people who wave at you from the bank or their fishing rafts, others pointedly ignore your passage. There's a towpath on the south side of the river, where the geography permits it, and in the daylight hours you pass a few laden boats being dragged upstream by oxen.

As the river meanders south, you find yourselves surrounded by forests of tall copperwood pines on either side. Here the weather turns rainy and foggy, the villages fewer and further between.

But after three days, the forest gives way and you come to the low hills surrounding the marshlands of Utwar. Upon a steep, shale-covered hill, the castle of the Utwarish monarchy looms over the bay, a pointed tower stretching toward the sky from each of its four corners. A palisade of copperwood trunks surrounds the city; Bagu moors his barge in the suburbs outside the wall.

"Not paying the bloody fee to bring her in," he explains. "Alright, then, I'll find you passage to Vorch. Can't say as how long that'll take, as we'll need to find a captain who's not too salted in the brain to understand that a letter of credit from the 'Roph of Hazard is a more secure payment than a sack of gold...have a look around the city if you like. Right. I'm off."

You have an indeterminate amount of time to kill in Utwar. You are currently stationed just outside the city walls. What will you do while you're waiting for Bagu to find you a ship to Vorch?
Jan 20, 2017 6:46 pm
Can Mordred follow Bagu undetected? I want to make sure he isn't doublecrossing us.
Last edited January 20, 2017 6:47 pm

Rolls

Stealth - (1d20+6)

(11) + 6 = 17

Jan 20, 2017 6:48 pm
That will require a Stealth to follow him to the city gate, an Investigation to find him again once you get through the gate yourself, and then another Stealth to track him to his destination unseen.

Edit: Mordred casually slips off to follow Bagu, tailing him to the city gate next to the broad wooden arch over the river. He talks briefly to the guards stationed there -- a blue-cloaked pair with floppy, broad-brimmed hats and tridents -- and they usher him through. He does not seem to notice Mordred following him.
Jan 20, 2017 6:56 pm
Zangua patiently waits. His past as a soldier has made him used to waiting, and since the rowers all seem to be waiting as well, Zangua brings out his deck of cards and sees if anyone wants to play.
Jan 20, 2017 7:01 pm
The rowers quickly set their own schedule of who is to sleep, who is to guard the barge, and who is free to see to their own personal interests, but the ones keeping watch over the barge are happy to play cards with Zangua.

"Why do you go to Vorch?" asks one of them after a few rounds. "It is a forbidden place. The gods did not make it for men. They made it for monsters."
Jan 20, 2017 7:08 pm
If spotted, Mordred has a cover story about wanting to see if there is a local shrine of Culsu (or some other harmless-sounding deity) to pay respects for a safe voyage.

Rolls

Investigation - (1d20+1)

(10) + 1 = 11

Stealthyness - (1d20+6)

(6) + 6 = 12

Jan 20, 2017 7:43 pm
"We look for fortune and glory," Zangua says, almost reciting from memory the rousing speeches used by military commanders the world over. "Riches favor the bold and the brave, and we set forth to test our might."

As he answers, Zangua studies the other card players and their play.
OOC:
Using Intelligence, but if I should use Wisdom then add an additional 3

Rolls

Intelligence? w/ proficiency in cards - (1d20+2)

(3) + 2 = 5

Jan 20, 2017 8:05 pm
"Devilkin," one of the guards mutters to her partner as she waves Mordred through the gate. He nods knowingly.

Inside, Mordred finds a city starkly underdeveloped in contrast to Sthombo and Hazard. The streets are unpaved, the buildings crude. A gaggle of geese wander past him almost as soon as he enters. But the towering, sleek-sided castle is quite something to behold, as are the skeletons of ships being assembled on the beaches in the near distance. Cogs and galleys float at anchor in the quiet bay. To the south, on the other side of the river outflow, the massive stone façade of the Temple of Dagon is carved right into the cliffs overlooking the beach.

Mordred spots Bagu after a few moments of scouting around, finding him following a dirt path to a neighborhood near the north side of the bay. Trailing him at a safe distance, Mordred watches him head into a tavern, loud even from this distance and hour with chatter and song. The only sign above the door is a monstrous head carved of wood with a tattered sail clenched in its teeth.

~meanwhile~

Zangua finds these players hard to read; their technique is not much like anything he learned, and their faces -- most of these men seem to come from foreign stock -- inscrutable.

"Good luck to you, seeking fortune and glory on Vorch. I think you will not find it. They say the old king haunts the island still. They say he cannot die, that the monsters make obeisance to him. Can you kill that which cannot die? I think you can not." The rower punctuates his statement by laying down a winning hand.
Jan 20, 2017 8:17 pm
Refreshing portent rolls
Last edited January 20, 2017 8:17 pm

Rolls

Portent 1 - (1d20)

(4) = 4

Portent 2 - (1d20)

(11) = 11

Jan 20, 2017 8:19 pm
"Anyone interested in stretching their legs? I'm going to take a look around, see what there is to see." Vhezyen looks to those playing cards. "Enjoy your game." With that, he climbs down from the barge and makes his way into Utwar, eager to make the most of an opportunity to experience the sights and sounds of someplace new.

Perception roll as he makes his way into the city, for anything of interest or note, or just to look around. Second roll is Advantage from owl familiar. If there is nothing else of interest, he'll make his way to the Temple of Dagon.

Rolls

Perception - (1d20+10)

(20) + 10 = 30

Perception (Familiar Advantage) - (1d20+10)

(2) + 10 = 12

Jan 20, 2017 8:21 pm
Zangua spits. "Hope my luck's better in Vorch than here," he says, throwing his hand down in concession.
Jan 20, 2017 8:29 pm
Mordred waits a few moments, pulls his hood up slightly, and heads into the tavern. He knows he will likely attract attention once he enters, and he's not worried about Bagu spotting him at this point - if he sees Mordred and asks any questions, Mordred is prepared to tell him that he asked one of the city guards where he might have a drink without being too conspicuous, and he was sent here. He'll offer to buy Bagu a round or two, if needed.

Mordred hopes to see who Bagu is talking to, and possibly ensure that he is on the up and up.

Aaand, once again, Mordred does badly at seeing.
Last edited January 20, 2017 8:30 pm

Rolls

Perception - (1d20)

(2) = 2

Insightion - (1d20+3)

(6) + 3 = 9

Jan 20, 2017 8:50 pm
Vhezyen makes his way toward the Temple of Dagon, taking in the sights of the city as he goes. Nothing particularly strikes him as being out of the ordinary, although his owl's keen observation of a small company of liveried guards with polished bill-hooks escorting a young woman around the ships being constructed suggests that a royal inspection may be taking place today. In the bay, he sees ships flying Mezian colors, vessels from Utwar's own navy, and various other ships whose origin and purpose Vhezyen cannot identify.

In the marshy area near the outflow, several private ferry operators offer to take Vhezyen across. "Cross you for four copper!" cries one. "Cross you for three!" counters another.

~meanwhile~

Fending off offers for compensated nighttime companionship from several women who swarm him the moment he steps through the door, Mordred finds himself in a noisy, crowded seafarer's tavern. A band consisting of hand-drums, a bone flute, a lyre, and a singer fills the common room with bawdy music as Mordred scans the crowd for Bagu. He sees him at the bar, tankard in hand, talking to a barrel-chested man with a thick black beard and a billowing blue shirt.
Jan 20, 2017 10:33 pm
Vhezyen appreciates the competition between the ferrymen, opting for the 3 copper option as he approaches the crossing.

Deducted 3 copper.
Jan 20, 2017 11:19 pm
Domarc watched the card game with interest, but did not join in. Wouldn't do to win too much away from this crew, when we don't know how long we will be with them, he thinks, remembering the outcome of some of his other gambling ventures.

With people slipping off to visit the city, Domarc decides to join them, heading off to see what can be seen in Utwar - looking mostly for a tavern where there might be song and story, or appreciation of the same.
Jan 20, 2017 11:25 pm
The ferryman collects his 3 CP and takes Vhezyen to the other side of the river.

There's a small barrack where the palisade meets the cliff side, with a stone lighthouse high up on the cliff itself, overlooking the city and the bay. A few rows of rustic houses sit near the edge of the sands. People on the beach catch crabs and build a fire in a sandpit.

The area around the entrance to Dagon's temple is relatively bare. The façade itself is easily eighty feet high, with columns carved with a scale pattern on either side, surmounted by a semicircular pediment with a monstrous fish surrounded by various other creatures of the sea, along with humans in a worshipful posture, carved in relief on the tympanum. The doors set in the façade stand open, but there is no-one coming or going from the temple.

Zangua, did you want to play these guys for money? I assumed it was cards for cards' sake, these rowers are pretty lean in the wallet iykwim.

Domarc, did you want to end up at the Bitten Sail with Mordred and Bagu, or a different tavern?
Jan 20, 2017 11:31 pm
Zangua is playing just to pass the time, socialize with the crew, and remain on site in case Bagu comes back with news. He, too, is rather thin in the coin purse.
Jan 20, 2017 11:38 pm
I'm fine with winding up at the Bitten Sail; it sounds like the first place I might come across anyways...
Jan 20, 2017 11:47 pm
Domarc inadvertently follows in Mordred's footsteps to the Bitten Sail, and is similarly greeted upon entry. There he finds Mordred standing at the edge of the crowd, watching Bagu at the bar.
Jan 20, 2017 11:50 pm
Vhezyen, cautious and vigilant, enters the temple, curious to learn more about Dagon, monstrous god of the fathomless deep.
Jan 20, 2017 11:58 pm
After a few steps into the temple's dark vestibule, Vhezyen is met by a man in a dark robe and a hooded sealskin mantle. "Go no further. This is a consecrated place," the man says. "What purpose brings you to the House of Dagon, Lord of the Profound Deep?"
Jan 21, 2017 4:01 am
"Mine is merely is the pursuit of understanding and knowledge, as an academic." Vhezyen maintains a sincere affect. "I mean no disrespect, and would not trespass upon consecrated ground." Considering the voyage ahead, he continued. "While I am here, a question, if you could spare a moment. If one was to travel by sea, are there any offerings appropriate to Dagon, to help ensure safe passage?"

An Insight check on this guy, just to help 'feel' him out.

Rolls

Insight - (1d20+5)

(9) + 5 = 14

Jan 21, 2017 4:46 am
"The customary propitiation is a riding-horse, or a young ox. But the Lord Dagon takes as he will from those who presume to ride upon the face of the sea. To die in the black waters as nourishment for the children of the great dark deep is a nobler death than most are afforded."

The cleric has a flat affect; he seems guileless enough.
Jan 22, 2017 1:17 am
Although devoted to Thoth, Vhezyen could appreciate the multitude of deities that held sway over their respective domains in the mortal realms, and beyond. "Although such tribute is beyond my means, I would still pay my respects to Dagon. Please, accept this as a humble offering." He offers three gold pieces to the man in the dark robe. "I would also pay my respects to Dagon's consort, Artagatis. Is her temple nearby?"

Can't hurt to appease sea/ocean deities for a ten day trip across the water! Assuming he takes it, 3 gp already deducted. If given directions to the temple of Artagatis, and the robed man has nothing else to say, Vhezyen will make his way to her temple.
Jan 22, 2017 6:34 am
Leth accompanies Domarc, commenting that he is eager to observe his musical talents at their fullest. "It will be nice to take my mind off our hectic questing for a little while, anyway."
Jan 22, 2017 4:51 pm
The cleric takes Vhezyen's gold. "You will find the House of Atargatis in the city center. The common folk can show you the way." He stands there, waiting for Vhezyen to leave.
Jan 22, 2017 5:04 pm
Vhezyen gives a subtle, respectful nod, withdraws from the vestibule, and makes his way to the House of Atargatis.

If another ferry is necessary, let me know and I'll deduct the cost.
Jan 22, 2017 5:41 pm
"No, this is fine," Zangua says flatly after losing yet another round. He shuffles the deck and deals out another hand. "Use up all my bad luck so I only have the good when I get there."
Jan 22, 2017 5:58 pm
Vhezyen finds a pair of children with a raft, brother and sister, who ferry him back over for 2 copper.

To the northwest of the castle, near the public market, he finds the modest stone longhouse that serves as the Temple of Atargatis. Though unassuming on the outside, inside he finds a warmly-lit and sweet-smelling hall with over a dozen people kneeling on the floor in prayer or contemplation. A teal-shawled priestess sits with one couple, giving quiet counsel. Another priest paces the length of the hall with a censer. At the far end, surrounded by lamps and candles and offerings of fruit, cloths, flowers, and coin, stands the idol of the goddess herself, palms spread in a welcoming gesture, with a towering crown upon her head. She has the lower body of a fish.
Jan 22, 2017 6:30 pm
Quote:
There he finds Mordred standing at the edge of the crowd, watching Bagu at the bar.
Domarc gives Modred a nod, but moves towards the band, wanting to get a sense of the music and the tastes of the crowd.
Jan 22, 2017 6:52 pm
This is a sailor's tavern, rough men and hard drinks. The band is playing "The Rock-Eel and the Fisherman's Daughter," the version with the lyrics you don't sing when children are present.

Bagu and the bearded man get up and head for the door.
Jan 22, 2017 10:59 pm
Vhezyen quietly approaches the idol of Atargatis, making every effort to do unobtrusively. He nods respectfully to those he encounters along the way, then places three gold coins among the offerings near the idol.

Deducted 3 gp.

Perhaps Bagu has found our ship captain, the bearded man?
Jan 23, 2017 10:30 am
Felor opts to remain with the ship. He feels somewhat refreshed after the peaceful voyage through the pine trees - scenery that reminds him of his homeland. It was pleasant to be away from the urban sprawl of Hazard once more and to smell the cold, resin-scented air of a pine forest.

While Zangua plays cards with the crew, Felor kneels on the deck and prays to Fjorgyn, asking her to bless their coming sea voyage and to grant them good fortune for their mission of Vorch.
Jan 23, 2017 2:44 pm
Mordred walks casually past Domarc. "I'm going to keep an eye on Bagu. Maybe you can hang around here and see what people think of our new captain?"

He heads out of the bar and casually follows Bagu and his new companion.

*Rolls if needed*

Rolls

Stealth - (1d20+6)

(15) + 6 = 21

Investigation - (1d20+1)

(12) + 1 = 13

Perception - (1d20)

(6) = 6

Jan 23, 2017 4:00 pm
Domarc hangs out in the crowd. The band is ok, he thinks, and looks over to see how Leth is enjoying himself. "Maybe when the band takes a break," he says, "I'll have a chance to play."

Domarc also watches to make sure no one followed Mordred and the blue shirted man out of the bar.
Jan 23, 2017 4:40 pm
Nobody follows Mordred out.

Mordred cautiously follows Bagu and the bearded man to a residential neighborhood to the northeast where the homes are new and large. The pair enters one such house.

It's going to be dark soon, party members may wish to look into getting a room for the night, or camping back at the barge.
Jan 23, 2017 4:47 pm
As the sun heads towards the horizon, Felor sits on the edge of the boat with fishing rod deployed, attempting to catch some dinner.

Rolls

Survival skill check - (1d20+6)

(16) + 6 = 22

Jan 23, 2017 4:53 pm
Felor catches a few good-sized mullets.
Jan 23, 2017 5:28 pm
Are there any passers-by? Especially children or lower-class individuals (servants, beggars, etc)? If so, Mordred offers them 2 copper if they know whose home it is that Bagu went in to.

Rolls

Persuation - (1d20+5)

(12) + 5 = 17

Jan 23, 2017 5:53 pm
Mordred hasn't seen much in the way of beggars in Utwar. He offers his copper to a teenage boy passing by, who tells him, "That's the Dolkta house. They run the finishing guild."
Jan 23, 2017 5:53 pm
Pretty sure this isn't where he wants to stay for the night, Domarc heads for the bar, buys a drink and mentions that he's looking for a ship for passage. (He's hoping that the barkeep will mention the man in the blue shirt as a possible hire).
Jan 23, 2017 6:03 pm
"Well, I'm sure there's many a sailor here who could help you out," the barkeep says before turning his attention to another customer.

Deduct 4 CP for your drink.
Jan 23, 2017 6:11 pm
The boy frowns. "You know. Varnish, caulking, paint..."
Jan 23, 2017 7:16 pm
Vhezyen heads to the barge, considering the possibility that Bagu would report back by nightfall with news regarding his efforts to find transportation to Vorch.
Last edited January 23, 2017 7:18 pm
Jan 23, 2017 7:31 pm
The Decorators Guild in Sthombo would be amazed at the specialization here in Utwar, Mordred guessed.

"Thank you."

What the heck? Is there somewhere Mordred could settle in for the night and spy on the house? A large tree across the street? An easily accessible rooftop nearby?
Jan 23, 2017 7:49 pm
Domarc looks around the bar to see if there's anyone else in a bright blue shirt or something that might mark them from being from the same ship.

Rolls

Investigation - (1d20+4)

(11) + 4 = 15

Jan 23, 2017 9:14 pm
rocksteady says:
What the heck? Is there somewhere Mordred could settle in for the night and spy on the house? A large tree across the street? An easily accessible rooftop nearby?
I'm not sure there's anything to 'what the heck' about yet. Maybe they're just stopping there as part of business as usual? I mean, maybe we're being screwed over... but so far Bagu and the barrel chested bearded man (the captain?) could just be making arrangements. For example, stopping at the Finishing guild to get someone to apply some new seals to the ship.
Last edited January 23, 2017 9:19 pm
Jan 23, 2017 9:26 pm
This is a nice neighborhood, Mordred can't really hide out in the trees all night.

Mordred lingers outside the house for a while, aware that the longer he stays there, the more scrutiny he draws from neighboring houses and passers-by. Eventually, a light rain begins to fall, and he realizes he has little choice but to return to the barge for the night.

Domarc can't see anything suggesting a connection to the man in the blue shirt. He is, however, offered a chance to take the state later that night, and can play for a free night's stay if he wants.

Late the next morning, Bagu returns to the barge, his hair wet. "I think I've found your ship," he says. "I'll be going back into town to hammer out a few last details, but if all goes well you'll set sail tomorrow morning."

He takes only a moment to discuss a few matters of scheduling and payment with his own crew, then heads back to the city gate.

Is there anything else any of you want to do in Utwar before we advance the clock to the next morning?
Jan 23, 2017 10:06 pm
During the down time waiting for Bagu to make travel arrangements, Vhezyen remembers something the crew said about Vorch, and makes a point to ask them for any more details they might know about the island being 'made by the gods for monsters.'

The wheels of the sea gods have been greased, so, beyond a thankful prayer to Thoth for the safe experiences in Utwar, and the question above, I'm good with advancing the clock.
Jan 23, 2017 11:09 pm
Talking to the crew, Vhezyen gathers that the few who know of Vorch don't really know much about it, and are only repeating rumors and tall tales -- none of them have actually been there.
Jan 24, 2017 9:26 am
Felor grills the mullet and shares it around the party and crew to supplement their rations.
Jan 24, 2017 3:55 pm
Quote:
He is, however, offered a chance to take the state later that night, and can play for a free night's stay if he wants.
Domarc is happy to take the stage for a while, and performs the rowdiest songs he knows. He returns to the boat in the morning, a little bleary-eyed and unkempt.
Last edited January 24, 2017 3:56 pm

Rolls

Performance - (1d20+7)

(18) + 7 = 25

Jan 24, 2017 3:59 pm
Zangua spends his evening with the crew, idling about with cards and stories while waiting for news.
Jan 24, 2017 4:45 pm
Domarc wins over the staff and clientele alike at the Bitten Sail, and brings 19 silver in tips back to the barge.

Rolls

Domarc tip money (SP) - (5d6)

(24256) = 19

Jan 24, 2017 4:57 pm
The party quietly passes another day in Utwar. The next morning, just before dawn, Bagu shows up at the barge again. "All right! We're all set. Let's get going."

You follow him into the city, down to the beach, where he approaches three men standing next to a rowboat. One of them steps forward, a broad-chested, shirtless man with bronze skin and dark hair cut in the shape of an upturned bowl.

"Captain, your passengers," Bagu says to him. The man nods.

"I am Cornflower Ocean-Lover. That is my ship, the Swiftness of Camazotz." He points to a cog anchored in the bay, flying a red-and-black sail. "Come. We will leave at once." Without waiting for a reply, he turns and starts pushing the rowboat back into the water with his men.
Jan 24, 2017 5:04 pm
Is this the man he met at the bar?
Jan 24, 2017 5:08 pm
No, definitely not. This is the first time you've seen this guy.
Jan 24, 2017 5:11 pm
Zangua nods to Bagu, and approaches the rowboat, waiting for the men to finish their preparations.
Jan 24, 2017 5:20 pm
Everybody getting in the rowboat?
Jan 24, 2017 5:27 pm
Domarc approaches the rowboat and, still a little giddy from the previous night, tries to see if anyone would like to engage in a round of "Row, Row, Row Your Boat".
Jan 24, 2017 5:39 pm
Does this guy seem like a legit sailor, as far as I can tell?

Rolls

Insight skill check - (1d20+3)

(4) + 3 = 7

Jan 24, 2017 5:44 pm
He's not exactly the spitting image of a Jermal longboat captain from the old songs, but Felor can't see anything obviously delegitimizing about him.
Jan 24, 2017 6:10 pm
Maybe ol' Bagu was just meeting a hot date at the bar?

Mordred gets on the boat, but he doesn't like this.
Last edited January 24, 2017 6:10 pm

Rolls

Extreme side-eye (Insight) - (1d20+3)

(4) + 3 = 7

Jan 24, 2017 6:11 pm
Barring anything out of the ordinary, Zangua will board the rowboat.
Jan 24, 2017 6:20 pm
The party gets into the rowboat. Cornflower's men take up the oars, and start rowing it out into the bay.

Once the boat is well offshore, Cornflower turns to look sternly at you all. "You truly wish to go to Vorch, all of you? This is your will? You are not under duress?"
Jan 24, 2017 6:25 pm
Realizing that no one seems interesting in singing this early in the morning, Domarc boards the rowboat. He takes a handful of water and splashes it in his face.
Jan 24, 2017 6:28 pm
"You truly wish to go to Vorch, all of you? This is your will? You are not under duress?"

"Yes, we do this of our own free will. We have reason to believe the fate of all of Bload, if not the Werld, may depend on what we find there. Any information or assistance you could offer would be appreciated."
Jan 24, 2017 6:46 pm
Cornflower returns an absolutely stone-faced look to Mordred's claims about their trip to Vorch affecting the fate of the Werld. He is silent for a long moment before replying. "Vorch is a dangerous island. It does not want men to dwell upon it. It will set itself against you. That is the information I have. I will take you there, and fulfill the compact I have made with your broker. I will tarry there for seven days and nights. If you do not return within that time, I will believe you are dead and sail away. That is how I will assist you."
Jan 24, 2017 7:00 pm
Vhezyen echoes Mordred in agreement. "That will do. Assuming there are no last minute hesitations." Vhezyen barely breathes the words while performing a hand gesture, drawing upon magic to read Cornflower's surface thoughts.

Using the rest of the party for cover, Vhezyen casts Detect Thoughts, disguising his efforts as needed via positioning, movements, etc.

For future reference Octo, I imagine a spell like Detect Thoughts would be extremely subtle in it's use (it's not Fireball or Polymorph, etc)? I just don't want to make the mistake of trying to use it when I can't. I feel like the spell might be cast by simply rubbing the material component (a copper piece "penny for your thoughts") between the thumb and index finger while saying one or two sparse words. In other words, it seems like it would be easy to disguise. At the same time, I don't want to just make assumptions.

Also, it's occurred to me that I might be over complicating things, and I should just 'cast Detect Thoughts' without worrying about being 'caught' as I'm not setting fire to a bunch of gobins.
Jan 24, 2017 7:20 pm
Casting a spell never carries zero risk of being noticed, but you can assume you can cast Detect Thoughts reasonably discreetly in most situations.

Cornflower's surface thoughts:

* these people are foolish
* is this weather going to get worse? my gut tells me the rains will strengthen but not enough to trouble us
* we should stop for provisions near Sood before venturing into the open sea
* Flat Snake is lazy, his laziness is becoming a problem for the rest of the crew, I must speak with him
Jan 24, 2017 7:31 pm
"We greatly appreciate your assistance. My only request would be that on the seventh day and night you set a watch for an unusual sign coming from the island. We may have the means to make a thunderclap in a clear sky, or a fireball burst forth from the trees, or some other clear signal. If we do this, will you stay until dusk on the 8th day?"
Last edited January 24, 2017 7:33 pm
Jan 24, 2017 7:39 pm
Cornflower considers. "I will charge you twenty gold if I am asked to stay a day longer. Can you pay that?"
Jan 24, 2017 7:49 pm
"Although I do not believe that you will need to stay beyond seven days, it is possible. As such, if events become that strained, I believe that we would be willing to pay you 30 gold for each additional day you must wait. Naturally, it should be worth your time to wait out any complications that might occur. Will that motivate you to await our return? At least up to ten days?"

This guy is our ticket back to Bload, so whatever the cost is would be worth it.
Last edited January 24, 2017 7:49 pm
Jan 24, 2017 7:50 pm
"We will pay," Domarc assures Cornflower, shaking his coin purse. "I take it there are no settlements on Vorch, then? That it is just a wild, dangerous island?"
Jan 24, 2017 7:58 pm
Vhezyen listens with keen attention, as Domarc's question is an excellent one, well worth the attention.
Jan 24, 2017 8:06 pm
Cornflower looks dubious. "If you must remain longer, I hope you will discuss it with me face-to-face. Signs and wonders make poor negotiators." To Mordred, he says: "No men dwell upon Vorch. Four years and ten months ago, I found a raft in the sea carrying two men. They were pirates. They told me this: that they had landed upon Vorch to hide away a plunder of gold. That a demon of the air tore their ship apart. That birds with sharp teeth descended from the smoking hill and ate their comrades. They were starved and sun-cooked when I found them. They did not survive."
Jan 24, 2017 8:27 pm
"Of course. My preference would always be face-to-face. Just know, Cornflower, that if you are considering leaving without us, each additional day you choose to stay and wait is worth 30 gold."
Jan 24, 2017 8:37 pm
"We seek something on the island, Captain," Domarc says, "but it is hard for us to know how long the search will take. Is the island very large? The more information we have, the better we can plan. None of us want to extend our stay, but we fear it might be needed."

If the Captain is reluctant with Vhezyen's offer, Domarc will suggest leaving a small surety - perhaps half the amount promised for another day. Given Domarc's corporate background, I should have thought about some things like letters of credit or whatever with the bank
Last edited January 24, 2017 8:37 pm
Jan 24, 2017 8:45 pm
As you row up to the side of the cog, the crew on board lowers a rope ladder. The ship looks well-made and well-maintained. Up close, you have a better view of the sail: a toothy, fierce-looking black bat on a field of red. There are twelve crewmen in addition to Cornflower and the two men on the rowboat. Most of them are from the south of Hafer, like their captain, and don't speak your language. You're to share cramped sleeping quarters below deck with them.

Once everyone is on board, Cornflower gives the order to pull up the anchor and set sail. The ship pulls out of the Bay of Utwar and begins heading south, staying near the coast.

You have about ten days of travel at sea ahead of you. I'll advance the timeline periodically and let you know if anything interesting is happening. If you'd like to take some action, make some ability check, or try talking to Cornflower or anyone else on board, just go ahead and jump in.
Jan 24, 2017 8:52 pm
Cornflower thinks Vorch is about three miles wide and two miles long.
Jan 24, 2017 9:00 pm
In general, Domarc will perform some songs, tell some tales, etc., to try to help keep the crew friendly and well-disposed towards their passengers.
Jan 24, 2017 10:06 pm
Zangua tries to help out as a deckhand, made a bit difficult with the lack of language, but hopes to assist with enough hand gestures and appropriate grunting.

During their sea voyage, Zangua takes care to not wear his armor, lest he fall overboard. He stows it with the rest of his equipment.
Jan 24, 2017 10:14 pm
The first two days of travel pass uneventfully as you track along the coast toward Darcra. A light rain falls steadily, but the seas are calm. The daily supper on the ship is a stew of salted fish and dried vegetable meal, supplemented by biscuits and wine.

Cornflower is not especially talkative, but he often takes time to personally instruct the younger crew members on the art of seafaring.
Jan 24, 2017 10:49 pm
During the first two days, Vhezyen takes time to examine and gain understanding of the two spell storing rings he has. Having identified them successfully, he has an idea of what it takes to use them.

Basically Vhezyen is taking the time to attune himself to both of the the rings, after which he will then cast a Feather Fall spell into Ring A, and a Knock into Ring B.
Jan 24, 2017 10:57 pm
Vhezyen attempts to charge two of the rings.

Edit: Both rings seem to accept the spells.

Rolls

Feather Fall - (1d20+7)

Knock - (1d20+7)

Jan 24, 2017 11:18 pm
I almost forgot about the ring of spell storing! I will attempt to put Dissonant Whispers into mine.
Jan 24, 2017 11:31 pm
Domarc tries to cast a spell into his ring.

Edit: The ring explodes, spraying melted copper droplets everywhere. The crew, startled, stares at Domarc.

Rolls

Dissonant Whispers - (1d20+7)

Damage to Domarc - (1d3)

(3) = 3

Jan 25, 2017 9:14 am
Felor looks at Domarc and raises his eyebrows, as if to say "I told you so".
Jan 25, 2017 12:42 pm
Mordred attempts to cast Burning Hands into his ring while wearing appropriate eye and face protection...

He's also got Fire Resistance, in case that applies to molten metal as well.
Jan 25, 2017 2:19 pm
OOC:
"Does anyone have a welding mask?"
Don't forget, I took two Rings Of Exploding Metal originally, one blew up, and am happy to give up the other to whoever, in case no-one actually took it already.
Last edited January 25, 2017 2:20 pm
Jan 25, 2017 4:41 pm
"Next time, warn us when you're going to explode something," Zangua mutters, shifting away to put some distance between himself and Mordred.
Jan 25, 2017 4:41 pm
OOC:
I'm wondering if there's something about the spell level and the type of spell that goes into the calculation of explodiness; Feather Fall and Knock don't cause damage
Jan 25, 2017 4:47 pm
Mordred attempts to charge his ring.

Edit: The ring seems to have charged successfully.

Rolls

Burning Hands - (1d20+4)

Jan 25, 2017 4:55 pm
Zangua doesn't say it aloud, but thinks, Of course it doesn't blow up when it's a devil-kin.
Jan 25, 2017 5:09 pm
Three more days go by. The rain stops and the sky clears up. You sail past the sprawling, colorful city of Darcra and cross paths with an Engolan longship, whose crew jeers and taunts you in a sophomoric fashion as you pass by.

Cornflower remains taciturn, but little by little, bits of his life story come out in conversation. He was born in Tamoachan, a kingdom in the far south of Hafer. At some point, for some reason, he left, and served for a while as a mercenary on a Mezian war galley. After acquiring his current ship, an Utwar-built cog (and how this came about is also not explained), he served as a privateer for a while, but found that the loss of his crewmen in this dangerous line of work weighed too heavily on his heart. His business is trade and transport now.
Jan 25, 2017 5:54 pm
Mordred tries to get a sense of the ship's morale.

Rolls

Insight - (1d20+3)

(19) + 3 = 22

Jan 25, 2017 6:00 pm
Burning Hands is a Level 1 damaging spell, FWIW. I bet it is +1 to the DC per level or something.
Jan 25, 2017 6:03 pm
Zangua continues trying to learn ship handling to assist the crew, while playing cards during rest.
Jan 25, 2017 6:11 pm
The conditions seem pretty good for the crew. The cultural and language differences make it hard to get an accurate read on them, but for the most part they seem to do their jobs with a good attitude.

Three more days under sail takes you around Point Dragola. The winds are heavy here. Sood is less than a day away, and Cornflower announces his intentions to drop anchor there and buy fresh provisions before leaving the coast and heading into the open seas toward Vorch.
Jan 25, 2017 6:30 pm
When they reach Sood, Zangua will, if at all possible, remain onboard and below deck.
Jan 25, 2017 7:14 pm
Sood looks forbidding from this distance, as the most visible features are its fortifications and the massive central citadel. Cornflower sends four of his men out on the rowboat to procure what they need from the city.

They return that evening, and in the morning, a Soodese boat pulls up to the Swiftness of Camazotz carrying jugs of water and wine, fresh fruits and vegetables, oil, dried meats, and other necessities.

"We will not see land again until we reach Vorch," Cornflower says as the crew loads the goods into the cargo hold. "Are you prepared for this?"
Jan 25, 2017 7:16 pm
Curious to learn more about the magical rings, Vhezyen continues to study them during the voyage in an effort to understand their full potential.

With his Sage (Researcher) background he would be used to long hours of research work, which would help facilitate his efforts. In this case these efforts would include further attunement, Guidance cantrips, and prayers to Thoth, asking the Lord of Magic and Keeper of Knowledge and Secrets for his help in learning about the rings. He'd also cast additional Identify spells on it as needed ("...you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any...").

Given these efforts, could we translate this into understanding the ring's game mechanics?

Also, I'm fine with moving on.
Jan 25, 2017 7:21 pm
Vhezyen spends some of his travel time studying the rings. The first and most obvious conclusion he reaches is that copper simply isn't a strong enough metal to stably contain volatile magical energies, such that even the smallest of flaws in the casting -- a quaver of the voice, an imprecise gesture, a defect in the material components -- could produce instabilities that overload the ring's capacity and produce a spontaneous thaumaturgical discharge. He wonders if the rings were made by an inexperienced enchanter, or perhaps as practice, never meant to hold anything more than a simple cantrip.
Jan 25, 2017 7:49 pm
"I may be better prepared, thanks to your teaching," says Zangua, referring to his instruction on ship-handling.
Jan 25, 2017 7:52 pm
Mordred has been mildly seasick the entire voyage and the rations are not to his liking, so he is eager to get this over with as soon as possible.
Jan 25, 2017 8:30 pm
After three more days of sailing under leaden gray skies, the island of Vorch is within sight.

The island looks to be about four miles wide, with two prominent hills equidistant from the east and west coasts and each other. Faintly, you can see a column of smoke rising from the eastern hill. The whole island looks to be well covered in trees and greenery.

Cornflower sails as close as he dares to a narrow beach on the north side. Heavy waves crash as fat raindrops begin to fall. He gives the order to drop anchor, and names two crewmen to row the party ashore. Neither of them look pleased to be assigned to this task, but they lower the rowboat as ordered.

"We will watch the beach for your return," Cornflower says as you board the rowboat. "I will remain hopeful for your safety."

The rowers take you out through the surf, onto the narrow beach. The sand is coarse. Ahead is a dense, tangled forest of broad-leafed trees, ferns, and vines. The rowers waste little time in fighting their way back against the tide and toward the ship.

The party has reached the island of Vorch.
Jan 25, 2017 8:46 pm
Zangua tightens the straps on his armor and hefts his glaive. His eyes are on the forest, as though he could see through the trees.
Jan 25, 2017 9:04 pm
"Well," Domarc says, taking in the scenery. "He's not on the beach. And no one to ask, either. Unless the trees talk..."
Jan 25, 2017 9:12 pm
Refreshing portent rolls.

Rolls

Portent 1 - (1d20)

(6) = 6

Portent 2 - (1d20)

(11) = 11

Jan 25, 2017 9:18 pm
Vhezyen turned his attention toward the column of smoke rising from the eastern hill. "Perhaps we should start there? The smoke lends itself to some type of sentient presence on the island, although we cannot be certain. There may be creatures that possess the power of fire as well, perhaps magical in nature." He narrowed his eyes, assessing the smoke. "Either way, we should proceed with caution."



Vhezyen casts Guidance on himself.

A Perception check, to see anything that might otherwise be missed, or to garner additional details that might prove useful.

An Investigation check, in an effort to make a deduction regarding the column of smoke, regarding the size of the fire that would make it, or if anything can be discerned from the color of the smoke.

Adding 1d4 for Guidance to Investigation check.
Last edited January 25, 2017 9:19 pm

Rolls

Perception - (1d20+8)

(18) + 8 = 26

Perception (Advantage via Owl familiar) - (1d20+8)

(17) + 8 = 25

Investigation - (1d20+10)

(3) + 10 = 13

Guidance added to Investigation - (1d4)

(4) = 4

Jan 25, 2017 9:20 pm
Are you sending the owl to do aerial recon of the island?
Jan 25, 2017 9:21 pm
Not yet. Just using it's senses for the moment to enhance Perception.
Jan 25, 2017 9:30 pm
The smoke is more than you'd expect from a typical hearth or campfire, and the fact that it seems to be known as a sort of permanent feature of the island raises some questions as to its nature.

One thing that cannot escape Vhezyen's owlishly-enhanced senses is the rodent presence on the island: knowing what to look and listen for, he can detect them in the undergrowth ahead, rats and mice, large and small.
Jan 25, 2017 9:37 pm
Are there any avian creatures that I could copy and have my familiar change into?
Jan 25, 2017 9:47 pm
The only birds you've seen so far are gulls.
Jan 25, 2017 10:13 pm
"At the very least, I suggest we move toward the treeline, in an effort to reduce our visibility to any who may be watching. Give me some time. I may be able to learn more about Vorch, from a different point of view." With that Vhezyen advances toward the treeline, allowing his familiar to serve as scout. Fly ahead. See.

Vhezyen would have his familiar stay within telepathic range (1oo feet) and scout ahead, having it perch on a tree at the edge of the foliage, vigilant. There, he'll perform a Find Familiar ritual and transform it into a gull, then send it out to perform an aerial recon of the island, with special interest on the smoke. Given how small the island is, I imagine that won't take too long, and it might have a big payoff.

Even though we may have already been seen, I'm trying to be wary of giving away our presence by having a foreign animal (owl) flying around overhead. Also, Octo, what time of day is it? I'm thinking we may want to break camp here, and get a start at dawn, giving us maximum daylight to move into the jungle.
Last edited January 25, 2017 10:13 pm
Jan 25, 2017 10:25 pm
"Entirely possible the smoke is the result of some natural process," Domarc says. "I have heard of such things, though never seen any. It does seem like something that would naturally draw anyone who came to the island, however."
Jan 25, 2017 10:30 pm
Every day that passed aboard the ship, Leth grew more and more anxious. Thoughts of the 6PC tormenting Martjan for information, or worse - going after and finding the sphere - weighed heavy on his mind. Still, there was no turning back now, and they might as well make the best of where they are. The captains unsettling tales of the island were also particularly concerning.

I wasn't counting on this island being uninhabited... this will make finding our elven friend much more difficult. Why would he even come here in the first place? And what reason do we have to believe he is still here? He considers to himself as they disembark.

As the group tries to get their bearings and formulate a plan, Leth examines the ground and their surroundings carefully for any signs that might indicate what lives here, and how often it comes through the area. He is looking for potential game/sustenance, as well as signs of anything dangerous - or possibly even intelligent - that would live here.
OOC:
I guess if the forest is too far away at the moment, he is just examining the beach area, but he will want to check out the forest too once they get close.

Also, I'll post this here for the group since it looks like we're gonna be wandering around my favored terrain:
Quote:
While travelling in favored terrain:
-Difficult terrain doesn't slow the group's travel
-the group can't become lost except by magical means
-even when engaged in another activity while traveling (foraging, navigating, tracking, etc) Leth remains alert to danger
-If travelling alone, Leth can move stealthily at a normal pace
-When foraging, Leth finds twice as much food as he normally would
-While tracking other creatures, Leth also learns their exact number, their sizes, and how long ago they passed through the area.
It seems odd to me that favored terrain doesn't boost survival checks within the terrain... much like how favored enemies provide no combat bonuses. Meh.
Last edited January 25, 2017 10:32 pm

Rolls

Survival - (1d20+6)

(18) + 6 = 24

Jan 25, 2017 10:30 pm
It's early afternoon, you still have a good amount of daylight left today.

Vhezyen's familiar flies over the island, finding it roughly kidney-shaped with the concave side to the north, about four miles from east to west and two and a half miles from north to south. Four streams flow off the two hills, running high with rainwater on this day. Trees cover almost the entire island, although there's a swath of marshy grassland on the south side. The smoke comes from a few cavelike openings at the top of the eastern hill.
Jan 25, 2017 10:37 pm
Leth peers into the trees. Certainly, the rodents are a possibility for sustenance, as well as whatever the rodents are eating -- or whatever's eating them. Even from here, Leth can see the broken branches and torn vines that suggest some larger creature might have passed through some time ago.

A strange cry comes from the west -- a bird, probably, but not one any of you have heard before.
Jan 25, 2017 10:40 pm
BullOctorok says:
Even from here, Leth can see the broken branches and torn vines that suggest some larger creature might have passed through some time ago.
A) "Even from here" makes it sound like a pretty large creature then.

B) Does it look like the branches have been broken for a long time, or within the past few days? Or can I tell from this distance?
Last edited January 25, 2017 10:40 pm
Jan 25, 2017 10:46 pm
It's hard to tell exactly, but probably within the past few days.
Jan 25, 2017 10:46 pm
Zangua rests against his glaive as Vhezyen performs his 1-hour-and-10-minute ritual, taking the body posture of a city guard forced to stand around.
Jan 25, 2017 11:04 pm
CancerMan says:
Zangua rests against his glaive as Vhezyen performs his 1-hour-and-10-minute ritual, taking the body posture of a city guard forced to stand around.
Yeeeaaaah Rituals can take a while.



Leth turns to the group. "I'm seeing signs of at least one pretty large creature living here in those woods. Hard to tell more about it from here, but that's a potential threat we should be aware of. I'll keep my eyes open for more as we go... but where are we going? What's our next destination?" He asks. "If Pafthinel - or anyone - does indeed still live here, they would need to be somewhere relatively safe from the dangers of the island as well as near provisions. On an island this size, provisions probably wouldn't be too far away, no matter where you are, but safety is another thing entirely. Perhaps on the hills? They would provide a vantage point to observe the whole island. And that smoke is certainly intriguing."
OOC:
Are volcanoes a thing that normal people would normally know exist?
Jan 25, 2017 11:12 pm
Volcanoes are known, certainly. None of you are geologists here, but the smoking hill doesn't really seem to fit the concept of volcanoes as you understand them. If Vorch was an active volcano, that would probably be a matter of historical record, as it would be the only one in close proximity to Bload.
Jan 25, 2017 11:42 pm
"I appreciate your patience," Vhezyen casts a knowing look at Zangua's clear body language, then addresses the group, "but I can now tell you that the smoke is coming from cave like openings on the top of the hill, and there are streams flowing from the tops of both hills."

He spoke directly to Leth now. "You mentioned that the denizens of the island would need provisions, which includes water. We could follow one of the streams to the top of the eastern hill. It would provide fresh water if we break for camp, not to mention that any indigenous peoples might make their homes close to such a water source, or have established trails, and, whether they are friendly or not, information about Vorch could be had."

It's not that rituals take a long time, but Find Familiar does. The ritual part just adds 10 minutes. Anyway, it seemed prudent to have my familiar blend in with the environment.

Also, Vhezyen shares the rest of the knowledge he learned from his familiar, as described previously by Octo.
Jan 26, 2017 12:18 am
Whenever we're ready to move out, if it works for the group, I'm sure my familiar could lead us to the nearest stream. I'm guessing Leth would be alright with leading the way here, especially as it would make a lot of sense.
Jan 26, 2017 12:20 am
The nearest stream is about a mile and a half to the west, but you're going to run out of beach before you get there, so you'd need to go through forest for at least part of the way.
Jan 26, 2017 3:43 am
Leth nods as Vhezyen mentions a stream. "My thoughts exactly. The downside is that not only would a stream attract possible indigenous people, but creatures as well. We'll have to be extra careful - but that's as good a plan as any."
OOC:
In the time Vhezyen was casting his spell, Leth would have gone up to investigate the broken branches and such in the forest - not going too deep, just looking at what he could see from the beach. He's also looking to see how high the tallest broken branch is to maybe get an idea of how tall this thing is, whether or not such a large creature would leave footprints, and if so, what they look like, and possibly any clues as to what kind of creature it might be.
Last edited January 26, 2017 3:46 am
Jan 26, 2017 3:54 am
BullOctorok says:
The nearest stream is about a mile and a half to the west...
Just to clarify, I'd want to head toward the nearest stream that leads up the eastern hill.

Also, having gotten the bird's eye view, would it be possible to get a rough sketch of the island and our location?
Last edited January 26, 2017 3:54 am
Jan 26, 2017 5:15 am
There's no breakage much higher than shoulder height. No clear footprints, but suggestions of trampling in spots. This undergrowth would bounce back quickly, though.

Gull's-eye map of Vorch!

http://i.imgur.com/xfNttZU.jpg
Jan 26, 2017 10:43 am
Hmmm... no streams that head towards the mountain we want to go to, then. At least not without going pretty far out of our way.

Options:

A) head west to the stream and follow it to the mountain (hill? Hill.), although it's not the hill we're interested in looking at right now. Who knows though, could find some cool stuff there. Ooooorrr we could find a demon lord that kills us all. It's a toss up at this point. Point is, we've got an entire week to explore a four-mile-wide island, so we don't HAVE to make a beeline for the eastern hill.

B) ignore streams and head straight for the eastern hill and investigate the smokey caves. Also a fairly decent chance of finding a demon lord that kills us all.

C) We can do... something else???? I'm not ruling out a demon lord TPK here either
Last edited January 26, 2017 8:52 pm
Jan 26, 2017 2:40 pm
Dandy, I assume you mean 'head west.'The eastern hill is the one of interest, with the smoke rising from it.

Based on the map and the stream locations, I agree there's no need to head straight for the smoky hill. In fact, I think we should head to the west, and follow that stream up to the top of the western hill. It would give us all good view of the smoky hill without having to get too close. Also, after putting some more thought into it, without any other knowledge of what the smoke is from, the western hill might be considered more habitable for any people that might live here (e.g., perhaps Pafthinel).

As a reminder, the southern part of the island has that 'swath of marshy grassland'. Maybe nothing of note, but worth remembering.

As far as our next course of action, I'm fine with following the tree line to the west until we run out of beach, and then I'd like to see where the stream empties out into the sea, then follow that up the hill. Seeing the entire length of the stream might be worth it, as there could be clues to find, especially in the form of tracks.

Finally, that strange bird cry came from the west as well. Might even have something to do with the broken foliage Leth examined. Of course, that would be a big bird.
Jan 26, 2017 4:06 pm
Yeah, I'm in favor of heading west along the treeline/coast to the stream, then following the stream up the hill.

Is there anything we can do do disguise our tracks before we go, in case anyone attempts to follow us?


As far as Perception checks and stuff, Octo, how do you want to handle that? I think we will all be percepting as hard as we can the whole time, so do you want us to just make checks with every post, or will you tell us when and if they are appropriate?

Also, when you say caves, do you mean openings in the side of a rock face leading in, or more like holes in the ground leading down?
Last edited January 26, 2017 4:12 pm
Jan 26, 2017 4:49 pm
rocksteady says:
Is there anything we can do do disguise our tracks before we go, in case anyone attempts to follow us?
Off the top of my head, drag some deadwood, if any, behind us. It'll show a trail, but disguise our numbers. Walk just within the treeline, making tracks less difficult to follow than beach sand.
rocksteady says:
As far as Perception checks and stuff, Octo, how do you want to handle that? I think we will all be percepting as hard as we can the whole time...
Octo, just an idea here, but maybe we could start using passive Perception checks when we're not taking the time to stop and actively focus on Perception? They are extremely simple to use; rules on p. 175 of the PHB. Also, the game itself would move along a little more smoothly as we'd have less delays waiting for a check.

Regarding moving through the jungle, I'm assuming we do so at a cautious and stealthy pace, while definitely working the Perception.
rocksteady says:
Also, when you say caves, do you mean openings in the side of a rock face leading in, or more like holes in the ground leading down?
Good question. Either way, sounds like they're large enough to go in, and we have rope.
Jan 26, 2017 4:54 pm
You guys are gonna leave evidence of your passage whether you try to cover it or not; plants are gonna get stomped, the ground is muddy, etc. You don't have to roll unprompted Perception checks, I'll assume you're being as observant as you can and ask for them when necessary.

The "caves" look (and this is gull familiar via Vhezyen's impression here) like large holes in the top/side of the hilltop.


The party begins to head west, following the beach. You can hear chittering and rustling as the island's rodents flee ahead of you, even see flashes of brown fur. After a little more than half a mile, the beach gives way to low cliffs and overhanging trees. You ascend into the forested area to continue heading west toward the nearest stream. You hear the strange cry again, louder this time, and an answering call from further away and to the south.

Fat lizards cling to the trunks of trees, indifferent to your approach. At your feet you start to see flowers with five large, fleshy, warty petals pressed flat to the ground, smelling of rotting meat, attracting flies.

Somewhere to the south, you hear a crashing, branch-snapping sound.

Eventually you reach the end of the stream, a diffuse spread of shallow rivulets in this muddy, overgrown slope.
Jan 26, 2017 4:58 pm
The caves seem to be the only thing that might offer shelter that we've been able to see so far. That being said, I think we should make for the west hill and see if we can establish a bit of a base or something for our further exploration; the east hill seems ominous with all the smoke, but it is also likely the spot that is the most interesting.

I'm wondering if there was something Pafthinel learned at the Sphere that caused him to come here, or if it's just an example of his capricious nature in terms of exploring and investigating things that other Elves wouldn't.

At any rate, Domarc is out of his element here, so I'm willing to follow the group.

Edit: Gah. Crossposting seems to be my new habit
Last edited January 26, 2017 4:59 pm
Jan 26, 2017 5:01 pm
Zangua moves low to the ground, mindful of the presence to the south causing all that noise. His eyes flit, taking in their surroundings to gauge the best avenue of observation, or approach.
Jan 26, 2017 5:22 pm
Let's give the warty corpse flowers a wide berth, if we can.
Jan 26, 2017 5:33 pm
Careful to avoid the warty flowers, and mindful of the lizards, Vhezyen slows his pace a bit, focusing on stealth as he readies his shield. Stay close. See. With that he nudges the gull toward the crashing, branch snapping sound.

Vhezyen is releasing his familiar to keep an elevated point of view to the south of them, staying within telepathic range of 100 feet. I'll assume it's smart enough to avoid danger, given it has the intelligence of a celestial being, but I would warn it to stay high enough to avoid any threats, including larger ones that have greater reach.

Basically I'm just looking to use it as an advance warning to avoid ambush, and perhaps see this creature before it sees us.
Jan 26, 2017 5:51 pm
The tree canopy is too thick at the base of the hill where the sound was coming from, Vhezyen's familiar (does the familiar have a name?) can't see exactly what was causing it.

You hear rustling ahead. A large rat springs out from under a clump of ferns, runs towards the party, and continues on past you.
Jan 26, 2017 5:53 pm
Odd, Domarc thinks, having seen plenty of rats in his day. They usually don't run towards people unless there's an another threat behind them...
Jan 26, 2017 6:25 pm
BullOctorok says:
...does the familiar have a name?
Sure. After getting some insight on celestial names from here, let's go with Quggyeb. I imagine it might be attached to or from Yibb-Tstll, based on Vhezyen's affiliation with the Knowledge domain and his pursuit of knowledge.
Jan 26, 2017 6:26 pm
Even if Quggyeb can't see the threat yet, I'd have him maintain a position between us and the sound as a screen/advanced warning of sorts, within telepathic range.
Last edited January 26, 2017 6:27 pm
Jan 26, 2017 6:28 pm
Odd, Domarc thinks, having seen plenty of rats in his day. They usually don't run towards people unless there's an another threat behind them...

We also saw a rat run past us in the Badgerways that was not a rat, but we never did catch it, did we?
Jan 26, 2017 6:28 pm
Vhezyen listened intently to the sounds from the south.

An Investigation check here to gauge distance.

Rolls

Investigation - (1d20+10)

(2) + 10 = 12

Jan 26, 2017 6:36 pm
That other rat was in the Zapanim basement. There's definitely more than one rat moving in your direction; you can hear them.

Vhezyen thinks the crashing sound was about half a mile away, maybe more.
Jan 26, 2017 6:43 pm
I'm still not entirely clear where the Badgerways ended and Hazard began ;)
Jan 26, 2017 6:44 pm
Mordred will attempt to hide from whatever might be chasing the rats.

EDIT: zzzzhoom *cloaking field engaged*
Last edited January 26, 2017 6:45 pm

Rolls

Stealth - (1d20+6)

(20) + 6 = 26

Jan 26, 2017 6:51 pm
Mordred hides behind a leafy, mossy tree.

The strange bird-cry comes again, closer this time. Whatever it is, it's close by to the west, and it sounds like it's closing in on your location.
Jan 26, 2017 6:53 pm
Zangua frowns, wracking his brain for when or where he might have heard that bird call, and what emits such.

Rolls

Nature - (1d20)

(6) = 6

Jan 26, 2017 7:06 pm
Vhezyen moves to conceal himself as well, lying in wait.

Additional instructions to Quggyeb to fly up into the canopy above our position once it spots the threat.

Rolls

Stealth - (1d20+5)

(4) + 5 = 9

Jan 26, 2017 7:06 pm
Zangua has never heard any cry quite like this before.

Something bounds into sight about 120' to the west: it looks like a large creature covered in greenish-brown feathers, walking on two large legs, but the trees are keeping you all from getting a good view. It opens its mouth and makes that strange cry, but not quite as loudly as before. Suddenly, another such creature stalks into view, about 80' to the southwest. It stops, then hops forward abruptly at bites at the ground, coming up with a large rat in its tooth-lined mouth. It gulps the rat down and cocks its head.

You hear heavy footsteps in the undergrowth, and another cry from nearby that doesn't come from either of the two feathered creatures you can see. There are more of them.

The first creature starts to take a few tentative steps in the party's direction.

https://s-media-cache-ak0.pinimg.com/originals/ab/75/10/ab751029bc7eafeb04d1d4578c2d1dba.jpg
Jan 26, 2017 7:07 pm
Where's Felor with some Talk to Animals?
Jan 26, 2017 7:16 pm
"Definitely likes meat," observes Zangua. He brings his glaive around and gives a few wide and deliberate swings as a demonstration of threat.
OOC:
How big are these creatures?
Jan 26, 2017 7:20 pm
About 25' long from nose to tail.
Jan 26, 2017 7:28 pm
Vhezyen will advance carefully to form up next to Zangua, shield ready. Quggyeb, how many can you see?

Increasing the show of strength, via numbers, in hopes of creating deterrence. A Perception check as an attempt to gauge how many there are in addition to asking Quggyeb how many he can see.
Last edited January 26, 2017 7:31 pm

Rolls

Perception - (1d20+8)

(12) + 8 = 20

Jan 26, 2017 7:31 pm
CancerMan says:
OOC:
About as tall as a man?
Yeah, about.
Jan 26, 2017 7:32 pm
"Do you suppose they know where the elf went?" Domarc asks, watching with growing dread.
Jan 26, 2017 7:39 pm
"Felor speaks bird?" Zangua mutters, keeping his eyes on the two large creatures.
Jan 26, 2017 7:50 pm
Likewise vigilant, Vhezyen replied. "He most certainly does. In fact, he can also speak dog, cat, rat..." The gravity of the situation reined in his sense of humor. "You get the idea."

A Nature check in the off chance Vhezyen has come across these creatures in his studies.
Last edited January 26, 2017 7:51 pm

Rolls

Nature - (1d20+4)

(18) + 4 = 22

Jan 26, 2017 7:56 pm
Vhezyen notes some similarities between these creatures and the great azhdarchids of Bohul, and wonders if they might not be distant relations.
Jan 26, 2017 7:58 pm
Jurassic Bload! They can only see movement, they hunt in packs, clever girl, the pirates don't eat the tourists, hold onto your butts, &c.

Mordred stays hidden and nocks an arrow to his bow.

Readying Attack, Mordred will shoot if they move aggressively towards the party.

EDIT: But, yeah, I'd love to have Felor try and talk with them before we start with the violence.
Last edited January 26, 2017 8:03 pm

Rolls

Attack - (1d20+3)

(6) + 3 = 9

Attack Advantage (attacking from stealth) - (1d20+3)

(11) + 3 = 14

Base Damage - (1d6+3)

(5) + 3 = 8

Sneak Attack Damage - (3d6)

(125) = 8

Jan 26, 2017 8:02 pm
rocksteady says:
Jurassic Bload!
Pretty much where my mind went.
Jan 26, 2017 8:25 pm
I just couldn't come up with an appropriate movie quote for the moment.
Jan 27, 2017 8:49 am
OOC:
Looks kinda like a six foot turkey.
Leth's eyes go wide for a second as the creatures come into view.

"Well that's... terrifying." He observes quietly, mostly to himself as he slowly draws his bow. His mind begins racing, trying to apply what he knows of hunting animals to this new discovery, hoping to gain some insight based on it's movement and appearance.
OOC:
Also, DM'd my first forreal game today! Did the Edge of the Empire starter set with some buddies, and they seemed to enjoy it a lot, so it may become a recurring thing. Hooray!
Last edited January 27, 2017 8:50 am

Rolls

Insight - (1d20+3)

(4) + 3 = 7

Jan 27, 2017 9:32 am
Felor had never seen anything quite like this before. Some sort of huge carnivorous bird? Lizard? Bird-lizard? Of course to truly identify the species' lineage you'd have to inspect the pelvis structure and examine whether the bones- but that was a puzzle for another day. There were more pressing matters at hand.

Felor closes his eyes for a moment and takes a deep breath, calling on Fjorgyn to help him communicate with these terrible lizards.

Cast Speak With Animals. Can't charm them as they're too far away!
[ +- ] speaks in Raptor:
He then whispers to the rest of the party: "Keep a sharp eye out, pack animals like to encircle their prey."
Last edited January 27, 2017 9:46 am
Jan 27, 2017 10:22 am
PBO, we decided that it's me speaking animal, rather than the animals being able understand English, right? In which case are you OK with spoiler tags for the animal speak? Probably not important enough for secret notes right?
Jan 27, 2017 10:24 am
Also, DM'd my first forreal game today! Did the Edge of the Empire starter set with some buddies, and they seemed to enjoy it a lot, so it may become a recurring thing. Hooray!

Great job, thedandyman!
Last edited January 27, 2017 10:27 am
Jan 27, 2017 4:52 pm
Spoiler tag is fine.
[ +- ] The raptor responds:
Two more of the feathered creatures slink out of the trees to the south, and another creeps up behind the first one you saw. All of them are slowly drawing closer.
Jan 27, 2017 5:12 pm
How far away are they now?
Nature check - any intuition on how to scare off a pack of predators? Maybe Felor has experience disuading hungry mountain wolves?

Rolls

Nature skill check - (1d20+4)

(18) + 4 = 22

Jan 27, 2017 5:42 pm
They're closing in to about 60', which will put them in combat range soon.

Felor recalls that imitating a larger predator sometimes works for scaring off dangerous animals, if they aren't hungry and desperate enough. Fire would often keep them at bay, too.
Jan 27, 2017 5:58 pm
Zangua steps forward until he is in front of the party, not only to place himself between the approaching beasts, but also to give himself more room for his glaive.
OOC:
Ready to use an opportunity attack if a raptor aggressively closes to 10 feet
Jan 27, 2017 6:35 pm
At Zangua's motion the creatures start to move in more aggressively. This is now a combat situation.

To keep things running smoothly, we're going to handle initiative a little differently now: I'm rolling for the party using your averaged initiative bonus vs same for the enemy group.


Edit: For reference, you can refer to the creatures by number, starting from the first one to appear from the west and going counterclockwise to the one most southward.

As the creatures charge in, Mordred looses his readied arrow at the first one, piercing it in the neck, but it keeps coming. Springing forward on their powerful lower legs, the creatures pounce at you, each choosing a different party member to take down.

Edit 2: Only Felor manages to duck out of the way in time as the creatures crash into their targets, rending with their claws.

Edit 3: Leth and Vhezyen stand their ground, but Zangua and Mordred are knocked prone, and their attackers immediately attempt to tear them open with their massive, dagger-toothed jaws.

Rolls

Party initiative - (1d20+2)

(2) + 2 = 4

Enemy initiative - (1d20+1)

(5) + 1 = 6

Creature 1 vs Zangua - (1d20+6)

(18) + 6 = 24

Creature 2 vs Felor - (1d20+6)

(6) + 6 = 12

Creature 3 vs Mordred - (1d20+6)

(19) + 6 = 25

Creature 4 vs Leth - (1d20+6)

(12) + 6 = 18

Creature 5 vs Vhezyen - (1d20+6)

(14) + 6 = 20

Zangua, Mordred, Leth, Vhezyen damage - (1d4+4, 1d4+4, 1d4+4, 1d4+4)

1d4+4 : (3) + 4 = 7

1d4+4 : (1) + 4 = 5

1d4+4 : (4) + 4 = 8

1d4+4 : (1) + 4 = 5

Zangya, Mordred, Leth, Vhezyen STR save - (1d20+7, 1d20-1, 1d20+4, 1d20)

1d20+7 : (3) + 7 = 10

1d20-1 : (9) - 1 = 8

1d20+4 : (15) + 4 = 19

1d20 : (15) = 15

Bite attack vs Zangua - (1d20+6)

(16) + 6 = 22

Bite attack vs Mordred - (1d20+6)

(20) + 6 = 26

Zangua, Mordred bite damage - (2d10+4, 2d10+4)

2d10+4 : (98) + 4 = 21

2d10+4 : (34) + 4 = 11

Jan 27, 2017 6:52 pm
How's that for a welcome to Vorch? Party, you can take your actions now!
Jan 27, 2017 6:58 pm
OOC:
May I apply my Polearm Master Opportunity Attack right as Creature1 enters my reach? Adding the roll to this post in case the answer is yes.

Rolls

Polearm Master OA Glaive vs C1, Damage - (1d20+7, 1d10+4)

1d20+7 : (5) + 7 = 12

1d10+4 : (9) + 4 = 13

Jan 27, 2017 7:01 pm
Zangua reels from the creature's attacks, now very aware of their power. He pushes himself to counter the onslaught, swinging his glaive twice as his adrenaline kicks in.

Rolls

Glaive vs C1, Damage - (1d20+7, 1d10+4)

1d20+7 : (8) + 7 = 15

1d10+4 : (1) + 4 = 5

Extra Attack Glaive vs C1, Damage - (1d20+7, 1d10+4)

1d20+7 : (3) + 7 = 10

1d10+4 : (8) + 4 = 12

Second Wind HP - (1d10+5)

(6) + 5 = 11

Action Surge! Glaive vs C1, Damage - (1d20+7, 1d10+4)

1d20+7 : (2) + 7 = 9

1d10+4 : (7) + 4 = 11

Action Surge! Extra Attack Glaive vs C1, Damage - (1d20+7, 1d10+4)

1d20+7 : (14) + 7 = 21

1d10+4 : (7) + 4 = 11

Jan 27, 2017 7:16 pm
Zangua rolls out from under the creature and lunges to his feet. He strikes the creature twice with his glaive, sending blood and feathers flying. It recoils with an angry, shrieking cry.

Rest of the party, you're up!
Jan 27, 2017 10:05 pm
Mordred uses Uncanny Dodge as a Reaction to halve the bite damage.

Mordred uses the Burning Hands spell embedded in his ring to blast the creature that attacked him and, if possible, angles his hands to get some of the other creatures in the spell's flaming cone.
Quote:
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
After his spell fires, Mordred rolls into some dense underbrush to attempt to Hide once again.

Rolls

Stealth - (1d20+6)

(9) + 6 = 15

Jan 27, 2017 10:09 pm
I'll give you creatures three and four in the cone zone.

Edit: Mordred discharges the ring, catching the creature on top of him and the one that pounced on Leth in the cone of flame that spews out. The creatures instinctively shrink back from the flames, screeching and snapping.

Domarc, Felor, Leth, Vhezyen, you're up!

Rolls

DEX saves - (1d20+1, 1d20+1)

1d20+1 : (12) + 1 = 13

1d20+1 : (20) + 1 = 21

Burning Hands damage - (3d6)

(363) = 12

Jan 27, 2017 10:54 pm
Domarc casts Dissonant Whipsers on the one that attacked Leth.

Target has to make a Wisdom saving throw. Failure means 3d6 psychic damages d the target has to use its reaction to move as far away as possible. Save for half damage.

Rolls

Dissonant whispers damage - (3d6)

(344) = 11

Jan 27, 2017 11:01 pm
The creature cocks its head as strange voices start to whisper to it.

Edit: It shakes its head and lets out a dismissive chirrup, only slightly rattled.

Felor, Leth, Vhezyen, you're up!

Rolls

WIS save - (1d20+1)

(19) + 1 = 20

Jan 27, 2017 11:20 pm
Vhezyen assumes a defensive stance as he seeks divine assistance, his words urgent yet calm. "All knowing Thoth, Lord of Secrets, grant them the knowledge to see the foe's weakness and repel their strength."

Casting Bless on Felor, Leth, and Zangua. +1d4 to their attacks and saving throws.

HP: 35/40
Last edited January 28, 2017 7:03 am
Jan 28, 2017 7:25 am
Looking nasty... that assault was rough.

Worth noting:

C1 is down 16 hp (engaged with Zangua)
C3 (engaged with Mordred) & C4 (Leth) are down 12

Octo, which one did Mordred hit with his arrow for 16 damage when they came charging in?
Last edited January 28, 2017 7:33 am
Jan 28, 2017 9:29 am
C1.

Your damage count is off, some of them made their saving throws.
Jan 28, 2017 3:29 pm
...Not to mention I left out Domarc's Dissonant Whispers. Enemies listed again along with who they attacked/are engaged with. Hopefully more accurate this time!

C1: 16 (Mordred's readied bow attack) +16 (Zangua) = down 32 hp --> Zangua
C2: --> Felor
C3: 12 (assuming C3 from DEX save order, Mordred's Burning Hands) = down 12 hp --> Mordred
C4: 6 (Mordred Burning Hands) + 6 (Domarc Dissonant Whispers) = down 12 hp --> Leth
C5: --> Vhezyen


Even though the idea here is to make gauging what's happening in combat easier (like a poor substitute for a table top game with a rough map & some miniatures, etc), in hindsight it'll also just make the narrative more cluttered, not to mention maybe just making it too 'crunchy' with the numbers/combat tracker effect.

As such, I'm done with combat tracker posts!
Last edited January 28, 2017 3:40 pm
Jan 30, 2017 10:26 am
Felor anticipates the creature's attack just in time to duck and raise his shield, and hears claws scrape the shield surface as his attacker flies overhead. Standing and turning to face the giant bird-lizard, he again attempts to call on Fjorgyn to pacify the attackers.
"All-powerful and merciful Fjorgyn! Calm these beasts with your almighty compassion!"

Use Channel Divinity - Charm Plants & Animals
Spell save DC = 15

Quote:
Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
Jan 30, 2017 11:47 am
OOC:
Whether or not this works, could try some Thaumaturgy to imitate a T-rex and scare them off
Jan 30, 2017 4:31 pm
The bird-lizards of Vorch are confronted with the divine power of Fjorgyn for the first time.

Edit: All three of the wounded creatures shrink back, tilting their heads at Felor in a look suggestive of fear and awe. The other two squawk irritably, unmoved by the compassion of the Jermal goddess.

Leth, you're up!

Rolls

WIS saves - (1d20+1, 1d20+1, 1d20+1, 1d20+1, 1d20+1)

1d20+1 : (3) + 1 = 4

1d20+1 : (19) + 1 = 20

1d20+1 : (2) + 1 = 3

1d20+1 : (1) + 1 = 2

1d20+1 : (20) + 1 = 21

Jan 30, 2017 8:56 pm
Leth staggers back from the vicious claws of a bird-lizard, but manages to stay on his feet. Wincing, he backs up several feet and lines up a shot at the creature that attacked him, desperate to maintain distance between himself and the creatures, when Felor works his magic.

Seeing the three bird-lizards back off a bit, Leth changes his target, aiming instead for one of the creatures that looked to be unaffected by the Cleric's words.
Ezeriah says:
Casting Bless on Felor, Leth, and Zangua. +1d4 to their attacks and saving throws.
OOC:
How long does this last?

Rolls

Attack Roll - (1d20+7, 1d4)

1d20+7 : (1) + 7 = 8

1d4 : (4) = 4

damage roll - (1d8+4)

(7) + 4 = 11

Jan 30, 2017 9:12 pm
thedandyman says:
Ezeriah says:
Casting Bless on Felor, Leth, and Zangua. +1d4 to their attacks and saving throws.
OOC:
How long does this last?
10 rounds
Jan 30, 2017 9:14 pm
Bless duration is "concentration, up to 1 minute," so, until Vhezyen's next action basically.

Leth puts two arrows into the creature that tried to attack Felor.

While the three charmed bird-lizards continue to back away slowly, cautiously watching their new "friend" Felor, the other two lunge forward with quick jaw-snapping bite attacks. The fifth creature stays on Vhezyen, his original target, but the other, picking up that the others are sensing something strange from Felor, diverts his attack to Zangua instead.

Edit: Razor sharp teeth sink into Zangua's flank and Vhezyen's arm.

Party members, it's your turn!

Rolls

Bite attack vs Zangua - (1d20+6)

(15) + 6 = 21

Bite attack vs Vhezyen - (1d20+6)

(16) + 6 = 22

Damage, if applicable - (2d10+4, 2d10+4)

2d10+4 : (310) + 4 = 17

2d10+4 : (310) + 4 = 17

Leth second attack, damage if applicable - (1d20+8, 1d4, 1d8+4)

1d20+8 : (19) + 8 = 27

1d4 : (1) = 1

1d8+4 : (7) + 4 = 11

Jan 30, 2017 9:16 pm
Also, don't you get +8 to hit now? (DEX for +3, Prof +3, Archery style +2). Even though that 1 you rolled is bummer. Plus you get two attacks since 5th level now.
Jan 30, 2017 9:21 pm
I checked the PHB, you're right. Gonna retcon that shot as a hit and roll a second attack for Leth. Will update the post above.
Jan 30, 2017 9:22 pm
BullOctorok says:
Bless duration is "concentration, up to 1 minute," so, until Vhezyen's next action basically.
10 rounds, or broken concentration. Octo, concentration is only broken by damage (and a failed Constitution save) or casting another concentration spell.

Was going to cast shield, but equaling the AC is a hit, so never mind.
Last edited January 30, 2017 9:24 pm
Jan 30, 2017 9:27 pm
They really should call it "mild attentiveness" rather than "concentration" with those rules, but yeah...

And now that the dinos have attacked, it's you guys' turn now...
Jan 30, 2017 9:29 pm
Constitution save for Vhezyen to maintain Bless.

Rolls

Constitution Saving Throw - (1d20+6)

(9) + 6 = 15

Jan 30, 2017 9:30 pm
Despite the multiple bleeding puncture wounds in his arm, Vhezyen maintains his concentration.
Jan 30, 2017 9:31 pm
BullOctorok says:
They really should call it "mild attentiveness" rather than "concentration" with those rules, but yeah...

And now that the dinos have attacked, it's you guys' turn now...
Lol. Nobody would cast bless, or quite a few concentration spells for that matter, if you couldn't do any other actions. Heck, spells like Bless didn't even used to require concentration. They just lasted.
Last edited January 30, 2017 9:31 pm
Jan 30, 2017 10:21 pm
Zangua bleeds profusely as the teeth sink past his armor. In desperation he swings his glaive to try and clear some space, spinning it around and over to bring the blunt end into play.
OOC:
Ow. Down to 4/49 HP

Rolls

Glaive vs Dino, Bless, Damage - (1d20+7, 1d4, 1d10+4)

1d20+7 : (12) + 7 = 19

1d4 : (3) = 3

1d10+4 : (2) + 4 = 6

Extra Attack Glaive vs Dino, Bless, Damage - (1d20+7, 1d4, 1d10+4)

1d20+7 : (2) + 7 = 9

1d4 : (4) = 4

1d10+4 : (1) + 4 = 5

Bonus Attack Glaive vs Dino, Bless, Damage - (1d20+7, 1d4, 1d4+4)

1d20+7 : (19) + 7 = 26

1d4 : (3) = 3

1d4+4 : (4) + 4 = 8

Critical for blunt end - (1d4)

(2) = 2

Jan 30, 2017 10:30 pm
Zangua strikes the bird-lizard twice with the blade of his glaive before finishing his attack with a solid whack upside the creature's head with the butt end of the pole. Feathers fly as it stumbles backward from the onslaught.

Domarc, Felor, Leth, Mordred, Vhezyen, you're up!
Jan 31, 2017 12:42 am
Vhezyen grimaces at the savage creature's assault, pivoting in an attempt to place his shield between himself and his attacker.

I'm waiting to see what some of the damage dealers do before taking a turn.
Jan 31, 2017 3:46 am
Seeing Zangua take a vicious bite, Domarc decides his best spot is likely as a support to the front lines.

He casts Healing Word on Zangua, and also provides him with some words of Bardic Inspiration - an extra d8 to an attack roll, ability check, or saving throw that he chooses in the next ten minutes.
Last edited January 31, 2017 3:47 am

Rolls

Healing word - (1d4+7)

(1) + 7 = 8

Jan 31, 2017 9:49 am
Looking at the subdued bird-lizards, Felor announces
[ +- ] Raptor-speak
while pointing to the far end of the island (whichever end is the furthest away from us).
[ +- ] Raptor-speak
Do I need any sort of Charisma check vs a Charmed creature?
Jan 31, 2017 12:12 pm
Was assumes Mordred's attempt to hide last round successful, and if so, is he in rapier-range of any of the dinos?
Jan 31, 2017 4:57 pm
Domarc speaks heartening Mezian aphorisms to Zangua. Zangua feels better. Inspired, even.

Felor points to the southeast and speaks to the bird-lizards; the charmed three regard him thoughtfully, then turn and start to dash in that direction.

Mordred is crouched in some underbrush; whether you're actually hidden or not is debatable. You are close enough for a melee attack vs either of the hostile creatures.

Leth. Mordred, Vhezyen, you're up!
Jan 31, 2017 5:34 pm
OK, well, ignore the advantage roll if inappropriate. If it's a hit one way or the other, sneak attack damage applies, as it is possible when attacking with advantage (Hidden) or if the target is in melee range of another opponent (Zangua).

Mordred slinks around to the creature engaged with Zangua and slashes at its legs from cover, then attempts to conceal himself again.

Rolls

Attack (Rapier) - (1d20+6)

(20) + 6 = 26

Attack (Rapier) Advantage (Attacking from Hidden) - (1d20+6)

(4) + 6 = 10

Damage (Rapier) - (1d8+3)

(6) + 3 = 9

Sneak Attack Damage - (3d6)

(514) = 10

Stealth (Bonus Action Hide) - (1d20+6)

(17) + 6 = 23

Jan 31, 2017 5:44 pm
Mordred darts out from the foliage and thrusts his rapier behind the creature's back leg, plunging it deep up into the pelvis. As he scrambles away to find cover again, the bird-lizard wobbles on its feet and lets out a shrill croak before collapsing onto its side, dead.

Leth and Vhezyen, you're up!
Jan 31, 2017 6:16 pm
Did I just kill a dinosaur by stabbing it in the ass? Not sure how to feel about that.
Jan 31, 2017 6:26 pm
Long will the bards sing of this feat.
Jan 31, 2017 7:00 pm
That dinosaur you just killed? It's a Megasoreass.

And yes, Domarc will be composing something about this. Working title: Modred and the Epic Ass-Stab. Or maybe the Ass-Stab of Doom? Motdred the Lizard-Ass Stabber?
Jan 31, 2017 7:08 pm
Brave Ser Mordred stabbed away
Bravely stabbed away, away
When danger reared its ugly head
Brave Ser Mordred stabbed it's tail until dead!
Last edited January 31, 2017 7:08 pm
Jan 31, 2017 8:11 pm
Leth turns his attention towards the last remaining bird-lizard, quickly drawing and releasing two arrows at it.
OOC:
Not sure if this one has taken any damage yet, but if it has, my first attack that hits will get an extra d8 from colossus slayer. If it hasn't and both of my attacks hit, then my second attack gets the d8.

35/43 HP
Last edited January 31, 2017 9:30 pm

Rolls

Attack Roll 1 - (1d20+8, 1d4)

1d20+8 : (18) + 8 = 26

1d4 : (1) = 1

Damage roll 1 - (1d8+4)

(8) + 4 = 12

Attack roll 2 - (1d20+8, 1d4)

1d20+8 : (20) + 8 = 28

1d4 : (3) = 3

Damage roll 2 - (1d8+4)

(7) + 4 = 11

possible colossus slayer damage - (1d8)

(8) = 8

Jan 31, 2017 8:17 pm
Leth expertly fires two arrows into the remaining bird-lizard's breast. It shrieks and springs back, badly wounded.

Vhezyen, you're up!
Jan 31, 2017 9:27 pm
Vhezyen recoiled at the bird-lizard's shriek. Suddenly an image flashed through his mind. He had seen this moment last night, in a dream. He unleashed a glowing sphere of fire, an effort to silence the creature permanently.

Casting a 2nd level Chromatic Orb (fire version due to their aversion to it). Using my Portent of 11 instead of rolling a d20 to hit, +7, giving me a total of 18 to hit, 4d8 damage. Also, didn't Leth roll a critical hit with his 'Attack roll 2', meaning extra damage?

Portent 11+7 = 18 to hit bird-lizard
[ +- ] Portent

Rolls

Chromatic Orb-Fire - (4d8)

(2484) = 18

Jan 31, 2017 9:28 pm
If for some reason it isn't dead (with Leth's damge too?), I'm fairly sure it's going to attack me since it's already engaged with me. If it does, I'd like to use my Portent of '6' to ensure it misses.
Jan 31, 2017 9:29 pm
Quote:
Also, didn't Leth roll a critical hit with his 'Attack roll 2', meaning extra damage?
I also rolled a 1 earlier, which Octo counted as a hit, so I'd say we're breaking even hahaha
Jan 31, 2017 9:30 pm
You know, looking back, I'm surprised he gave that to you.
Jan 31, 2017 9:39 pm
thedandyman says:
Quote:
Also, didn't Leth roll a critical hit with his 'Attack roll 2', meaning extra damage?
I also rolled a 1 earlier, which Octo counted as a hit, so I'd say we're breaking even hahaha
I don't like critical hit rules, but I guess they're officially there in 5e, so jump on those and add your extra damage roll when you roll a 20, cause I might "forget" haha. But in this case, yeah, let's just say those two rolls cancelled each other out, critwise.
Jan 31, 2017 9:44 pm
Vhezyen hurls a small orb of flame at the bird-lizard, striking it in the head. It reels back, lets out a wavering cry, and starts to follow its packmates as they flee in a southeasterly direction.

One bird-lizard is dead and four are fleeing. Combat is over, unless you want to pursue them.
Jan 31, 2017 9:46 pm
Octo, the way I feel about the rules is that they are all guidelines, so if you want to do away with crits that's fine with me, although I like the random effect crits can have on combat. However, immediately after typing that I realized that it would nerf one of the main benefits of Cancerman's character Zangua, wherein the crit range increases as his Champion fighter levels up.
Jan 31, 2017 9:48 pm
I'm fine with letting them go. I don't see catching them, but we could track them. We're a bit torn up though, so a short rest seems a better bet. Away from the flesh sponge plants, that is.
Jan 31, 2017 9:57 pm
I don't like making you guys remember house rules, so we'll stick with what it has in the PHB. Dead bird-lizard would have died on Mordred's buttstab even if we counted Leth's shot as a miss, but just for the hell of it, let's see if extra crit damage would have finished off the one that ran away...

Edit: Ooh, just enough.


About fifty yards out from where it ambushed the party, the bird-lizard that Leth and Vhezyen attacked stops and collapses. The other three continue on running.

Rolls

Extra crit damage - (1d8)

(6) = 6

Jan 31, 2017 10:00 pm
"Well," says Domarc. "Those were rather terrible lizards, weren't they?"
Jan 31, 2017 10:32 pm
Zangua leans once again on his glaive, this time in a state of exhaustion as the adrenaline starts to ebb.
Jan 31, 2017 11:23 pm
BullOctorok says:
About fifty yards out from where it ambushed the party, the bird-lizard that Leth and Vhezyen attacked stops and collapses. The other three continue on running.
Nice touch Octo.
Jan 31, 2017 11:26 pm
You hear some bird-lizard cries again, possibly from the ones who escaped, and then a moment later answering cries that sound like they're coming from further away.

There are still periodic crashing sounds coming from south of your current position.
Jan 31, 2017 11:38 pm
Zangua catches his breath, "Perhaps we should... find a better defend-able spot?"
Jan 31, 2017 11:50 pm
Vhezyen lets his shield arm fall slack to his side. He could see Zangua was well-spent from the battle, having taken the brunt of the bird-lizards' assault. Knowing time was vital in addressing wounds, he moved without delay to help.

"Zangua... well fought. Allow me to help." He queitly spoke some words to Thoth, an effort to alleviate some of the damage Zangua had suffered. "Vicious damn beasts." Looking toward Felor as he finished his work, he continued, a bit of levity in his voice. "Told you he could talk bird."

With that, he gave a deep nod to Felor. "Whatever you said to those beasts... well played. Saved us all some bleeding, I'll wager." Having an appreciation for many members of the divine pantheon, Vhezyen continued. "Your goddess...Fjorgyn? Thanks to her as well."

"Perhaps we take a rest. As Zangua mentioned, in a better location. Away from these... flesh plants."


Nicely played Notinventedhere. Casting a 2nd level Cure Wounds on Zangua, just in case an assumed short rest goes poorly.
Last edited January 31, 2017 11:52 pm

Rolls

Cure Wounds 2nd level - (2d8+2)

(14) + 2 = 7

Jan 31, 2017 11:59 pm
The flowers, though odious, seem harmless enough.
Feb 1, 2017 12:48 am
Well, since the flowers are safe, if nobody minds the smell, I'm fine with a short rest here. I know a few of us could use the hp. Btw, what time is it in the game Octo?
Last edited February 1, 2017 12:49 am
Feb 1, 2017 10:00 am
Felor watches the other bird-lizards flee, and leans on his spear. "Fjorgyn is with us, friends! Watching over us, and assisting our actions... yes, we must truly be on the right track if she guides us so."
He moves over to Zangua and puts a hand on the man's shoulder. "May her blessings be upon you."

Level 2 Cure Wounds on Zangua.
Not sure if this is a great place for a rest - the raptors or whatever's making that crashing noise might show up. The Charm Animals only works for 1 minute.
Last edited February 1, 2017 10:01 am

Rolls

Cure Wounds (lvl 2 slot) - (2d8+3)

(72) + 3 = 12

Feb 1, 2017 12:57 pm
About fifty yards out from where it ambushed the party, the bird-lizard that Leth and Vhezyen attacked stops and collapses. The other three continue on running.

I'm seeing that in a very Terry-Gilliam-animation way, and I am enjoying it.


Mordred is at 17/28.

"Yes, I could use a rest, too, but not here."

How much further to the hilltop, and are the sounds coming from between us and the hill?
Feb 1, 2017 3:48 pm
"Perhaps we backtrack just a bit, away from these foul and unnatural plants?" Vhezyen gestured to the east, toward the path they had taken to get to the stream.

Vhezyen is 18/40. Although, if we take a short rest (1 hour), I''d like to think the hit dice will cover it.
rocksteady says:
How much further to the hilltop, and are the sounds coming from between us and the hill?
It looks like about a mile to the south based on the map, us being at the northern part of the island at the end of the west stream, where it empties out into the sea. Since the bird-lizard sounds are coming from the south, the hill might even be a nesting area.

I think advancing into the unknown to look for a spot to rest is bad business (flora, fauna, and more being considerations). If we relocate let's just backtrack 10 minutes (although I don't think it would stop the dinos from finding us), take the hour short rest, then follow the stream toward the hill. Either way, we don't know what's at, on, around, or potentially inside the hill. No matter how we proceed, I think it would be best if we made our final approach to the hill at the start of a new day, leaving right before sunrise, arriving early morning. It shouldn't take long to get there via Leth's pathfinding. A full day to explore the hill would be a lot better than ending up there at sunset or as nightfall sets in.

Even without the threat of monsters, dusk/night means our ability to see and effectively explore is compromised. Darkvision and torches, with their very limited range/illumination, would be practically useless while trying to explore the outdoors at night, and something easily spotted at a distance during daylight could be completely missed in the dark (e.g., a cave, a hut, etc). Furthermore, using torches/light spells in the dark will paint us as clear targets for whatever might exist on the island.

Ultimately, I think it would be simple enough to just short rest, make our way upstream some, then camp for the night.
Feb 1, 2017 4:59 pm
It's about an hour and a half past noon, plenty of daylight left. The western hill is indeed about a mile to the south. The crashing sounds are probably originating between you and the hill somewhere, closer to the hill than to you.
Feb 1, 2017 5:17 pm
"Any suggestions as to where?" asks Zangua. "I mean, it's not like we got a bird's-eye view of this place."
OOC:
Zangua is now at 31/49 HP, and clearly does not know how familiars work.
Feb 1, 2017 5:42 pm
"My friend here," Vhezyen says to Zangua, extending his arm, allowing Quggyeb to land and perch on his wrist, "has shown me the island, exactly from a bird's eye view. The stream leads to a hill, about a mile south of here."

Vhezyen looks back to the east again, then addresses Morded. "If you don't want to rest here," he looks at the flesh plants with dismay, "which I can appreciate, we should follow familiar terrain east, along the path already taken, and regroup, rest for a moment there. We needn't travel far, I think. However, despite their smell, I think the plants harmless, and the beasts will likely find us again no matter where we go."

Perhaps we are over complicating this? Octo suggested the flesh plants were harmless, and that there's plenty of daylight left (suggesting that my concerns for nightfall at the hill are unwarranted); I'm taking both of those for GM speak that means "don't worry about that". Maybe we just save some real world time and take a simple short rest, right here, and then push on?
Last edited February 1, 2017 5:43 pm
Feb 1, 2017 5:52 pm
Maybe we just save some real world time and take a simple short rest, right here, and then push on

Yeah, might as well. I think we are overthinking it.
Feb 1, 2017 5:53 pm
Zangua seems unimpressed, though it may be a product of practicality on this dangerous island as his mind races to think up a better defense. "And does he... she? It? See any more of those bigger birds?"
Feb 1, 2017 6:05 pm
Spend hit dice and recover spells as needed if you're taking a short rest here. You can move on whenever you're ready.
Feb 1, 2017 6:21 pm
Mordred takes a knee for a minute and spends 2 hit dice.

EDIT: Back to full health, ready to move on!
Last edited February 1, 2017 6:22 pm

Rolls

2 Hit Dice - (2d8)

(57) = 12

Feb 1, 2017 6:24 pm
While resting, you hear more bird-lizard cries, mostly coming from the south and southeast, but distant enough that it doesn't worry any of you.

The crashing/stomping thing, whatever it is, seems to be moving slowly in a northeasterly direction.
Feb 1, 2017 6:33 pm
While the group forms a plan of action, Zangua takes the opportunity to rest his legs.
OOC:
Now at 48/49, recovered Second Wind and Action Surge. Good to go!
Last edited February 1, 2017 6:34 pm

Rolls

Spend 1 HD - (1d10+3)

(4) + 3 = 7

Spend 1 HD - (1d10+3)

(7) + 3 = 10

Feb 1, 2017 6:40 pm
Look like no need for me to do Song of Rest, and I suffered no damage, so I'm good to go. As a bonus I recover all uses of Bardic Inspiration after a short rest now too.
Feb 1, 2017 9:08 pm
Zangua says:
"And does he... she? It? See any more of those bigger birds?"
"It. And unfortunately the dense plant life complicates it's view, even from high above. It did, however, provide me an understanding of the island's general geography. I'll sketch a rough map while we rest."

Vhezyen enjoyed the work during the party's respite from the dangers of the island, finding comfort in the application of pen to paper. As he sketched the island, he considered the life of an explorer or a cartographer. Given their recent encounter with the bird-lizards, it was clearly more dangerous than he had previously imagined.

As part of the short rest, Vhezyen will sketch a rough map of the island on a piece of paper, giving everyone access RP wise to the bird's eye view.

Rolling some hit dice for the rest. At 36/40 now
Last edited February 1, 2017 9:09 pm

Rolls

Hit Dice for Short Rest - (1d8+3, 1d8+3)

1d8+3 : (2) + 3 = 5

1d8+3 : (4) + 3 = 7

Hit Dice for Short Rest - (1d6+3)

(3) + 3 = 6

Feb 1, 2017 9:20 pm
Upon completing his sketch map of Vorch, Vhezyen would gladly share it with the party to enable a better understanding of the island's geography. I added some updates and posted it to the About Bload thread.
Last edited February 1, 2017 9:22 pm
Feb 2, 2017 4:51 pm
Having rested, are you guys heading up the stream toward the hill?
Feb 2, 2017 5:07 pm
Rested and eager to continue exploring Vorch, Vhezyen silently asks Thoth to aid them in discovering, and surviving, the islands secrets, however deep and dark they may be.

Ready to follow the stream to the west hill. Btw, how deep/wide is the stream? Is it barely existent, a couple of feet deep, etc?
Feb 2, 2017 5:11 pm
With a grunt, Zangua gets to his feet. He cricks his neck and with a semi-tired rising of his eyebrows, indicates that he is ready.
Feb 2, 2017 5:15 pm
Yeah, I'm ready. I'd like to stay within sight of the stream, but remain far enough away from it that we are not immediately visible to something at the water's edge, on the downwind side, if that's feasible.
Feb 2, 2017 5:23 pm
"Just to make sure that we've considered all options," Domarc says, considering the forest around them and the sounds coming from it. "Is pressing our way in the best, first choice? Or would scouting along the shoreline provide other possible clues as to where we might seek the Elf? I am quite out of my element here and feel at a loss as to what the best course of action might be."
Feb 2, 2017 6:13 pm
The stream has broken up into a broad network of shallow rivulets here. Upstream, it's several feet wide but quite shallow, only a few inches deep.
Feb 2, 2017 6:18 pm
"If the elf hasn't been eaten by these bird-things, I'm gonna guess he's holed-up somewhere defensible," says Zangua. "Judging from our reception on this beach, I sorta doubt he's living in a wide-open space."
Feb 2, 2017 6:37 pm
"You aren't alone, Domarc. This is further from the sewers of Sthombo than I ever thought I'd be in my life, but time is a factor. We can't scout around at our leisure."
Feb 2, 2017 7:18 pm
"We do have some time however, although I doubt any of our efforts will be leisurely. Something to keep in mind is that Pafthinel is a mage, and may have options beyond the norm when it comes to avoiding detection." Vhezyen considered Domarc and Zangua's words. "Although we have only begun to scratch the surface, and he could be anywhere, higher ground seems a good place to start, as it provides a commanding view of the terrain and approaching vessels. Like Zangua said, he'd likely be 'hole-up' somewhere defensible. One of those hilltops is where I'd be."

He thought about his choice of words --'holed-up'-- for the briefest moment. After his short career as a burglar in Hazard, Vhezyen had lived a life among academies, temples, and books, and although he was used to 'proper' academic speech, having been told by peers that he would make an excellent lecturer in time, his experience in the 'real world' was beginning to give him an appreciation for non-traditional vernacular and direct, blunt speech as a form of efficient communication. He considered the bird-lizards. Not much time for 'proper' speech when you're busy not dying.
Feb 2, 2017 8:10 pm
OK I'd say you guys have a quorum on heading south upstream.

The stream narrows and deepens as you follow it through a dense forest of broadleaf trees, ferns, and vines. Bright orange salamanders cling to the rocks and roots near the water.

Whatever is making the crashing noises is to the east of you now, probably about a mile away.

The tree cover grows thinner as you reach the base of the hill, giving way to smaller shrubs and clusters of white flowers on stalks. Here the stream descends in little rocky waterfalls from its source higher up on the hill.

A few yards to the left of the falls stands a stone menhir, about five feet tall, with an eye-shaped symbol carved near the top.
Feb 2, 2017 8:38 pm
Mordred looks to see if there are any other similar stones in the area, as if it is part of a fence or boundary.

Rolls

Perception - (1d20)

(17) = 17

Feb 2, 2017 8:52 pm
There are no other such stones within view.
Feb 2, 2017 9:29 pm
Domarc considers the symbol, and if he's ever seen it before.

Rolls

Religion or History roll - (1d20+1)

(5) + 1 = 6

Feb 2, 2017 9:42 pm
Vhezyen eyes the stone, curious as to its significance and meaning. "Give me some time. I'd like to see if there is any magic to this standing stone, as a precaution." He threw a friendly jibe at Zangua. "Relax. This won't take nearly as long as the last time... enjoy the scenery."

For the sake of PbP efficiency...

Perception for noticing traps, ambushes, anything worth noting at all in the area. Follow that up with Arcane, History, and Religion checks (throwing them out there as Vheyzen's overall knowledge check, whichever fits the bill feel free to apply/combine). After that, going to perform a Detect Magic ritual.
[ +- ] Detect Magic
Last edited February 2, 2017 9:43 pm

Rolls

Perception - (1d20+8)

(1) + 8 = 9

Arcane - (1d20+10)

(7) + 10 = 17

History - (1d20+10)

(17) + 10 = 27

Religion - (1d20+7)

(19) + 7 = 26

Feb 2, 2017 9:43 pm
It's a very simple almond shape with a circle inside, certainly something you've seen before but not unique enough to connect it with anything specific.
Feb 2, 2017 9:45 pm
Vhezyen sees no sign of traps or ambushes.

The Detect Magic ritual, however, shows a clear aura of enchantment around the standing stone, concentrated most strongly around the eye symbol.
Feb 2, 2017 9:54 pm
Vhezyen spoke in a hushed tone, a warning of sorts as he continued to perform the ritual. "There is, without a doubt, magic about this stone. It emanates most strongly from the eye."
Last edited February 3, 2017 1:49 am
Feb 2, 2017 9:58 pm
Investigation on the standing stone, especially for those small details easily missed.
Last edited February 2, 2017 10:27 pm

Rolls

Investigation - (1d20+10)

(12) + 10 = 22

Feb 2, 2017 10:03 pm
While the others inspect the menhir, Zangua keeps a careful eye on their surroundings, mindful of any movement that might indicate another sharp-toothed bird-thing.

Rolls

Perception - (1d20+6)

(15) + 6 = 21

Feb 2, 2017 10:27 pm
BullOctorok says:
The Detect Magic ritual, however, shows a clear aura of enchantment around the standing stone, concentrated most strongly around the eye symbol.
An Enchantment aura, or were you just saying it was enchanted? Asking because Detect Magic lets me see the school of magic in the aura.
Feb 2, 2017 11:20 pm
That'd be lowercase-e enchantment, school of Divination (scrying).

Zangua sees no proximate dangers.
Feb 2, 2017 11:35 pm
Vhezyen examines the stone. It appears to be limestone. The eye carving is strangely smooth, bearing no chisel marks.
Feb 3, 2017 12:38 am
Having fully completed his ritual to discern the properties of the standing stone, Vhezyen revealed what he had learned."There is divination magic in the eye and our presence here is likely known. It is even possible we are being watched at this very moment." A moment's pause in deduction. "Perhaps Pafthinel's work, a sign that he is still here, or at the very least, was."

Does limestone appear to be native to the island from what we've seen?
Last edited February 3, 2017 1:27 am
Feb 3, 2017 6:02 am
Leth continues to look worriedly towards the east as they move, wary of the loud crashing sounds.

"Whatever can make that much noise from that far away, must be enormous..." He mumbles to himself, strongly hoping they never have to run into whatever fearsome creature it must be. The other bird-lizards were bad enough, and they had to be much smaller than whatever this other monstrosity is.

When they happen upon the menhir, Leth regards it curiously, especially after Vhezyen reveals that someone could be watching them through it.

"Well, if they can see us through this thing, there's no point trying to hide from it now... whoever's on the other side, if there is indeed anyone at all, has surely already seen us. If I were Pafthinel, and I were still living on this dangerous island, I would certainly take precautions such as this." He ponders for a moment, and then waves at the eye, an amused smile tugging at the corners of his mouth. "Pafthinel! If you can see or hear us, we are looking for you. We have peaceful intentions and only seek information. Any help you could give to guide us towards you would be appreciated." He pauses again, thinking, before continuing, "And if you're not there, or if you can't hear me... well, I guess I just look like a fool." He finishes with a shrug, looking somewhat sheepishly at his companions. "It's worth a try, anyway."
Last edited February 3, 2017 6:03 am

Rolls

Hit Die - (1d10+2)

(5) + 2 = 7

Feb 3, 2017 8:36 am
The limestone could be native rock from the island, yes.

The stone does not answer Leth, but whatever is making the crashing sounds seems to be on the move again.
Feb 3, 2017 12:23 pm
As the others investigate the standing stone and its scrying eye, Felor ponders the distant crashing.

Does it sound like an animal moving around? Have I seen any huge footprints?

Rolls

Nature skill check (is it an animal?) - (1d20+4)

(3) + 4 = 7

Survival skill check (any tracks?) - (1d20+6)

(9) + 6 = 15

Feb 3, 2017 12:31 pm
Mordred uses his invisible mage hand to touch the eye.

"Perhaps it's a doorbell?"
Feb 3, 2017 3:19 pm
"An option here would be to simply dispel the enchantment, if we truly desire to be free of the eye's vigil, and I believe Felor would be capable. However, it would be an offense to the mage who placed such security measures here. Very much like an act of vandalism. I would prefer the course of being a welcome guest if possible, much like Leth presented himself, and leave the stone be."

Vhezyen's gaze turned to the waterfall and the hill. "Perhaps my friend here can give us a bit more to go on." Vheyzen releases Quggyeb. See for me.

Telling Quggyeb to look behind the waterfall (if that's possible) and check it out from where we are to directly above us at the top, to the point where it can see the source of the stream. I'll tap into his senses during this time to see and hear for myself.

Also, is it a true hill, where we could simply walk up it, or would it take a bit of effort as far as the realm of climbing goes?
Feb 3, 2017 4:35 pm
Zangua adds, "Maybe your friend ought to see what's making that stomping sound. I'd rather know if that's gonna get imminent."
Feb 3, 2017 4:49 pm
"Yes, I am not liking the stomping and crashing. A higher position might give us some advantage against whatever it is, should it decide we look like a snack. Whoever set this stone knows of us now, so it may be that finding ourselves a defensible spot against whatever might come is in order. I hope we find something friendly, but on this island, it would not surprise me to learn that there is a default assumption of hostility to begin."
Feb 3, 2017 5:04 pm
There's no empty space behind the waterfall. The hill is steep and tall (maybe 600') but walkable.

Quggyeb takes another reconnaissance flight. It looks like the source of the stream is runoff and possibly a spring from the hilltop. Trees are shaking around the source of the crashing sound; it looks like whatever is making it has turned around and may be headed back toward your current position.
Feb 3, 2017 5:17 pm
"Shall we take lunch on the hill, then, gentlemen?"
Feb 3, 2017 6:23 pm
Vhezyen answers Domarc dryly. "Better than being lunch down here." Sharing, in brief, what he had learned through Quggyeb's flight, his mind drifted back to their time docked at Utwar.

"I vaguely recall-- yes, the riverboat crew! They mentioned an 'old king' who cannot die and still 'haunts' the island. They also believe that the 'monsters' of Vorch somehow serve him. Perhaps they speak of Pafthinel. Or, perhaps, it is the exiled king who chose to remain here some 500 years ago. There may even be a connection between the two, however unlikely it may seem." Looking in the direction of the crashing sound, he continued. "And perhaps this eye, whoever it serves, is guiding whatever that is toward us now."

Vhezyen addressed Domarc again. "'Lunch' on the hill," he looked toward the crashing sound again, "is a great idea." With that, he began the climb.

Quggyeb will wait at the top of the hill, serving as a sentry of sorts while Vhezyen makes his climb. Also, we should be vigilant for more 'security'. I'm guessing that there are other 'magic cameras' around the island, not to mention more aggressive measures.
Last edited February 3, 2017 6:24 pm
Feb 3, 2017 6:35 pm
A little more than halfway up the hill, something catches Vhezyen's attention: set between the exposed roots of a pair of trees is a rectangular stone portal, flush with the incline of the hillside, about three feet wide and six feet long. On closer inspection, you can see that the opening is full of water, level with the edges of the stone rectangle -- in other words, water resting flat at a roughly 25 degree angle. It absorbs the scattered droplets of rain that fall into it, but a drifting leaf that comes to rest on its surface slides down to the bottom, resting with other accumulated debris at the bottom of the stone frame. About fifteen feet up from this is another stone eye-menhir, a little shorter than the first.

Looking northward from here, you can see trees shaking and hear the crashing thing approaching the hill, maybe a quarter mile away.
Feb 3, 2017 6:41 pm
Zangua follows Vhezyen, mindful of the thunderous approach. "Maybe that's the elf."
Feb 3, 2017 6:43 pm
Quote:
They mentioned an 'old king' who cannot die and still 'haunts' the island.
"I would suspect the reference is to the old King of Malch. If he still is hanging about, and Pafthinel, I can't imagine that they haven't met. Which again has me wonder why Pafthinel came here right after his study of the Sphere."

Domarc pauses for breath on the climb.

"Perhaps we will leave the island with the both the truth of the Sphere and the truth of the Mad King. What a great tale that would be."
Feb 3, 2017 6:50 pm
Quote:
"Maybe that's the elf."
"My experience with elves has been that they move through forests with much less disturbance than this."
Quote:
On closer inspection, you can see that the opening is full of water, level with the edges of the stone rectangle -- in other words, water resting flat at a roughly 25 degree angle.
"This...is odd."

The water is still? Did it ripple when the leaf passed through, or when a rain drop hits? How deep does it appear to be?
Feb 3, 2017 6:53 pm
Yes, it ripples. The portal seems to lead to a tunnel inside the hill. As far as you can see, it's completely full of water.
Feb 3, 2017 7:18 pm
Zangua spares a moment to shrug. "Maybe he's riding whatever that is. Just throwin' it out there since he's an elf."
Feb 3, 2017 7:44 pm
Acknowledging Zangua, Vhezyen marvels at the portal's design. "Vorch seems to have potential for many surprises, and I would not dismiss the idea of a beast-riding elven mage. Mad King or reclusive elf wizard," he glances briefly at Domarc, "I imagine you will have a grand and exotic tale to tell." He deadpans, almost detached from the conversation as the watery corridor once again captures his focus. "Assuming you live to tell it."

Some Guidance to facilitate an Arcane check here for anything useful. I know we're about 300 feet up here, but about how much time do we have before 'it' arrives at the base of the hill, whatever 'it' is?
Last edited February 3, 2017 7:46 pm

Rolls

Arcane - (1d20+10, 1d4)

1d20+10 : (4) + 10 = 14

1d4 : (4) = 4

Feb 3, 2017 8:08 pm
The thing has been moving irregularly, you can't really be sure how long til it catches up with you, if that's what it's trying to do. Maybe 15-20 minutes?

It's evident that something magical is holding the water in place like this, but Vhezyen can't make any particular determinations about it.
Feb 3, 2017 8:23 pm
"Maybe we will be able to see what is coming if we get to the top of the hill. We can investigate this water later.

Alternatively, we could have the strongest swimmer try and dive down to see if there is an air pocket or an end to the water deeper in the tunnel."
Feb 3, 2017 8:28 pm
Quote:
"Assuming you live to tell it."
"That is always the trick, and why I surround myself with such excellent companions," Domarc says, looking back down the hillside. "It strikes me that this would be an excellent way of securing the entrance to a safe lair on this island, but without knowing how deep it goes, it is a difficult approach to take without gills."
Feb 3, 2017 8:31 pm
Vhezyen pulls Quggyeb off of his shoulder and sends him toward the jungle. Go. See what approaches, return immediately upon doing so.
Feb 3, 2017 8:40 pm
What's swimming/diving, Octo? Athletics? Survival? Straight CON check?
Feb 3, 2017 8:41 pm
Mordred says:
"Maybe we will be able to see what is coming if we get to the top of the hill. We can investigate this water later.

Alternatively, we could have the strongest swimmer try and dive down to see if there is an air pocket or an end to the water deeper in the tunnel."
Vhezyen replied. "The jungle is simply too thick. Even my avian friend cannot see through it from above. I expect this time, however, he'll get below the canopy and get a better look. And I would know more of my options before swimming into a wizard's home, especially on an island where creatures may serve him. Some damnable beast could lurk within the water itself, and I would take my chances out here before being out of my element."
Last edited February 3, 2017 8:42 pm
Feb 3, 2017 8:43 pm
[ +- ] What Quggyeb sees:
Feb 3, 2017 9:18 pm
Domarc says:
"It strikes me that this would be an excellent way of securing the entrance to a safe lair on this island, but without knowing how deep it goes, it is a difficult approach to take without gills."
Vhezyen turns to Domarc. "It would be a secure entrance indeed, and a mage would be just the kind to be able to sprout gills when needed. Unfortunately, I have yet to learn such arcane arts, although it would be undoubtedly usef-- ah, here it is." He allows Quggyeb to take rest on his shoulder, attentive to its urgent warning.

Vhezyen listens while relaying excerpts of what he is told by the sea gull familiar: "...an ape-like form, twice the size of a man, leaving broken forest in its wake...jawless skull for a head, garnets for eyes, earthen form, rocks for hands." He looked toward the approaching threat, then back to the group. "I believe a creature, sustained by magic, is headed our way. A construct of sorts, similar in nature to the metallic being you fought with in the Badgerways. Perhaps more dangerous, although I cannot be certain."

"I believe there is no fleeing from this skull-headed construct. We have a decision to make." He looks into the watery passage, contemplative. "Do we enter the unknown, and perhaps even greater danger, or face the potential threat here?"
Last edited February 3, 2017 9:22 pm
Feb 3, 2017 10:21 pm
"Sounds like just the type of construct a mage might build as a guardian," Domarc suggests. "I am no swimmer, but it sounds like this beast would not be hampered by this hill. I think if we could find cover, that would be the best."
Feb 3, 2017 11:55 pm
"I would agree. However, our best option for cover could turn out to be a watery grave. I'm optimistic, however, that this isn't the case." Curious, Vhezyen nonchalantly grabs Quggyeb and carefully pushes it beak first into the liquid barrier.

Using the scientific method and looking to see if it can be penetrated. Vhezyen would see/hear through Quggyeb and push the familiar through until it's neck was past the barrier, allowing him to see and hear if it was truly water inside. He would then withdraw Quggyeb after getting a decent look for a couple of seconds. Of course, if it can't be penetrated, I won't mash him into the barrier.
Feb 4, 2017 12:10 am
Vhezyen sticks Quggyeb's head into the water. Its disregard for the laws of gravity aside, it appears to be normal water.
Feb 4, 2017 1:52 am
Vhezyen grasps his amulet and breathes a few words, removing his hand to reveal a radiant glow of light. "I say we take our chances and swim for it. At the very least, I am going to take a look." Stay here. Watch. Quggyeb takes a spot on a rock a few feet above the portal.

In his time as a burglar, Vhezyen had drawn the 'short pick' often enough, which meant being 'first man', whether it was over a fence, or through a door or window. It had been over a decade since those reckless days of being a criminal, and he had forgotten that edgy feeling that came with a task such as this. Thoth willing, I'll learn something that doesn't have to do with seeing the afterlife first hand.

Looking to the group with a genuinely broad smile, Vhezyen felt a bit of adrenaline, and sought to balance it with an attempt at bravado. "It's good to be out of the library. Wish me luck." Determined, he takes a deep breath and passes through the portal.

Here goes nothing ;)

Threw a short prayer to Thoth (Guidance) in there with the Light cantrip on the amulet.

Rolls

Guidance - (1d4)

(1) = 1

Feb 4, 2017 2:17 am
How far would you go before turning back, if the water were to go on further than you can hold your breath?
Feb 4, 2017 2:24 am
Based on the 4 minutes PHB allows with my CON (+3 minutes), if Vhezyen had a stopwatch it would be 90 seconds.
Feb 4, 2017 2:36 am
The watery passage descends in a slope for about ten feet before the ground levels out. When Vhezyen reaches this point, all of you outside hear a shrill, crystalline sound as the water becomes suddenly opaque.

In mid-stroke, the water Vhezyen is swimming through becomes solid ice, immobilizing him. A surge of panic and terror rises from his gut as the shock of cold hits him.

Vhezyen, please make a WIS save and a CON save.
Feb 4, 2017 3:00 am
Good times. Now that's some home defense!

Fingers crossed!

EDIT:+1 to the CON save from Guidance.
Last edited February 4, 2017 3:53 am

Rolls

Wisdom Save - (1d20+5)

(19) + 5 = 24

Constitution Save - (1d20+6)

(11) + 6 = 17

Feb 4, 2017 5:31 am
Vhezyen keeps his wits about him even as the freezing cold seeps into his flesh, fighting back the fear before it can overtake him.

Rolls

Vhezyen cold damage (halved by saving throw) - (1d6)

(5) = 5

Feb 4, 2017 6:10 am
Nasty. Definitely one of the less desirable ways to die.

Sensing the impending grip of cold death, Vhezyen exerts one last effort to avoid eternal sleep. His mind finds a place of pleading to Thoth for a path of knowing that leads to living.

Assuming he has the wits before being frozen, Vhezyen accepts the potential of death and casts Spare the Dying on himself, knowing his only chance is divine intervention or the aid of those outside.
Feb 4, 2017 6:18 am
OOC:
Did the water at the slope also turn into ice? I know you said those of us outside heard the sound and the water turned opaque, but I wanted to be clear.
Last edited February 4, 2017 6:19 am
Feb 4, 2017 6:19 am
It looks like the whole body of water turned to ice, yes.
Feb 4, 2017 6:31 am
Zangua blinks, as it takes a moment to consider what just happened. "Did he do that? Was that supposed to happen?" he thinks to ask, before he starts an attempt to break through the ice with his handaxes, double-fisting the blades.

Rolls

Athletics? - (1d20+7)

(8) + 7 = 15

Feb 4, 2017 8:06 am
Leth is so focused on the approaching creature that he doesn't immediately realize what just happened. "Oh! Gods! Wh- what do we do??" He asks, beginning to panic a bit. The bird-lizards, the gorilla monster, and now the deadly freezing trap were all adding up to an overwhelming anxiety in his head. "He said something about dispelling magic; could someone do that? Would it help?" He stammers, looking for something to do or some way to help, but being unable to do so.
Feb 4, 2017 10:07 pm
"Beyond that, can anybody do anything with fire to melt the ice?" Domarc asks.
Feb 5, 2017 11:06 pm
"Let's hope this works..." Mordred puts his hands on the ice and blasts his Burning Hands spell into the tunnel.
Quote:
Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.
EDIT: See post below
Last edited February 6, 2017 12:10 pm
Feb 6, 2017 9:42 am
Without waiting for Mordred's flames to subside, Felor holds his spear aloft and proclaims "Indomitable Fjorgyn! Aid your loyal servant and banish this sorcery!"

Cast Guidance on myself, then Dispell Magic on the water tunnel. Add Guidance roll to Wisdom check if necessary for dispelling.
Last edited February 6, 2017 9:43 am

Rolls

Wisdom check if necessary - (1d20+3)

(18) + 3 = 21

Guidance - (1d4)

(3) = 3

Feb 6, 2017 12:09 pm
If it's all the same to everyone else, I'm cool with retconning that Felor tried Dispel Magic first. I'm worried that the flames might hurt Vhezyen even if they fail to completely melt the ice. I also wouldn't mind hanging on to that spell slot. If the Dispel Magic does not work, then Mordred will still cast Burning Hands.
Feb 6, 2017 12:25 pm
Fine by me, I would have tried DM straight away, but I rarely check the game over the weekend.
Feb 6, 2017 5:04 pm
Felor prays to dispel magic, but nothing happens. Zangua hacks away at the ice, sending fragments flying, while Mordred casts a cone of flame from his hands. Steam hisses from the cracks and fissures opening up under Zangua's blows, but there's still several feet of ice to get through before you reach Vhezyen.

Below you, branches snap and brush is trampled as the hulking dirt-beast draws closer.

Vhezyen, make another CON save. Everybody else, you may take another action.

Rolls

Rolling some dice behind the screen - (5d6+8)

Feb 6, 2017 5:14 pm
Zangua continues hacking away, uncaring what the ice does to his axe blades.

Rolls

Athletics - (1d20+7)

(20) + 7 = 27

Inspiration, Athletics - (1d20+7)

(3) + 7 = 10

Feb 6, 2017 5:40 pm
Domarc turns to look down the hill, drawing his hand crossbow and giving it a rueful look; an inadequate tool for what is approaching.
Feb 6, 2017 6:37 pm
CON Save

Rolls

CON Save - (1d20+6)

(13) + 6 = 19

Feb 6, 2017 6:41 pm
Zangua keeps hacking away, cleaving off large chunks of ice.

Felor, Leth, Mordred, you can each take an action.

Rolls

Secret Roll

Cold damage to Vhezyen (halved by saving throw) - (2d6)

(31) = 4

Feb 6, 2017 8:38 pm
Fuuuuuuck. Fuck Fuck Fuckety fuck.

Another Burning Hands, trying to angle the flames into the cracks Zangua is creating.
Feb 6, 2017 8:51 pm
Mordred casts another blast of flame into the ice, unleashing more gouts of steam and causing several large chunks to fall away. Interestingly, some of the melted ice that runs down to the bottom of the stone frame drips off the edge of the stone instead of being held in place.

Zangua and Mordred's efforts are definitely clearing away the ice, but there's a lot yet to get through.

The trees at the bottom of the hill shake.

Felor, Leth, you can take a turn.

Rolls

[sound of dice rolling]

Feb 6, 2017 9:11 pm
Leth suddenly remembers he does indeed possess some melee weapons, and draws them, proceeding to join Zangua's attempts to hack away the ice.
OOC:
So, uh... are we having to climb inside this portal now to reach Vhezyen?

Rolls

athletics - (1d20+4)

(10) + 4 = 14

Feb 6, 2017 9:20 pm
thedandyman says:
OOC:
So, uh... are we having to climb inside this portal now to reach Vhezyen?
Yes.

Leth stands beside Zangua and stabs at the ice with his sword, chipping away at the solid block bit by bit.

Felor can take a turn, then Vhezyen has to make another saving throw and you can all act again.

Rolls

Rolling stuff

Feb 6, 2017 9:54 pm
Actually, since Felor tends to post early in the morning, why don't we go ahead with the save/other actions now. Felor, when you post again, go ahead and take two actions.
Feb 6, 2017 10:38 pm
CON Save

Rolls

CON Save - (1d20+6)

(9) + 6 = 15

Feb 6, 2017 10:44 pm
Lacking any other recourse, much less a new idea of how to get through, Zangua continues hacking away at the ice. It's cold.

Rolls

Athletics - (1d20+7)

(10) + 7 = 17

Feb 6, 2017 11:06 pm
Zangua's twin axes beat against the ice furiously, opening large splits in the ice that fall away in sizeable chunks and wedges under his onslaught, tumbling down the hill behind him.

Those who look after the ice chunks as they roll down the hill can now see a hulking dark shape at the base of the hill, beginning its ascent towards them.

Domarc, Leth, Mordred, you can take an action. Felor, you can take two actions.

Rolls

Cold damage to Vhezyen (halved by saving throw) - (3d6)

(442) = 10

Secret roll

Feb 6, 2017 11:12 pm
CancerMan says:
It's cold.
No doubt.

Nice Athletics roll by the way (the 20 before). Good timing.
Last edited February 6, 2017 11:13 pm
Feb 6, 2017 11:20 pm
Vhezyen can feel the vibrations in the ice behind him and knows that, at the very least, his new companions are trying to break through the ice. However, between the freezing cold and the lack of oxygen, he's starting to lose his mental focus...
Feb 6, 2017 11:38 pm
Through the eyes of Quggyeb, Vhezyen saw the abomination ascending the base of the hill. As he felt his mental faculties and body succumbing to the numbing cold, he gave the celestial minded sea gull a final instruction: If the abomination engages, harry and disrupt the foe. Assist however you can.

Basically instructing Quggyeb to use the Help action to give party members Advantage on attack rolls.
Feb 6, 2017 11:51 pm
Quote:
Those who look after the ice chunks as they roll down the hill can now see a hulking dark shape at the base of the hill, beginning its ascent towards them.

What is the range?
Feb 7, 2017 12:52 am
We're halfway up the hill, so about 300 feet to the base.
Feb 7, 2017 12:36 pm
Early in the morning!? I post about 10am thanks! It's you guys who are in the weird time zone(s) ;)
OK my guess is a) I dispelled the magic keeping the water at a weird angle, but b) the magic(?) that froze the water into ice was a one-off effect. The ice is just regular ice now, so dispelling didn't turn it back to water.


Seeing the others are busy trying to rescue Vhezyen, Felor turns his attention to the strange beast approaching from the base of the hill, racking his brain for any information about magical jewel-eyed skull-apes.
Guessing this is Arcana check rather than Nature, but add 2 if it is somehow a natural creature!

Seeking a way to delay the beast, Felor points his spear down the hill and beseeches Fjorgyn: "Supreme goddess, I call on you, here in your domain! Protect your loyal servants and encumber this abomination!"

Action 1: Cast Barkskin on Domarc.
Quote:
Duration: up to 1 hour. You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.
Action 2: I'm going to ready Plant Growth to cast once the ape is closer. I want to cast it at maximum range (150ft), when the ape is 200ft away, and therefore already 50ft inside the 100ft radius (sorry this is so complicated) - diagram.
Quote:
Range: 150ft, 1 action, instant.
Choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
What is our longest range attack? We're going to need to start peppering it with damage as soon as we can. 60ft is about my limit for spells. Hopefully the Plant Growth will slow it enough to put some hurt on before it arrives.
Last edited February 7, 2017 3:44 pm

Rolls

Arcana check (identify ape-thing) - (1d20+1)

(1) + 1 = 2

Feb 7, 2017 12:42 pm
OOC:
Nailed that Arcana check. It's OK guys I'm pretty sure it's just, like, a really big duck. Completely non-magical.
Feb 7, 2017 3:11 pm
You can still take another action.
Feb 7, 2017 3:28 pm
OK, will edit it into the post. Edit: done.
Last edited February 7, 2017 3:45 pm
Feb 7, 2017 3:57 pm
Mordred turns and looks at whatever it is that is coming up the hill. He thinks back to a little trick he used to play on the mice and rats in the sewer. Ever since he was a boy he could generate these little blobs of darkness that would stick to whatever he wanted them too, and for several minutes, the creature wouldn't be able to see anything at all. He thinks that now, as his abilities and powers have developed since beginning this quest, that he could generate a much larger blob, that would last longer. As soon as this thing shows its face, Mordred will blast one of these darkness blobs at it.

At 5th level Mordred gained the racial ability to cast Darkness once per day.

EDIT: He will Dash down the hill to get within the 60' range of the duck and hide if it is stopped by the Plant Growth.
Last edited February 7, 2017 4:00 pm

Rolls

Stealth - (1d20+6)

(17) + 6 = 23

Feb 7, 2017 4:05 pm
notinventedhere says:
Action 2: I'm going to ready Plant Growth to cast once the ape is closer. I want to cast it at maximum range (150ft), when the ape is 200ft away, and therefore already 50ft inside the 100ft radius (sorry this is so complicated) - diagram.
Nicely played.
notinventedhere says:
What is our longest range attack? We're going to need to start peppering it with damage as soon as we can.
Leth's long bow has a range of 150/600. Which means he could actually have shot it before it even got to the bottom of the hill. Of course, he's hacking through ice.
rocksteady says:
As soon as this thing shows its face, Mordred will blast one of these darkness blobs at it.
Also nicely played.
Last edited February 7, 2017 4:06 pm
Feb 7, 2017 4:06 pm
Felor stands ready to call upon botanical aid as the monstrosity (all he can say for certain about it is that he has no idea what it is) lumbers up the hill. Mordred casts a glob of mystical darkness onto what he assumes is its face.

You know the music that plays when Sonic is running out of air in an underwater level? That music is playing now. Vhezyen, make a CON save, everybody else, take an action.
Feb 7, 2017 4:08 pm
Zangua ignores the activity behind him, instincts on never leaving someone behind kicking in full gear. He continues to hammer and hack away at the ice, trying to reach Vhezyen as quickly as possible.

Rolls

Athletics - (1d20+7)

(10) + 7 = 17

Feb 7, 2017 4:10 pm
Well, someone has to die. And a nasty trap like this deserves to tally a kill mark.

EDIT: Nice! It's almost like I called it.
Last edited February 7, 2017 4:11 pm

Rolls

CON Save - (1d20+6)

(1) + 6 = 7

Feb 7, 2017 4:48 pm
Zangua's axes fall unrelentingly on the ice as he focuses single-mindedly on reaching his trapped companion.

Edit: That would put Vhezyen at 21 HP, right?

All other party members can take an action. Leth, we skipped you last time, so take two.

Rolls

Vhezyen cold damage - (3d6)

(122) = 5

*clatter*

Feb 7, 2017 4:57 pm
Domarc stares downslope at the monstrosity, and gives a what-the-hell shrug.

"We come seeking Pafthinel! We mean no harm to anyone - anything - on this island! But we will defend ourselves!"
Feb 7, 2017 5:11 pm
Does anyone have oil flasks? You could pour them over the ice and light the oil for sustained melting. If not, Mordred will do that when he rushes up the hill.
Feb 7, 2017 5:32 pm
Zangua hacks loose a large block of ice and flings it downhill, uncovering Vhezyen's feet.

The ape-shaped dirt monster approaches the perimeter of Felor's plant-growth field.
Feb 7, 2017 6:29 pm
BullOctorok says:
That would put Vhezyen at 21 HP, right?
That damage roll (1,2,2) was as lucky as my last CON save was unlucky. Vhezyen is now at 19/40 HP.
rocksteady says:
...light the oil for sustained melting...
Not sure an oil fire is a good idea (especially with feet sticking out after you mentioned it).

Either way, everyone's ice breaking efforts are much appreciated. :)
Feb 7, 2017 7:44 pm
Not sure an oil fire is a good idea (especially with feet sticking out after you mentioned it).

Yeah, I guess not.

Did the Darkness slow down or confuse the dirt monster? It probably doesn't have eyes and I just wasted Darkness.
Feb 7, 2017 7:52 pm
Hard to say, it's still running up that hill.

Felor, Leth, Mordred, you can take an action.
Feb 7, 2017 8:31 pm
Mordred will stay hidden and cast Minor Illusion to create the sound of the party running down the hill just past the monster.
Feb 7, 2017 8:41 pm
The dirt monster pays no mind to Mordred's illusion, but keeps ascending the hill. When it comes within range of Felor's spell, the shubs and trees and grasses on the hillside start to quiver and sprout forth new shoots of growth, thickening and expanding and slowing the creature's progress. It gamely presses on despite the hindrance.

Vhezyen's feet have been uncovered, making him reachable by touch-range spells. However, fire spells and furious hacking at the ice pose a danger to him now. He could probably survive a couple more rounds of cold damage, but suffocation is imminent. What actions are you all taking to free him?
Feb 7, 2017 10:44 pm
Darn it, I thought Enhance Ability might be able to help, but after reviewing the suffocation rules, giving him advantage on Con rolls won't do much. I could try to use my rapier as an ice pick, but that seems too slow...
Feb 7, 2017 11:08 pm
Party members can certainly share weapons for icebreaking purposes; you don't need to be proficient!
Feb 7, 2017 11:20 pm
Now Mordred's given up on the flamethrower, is there room for me to held icebreaking?
What's the deal with suffocation and Spare The Dying? Can I use it to keep him Stable even though he can't breath?
Last edited February 7, 2017 11:21 pm
Feb 7, 2017 11:31 pm
Yes, you can work on the ice, only Zangua and Leth (?) are there now.

HP drops to 0 when suffocation kicks in, so yes, Spare The Dying could be used to stabilize Vhezyen, as long as his ability to breathe is quickly restored.
Feb 8, 2017 12:09 am
"Leth! Put some arrows in that thing!"
Felor pulls the small warhammer from his belt and goes to help smash the ice from around Vhezyen's feet.

Rolls

Athletics check - (1d20+3)

(16) + 3 = 19

Feb 8, 2017 12:13 am
With Felor joining the effort, the party starts to free Vhezyen's legs from the ice.

The dirt monster slowly makes its way uphill, through the dense vegetation.

Rolls

A die roll

Feb 8, 2017 12:45 am
Zangua keeps hacking away, now that he's seen some progress. He focuses on the ice above Vhezyen's feet.

Rolls

Athletics - (1d20+7)

(4) + 7 = 11

Feb 8, 2017 12:55 am
At this point, with three of you working on the ice and a Spare The Dying cantrip, you can free Vhezyen from the ice alive but unconscious. There is, perhaps, five feet of solid ice left blocking the tunnel.

In the time it takes the party to split and move the ice enough to free Vhezyen's head from the ice, the dirt monster has cleared the patch of overgrown plants and is now about fifty feet downhill from the party and still approaching. Careful not to let the loose chunks of ice crush him, Zangua and Felor carefully pull Vhezyen out. He is soaking wet and freezing cold, and has not yet begun to breathe on his own again, but you can feel a pulse in his veins.

Vhezyen is unconscious due to lack of oxygen and is at 0 HP. However, he is stable.
Feb 8, 2017 1:00 am
Vhezyen lies motionless, colder than a corpse.

Thank everyone. It's definitely a sticky situation!
Feb 8, 2017 3:04 am
"Avert your eyes!" As the monster continues its approach, Domarc casts Hypnotic Pattern.
Quote:
Hypnotic Pattern
Range: 120 feet
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Last edited February 8, 2017 3:10 am
Feb 8, 2017 11:45 am
Felor peers at the approaching creature, attempting to spot any weaknesses or clues as to its nature.

Rolls

Perception check - (1d20+3)

(8) + 3 = 11

Feb 8, 2017 12:31 pm
Mordred attempts to put an arrow into the thing's back.

EDIT: I'll wait and see if Domarc's charm works before firing.
Last edited February 8, 2017 2:32 pm

Rolls

Arrow'd - (1d20+3)

(4) + 3 = 7

Advantage'd Arrow'd (attacking from hidden) - (1d20+3)

(8) + 3 = 11

Arrow Damage - (1d6+3)

(4) + 3 = 7

Sneak Attack Damage - (3d6)

(155) = 11

Feb 8, 2017 2:14 pm
I'm pretty sure a heal would get Vhezyen back on his feet, if Felor doesn't mind (they stop bleeding and close wounds, so I'd like to think consciousness and breathing could be achieved). He could stay out of the front lines and help out in a support role.
Feb 8, 2017 2:46 pm
I wasn't sure if the ape had had its go and we were up again?
Feb 8, 2017 5:00 pm
Domarc weaves a twisting, psychedelic carousel of color!

Edit: The creature ignores the colors and keeps plodding forward. From his cover at the edge of the enhanced foliage, Mordred fires an arrow at it, but it bounces harmlessly off the creature's shoulder. If the creature even noticed the arrow, it gives no indication, but keeps approaching.

Rolls

Dirt monster WIS saving throw - (1d20)

(16) = 16

Dirt monster initiative - (1d20-1)

(15) - 1 = 14

Party initiative - (1d20+3)

(1) + 3 = 4

Feb 8, 2017 5:01 pm
Well, fart. My save DC is 15...unless I calculated something wrong.
Feb 8, 2017 5:08 pm
The creature stops at about twenty feet away from the iced-up portal and the party, leaning forward on its massive arms. Up close you can see that its entire body seems to be made of a conglomerate of dirt, clay, and rocks. It makes a low, rumbling sound from somewhere deep within its chest and shifts its weight from one arm to the other.

Party members, you may take your actions.
Feb 8, 2017 5:17 pm
Watching the earth-ape warily, Felor kneels down to help Vhezyen. "Fjorgyn, revive this loyal servant, he who has given his life in your service"

Cast Cure Wounds (level 2 slot) on Vhezyen.
Last edited February 8, 2017 5:17 pm

Rolls

Cure Wounds (lvl 2 slot) - (2d8+3)

(26) + 3 = 11

Feb 8, 2017 5:26 pm
Though still bitterly cold and disoriented, Vhezyen awakens.
Feb 8, 2017 5:29 pm
"It's not attacking," Domarc observes. "Perhaps we should extend the same courtesy?"

In Elvish, he calls to the dirt-ape "We seek Pafthinel! We mean no harm!"
Feb 8, 2017 5:57 pm
The creature does not react to Domarc's words.

Leth, Mordred, Vhezyen, Zangua, you may take your actions.
Feb 8, 2017 6:23 pm
Vhezyen shivers and spasms, bones aching from within as he pushes himself to his hands and knees inside the tunnel. He reflexively utters an almost inaudible prayer, teeth chattering, eyes closed. "Thoth, g-gr-grant m-me y-your s-str-strength."

Cure Wounds 2nd Level on self here, an effort to push away the disorientation, and the cold, with more healing power. As much as I want Vhezyen to get involved and help out right away, this just seemed more believable as a reaction to the freeze and Felor's healing.

I'm with Domarc here, perhaps we try to parlay with the creature. It could be a servant, or perhaps even another form that Pafthinel can assume? Who knows. At the very least, peace seems like a worthwhile attempt.

Also, it seems immune to piercing attacks, or non-magical attacks (I'm sure I'm not the only one who picked up on that, just putting it out there).

EDIT: 26/40 HP so I'd like to think Vhezyen is in good shape. Still heavily leaning toward parlay and a peaceful course of action.
Last edited February 8, 2017 6:26 pm

Rolls

Cure Wounds 2nd level - (2d8+2)

(76) + 2 = 15

Feb 8, 2017 6:28 pm
Yeah, I'm a little afraid of getting into a fight with this thing - I'm not sure we can do much to hurt it.
Feb 8, 2017 6:30 pm
Dirt creature hypotheses are encouraged, but don't lose sight of the fact that Mordred's attack rolls were crap.
Feb 8, 2017 6:46 pm
BullOctorok says:
Dirt creature hypotheses are encouraged, but don't lose sight of the fact that Mordred's attack rolls were crap.
Right. I misconstrued the 'bounced off' part. However, it was already threatened and hasn't started wailing on us, so one can hope for parlay. Unless it's just playing with its dinner ;)
Feb 8, 2017 7:16 pm
I think the full title of this campaign is The Secret History of Bload: Mordred's Attack Rolls Were Crap.

Mordred sneaks behind the creature and tries to remain concealed and ready to attack.

Rolls

Stealth - (1d20+6)

(20) + 6 = 26

Feb 8, 2017 8:43 pm
If the dirt ape continues to hold position, maybe we should see if we can carve a way through the ice and get into the cave...unless that is what it is protecting?
Feb 8, 2017 9:47 pm
nubs says:
If the dirt ape continues to hold position, maybe we should see if we can carve a way through the ice and get into the cave...unless that is what it is protecting?
Based on the security features of this island and how it homed in on us through the forest, like it knew we were here (or maybe it was just coming back from looking for something--us?) I think it is very possible that it is protecting this place. Conversely, although seemingly less likely, it is looking to cause trouble here. Perhaps the Mad King and Pafthinel are at odds?
Feb 8, 2017 9:52 pm
After calling upon Thoth, Vhezyen feels some warmth return to his limbs, and reckons he might be able to stand up and engage in physical activity again.

The ice remaining in the passage is a few feet thick and could be broken through in a couple rounds. The passage is not large enough for the dirt monster to fit through.

Leth and Zangua, you can take your actions.
Feb 8, 2017 9:58 pm
OOC:
It turned around and started heading towards us after I talked to the stone eye. All it's done so far is get close to us and then stand and look at us. I'd rather not attack it and provoke the ire of the monster or the monster's master until we know that we have to. We know if there's someone living here on the island, we're gonna want to talk to them and get information from them - something that will probably be easier to do if we don't try to kill their 'pet'.
Having pulled Vhezyen from the ice, Leth decides it's best to leave his recovery in more capable hands than his, and turns to face the enormous dirt-ape. He sets an arrow on the string of his bow, but does not yet aim or shoot it at the monster.

"Hold." He says quietly to his companions. "This creature may not mean us harm."

He speaks up, talking to the monster, "Who sent you? Are you here to help us or harm us?"

Readying an action. If the dirt-ape attacks us, Leth will shoot it twice.
Last edited February 8, 2017 9:58 pm

Rolls

Possible Readied attack 1 - (1d20+8, 1d8+4)

1d20+8 : (18) + 8 = 26

1d8+4 : (2) + 4 = 6

Possible Readied attack 2 - (1d20+8, 1d8+4)

1d20+8 : (10) + 8 = 18

1d8+4 : (3) + 4 = 7

Possible colossus slayer damage if both attacks trigger and hit - (1d8)

(1) = 1

Feb 8, 2017 10:01 pm
The creature does not respond to Leth either, but rocks back and forth a little bit, emitting another low grumble.

Zangua is up, and who would like to give me a hot Perception roll?
Feb 8, 2017 10:05 pm
Perception!
OOC:
Edit: Hot enough for ya?
Last edited February 8, 2017 10:06 pm

Rolls

Leth, what do your human eyes see? - (1d20+6)

(18) + 6 = 24

Feb 8, 2017 10:16 pm
If Domarc has Comprehend Languages ready, that might help (assuming it speaks a language).

Also, Octo, if it happens to speak Giant (or one of Vhezyen's languages Orc, Goblin, Dwarf, Elf) he could understand the creature. Just adding that in case, although it's likely a reach.
Feb 8, 2017 10:17 pm
Leth looks at the skull embedded in the dirt monster's upper body. It's old and weathered to a yellow-brown color, missing all of its teeth, and has some noticeable cracks and scratches.

Edit: It's not speaking any language Vhezyen recognizes.
Feb 8, 2017 10:21 pm
OOC:
guys what if this thing has been on this island for a really long time and it's master is dead now and WE CAN CONTROL IT??
Feb 8, 2017 10:34 pm
One hot Perception roll on the way!

Rolls

Perception - (1d20+3)

(16) + 3 = 19

Feb 8, 2017 10:36 pm
Domarc makes similar observations about the age and condition of the skull.
Feb 8, 2017 10:38 pm
This is a human skull, as far as well can tell?
Feb 8, 2017 10:39 pm
By every indication, this is an ordinary, very old, somewhat banged up human skull.
Feb 8, 2017 10:42 pm
"Could that skull be what is left of the King of Vorch?"
Feb 8, 2017 10:43 pm
nubs says:
"Could that skull be what is left of the King of Vorch?"
Right. Read my mind. The Mad King.
Last edited February 8, 2017 10:44 pm
Feb 8, 2017 11:20 pm
"It could indeed be the King of Malch. Or simply what's left, used for parts." Vhezyen emphasized the word 'Malch' and eyes the creature, trying to determine if there is intelligence behind the garnet eyes, or if the creature is simply a magical construct of sorts, mindlessly serving.

PbP efficiency:

Investigation here as a deduction of its behavior relative to intelligence. Maybe Arcane to assess it, now that it's up close, for any other pertinent details. Insight to determine what it's behavior is suggesting.

Rolls

Investigation - (1d20+10)

(7) + 10 = 17

Arcane - (1d20+10)

(2) + 10 = 12

Insight - (1d20+5)

(12) + 5 = 17

Feb 8, 2017 11:27 pm
The creature hasn't given Vhezyen much to go by, insofar as it hasn't done much besides advance to your location. It seems content, for the moment, to keep its 20' distance from you all and stand sentinel; whether it is observing or waiting for some action to react to is unclear. The irregularity of its earth-and-stone composition doesn't suggest deliberate construction, although the skull and garnets do.
Feb 9, 2017 12:07 am
Zangua spends his time rubbing some warmth back into his arms. The heat of exercise in chopping away the ice helped, but it's still cold. "Just... let me know if I gotta hit that thing."

Rolls

Perception - (1d20+6)

(12) + 6 = 18

Feb 9, 2017 4:39 am
Zangua says:
"Just... let me know if I gotta hit that thing."
Vhezyen deadpanned. "Let's hope he's friendly, and just looks like he wants to eat our bones."
Domarc says:
"Malch, right."
Vhezyen leans in toward Domarc. "I thought perhaps if I mentioned something of its past it could kindle some spark of recognition, or memory." He turns toward the apish skull-headed creature, speaking plainly to the group. "Alas, I'm inclined to think that perhaps, if it is indeed the King's skull, that it is simply a part used in magical construction. With a vestige of its past perhaps? Although I have studied much, I will not feign to be all-knowing." To Domarc he continued, finishing with an attempt at dry humor in recognition of his near death experience in the ice trap. "Much like you, and the tale you might tell of this strange island, what I take from here depends on whether or not I survive."
Last edited February 9, 2017 4:43 am
Feb 9, 2017 7:00 am
BullOctorok says:
By every indication, this is an ordinary, very old, somewhat banged up human skull.
OOC:
Ohhhh... I was under the impression this was a gigantic skull.
"Well... If it's just gonna leave us alone, perhaps we could try to keep moving and see what it does?" Leth asks, regarding the monster curiously before turning his attention to the rest of the group.

"Where do we go from here? Continue up the rest of the hill or investigate this portal further?"
Feb 9, 2017 11:48 am
"May as well investigate the portal. If they want to keep us out, there's probably something important inside. Doesn't seem like we're able to communicate with this... thing."
Feb 9, 2017 12:18 pm
Mordred joins the rest of the party, giving the monster a wide berth.

"I'd like to see what's on the other side of that ice as well. I think it might be guarding the portal though, and it waits only because we are no longer attempting to access it. Let's see what happens if we try a more subtle approach. I'm going to pour some oil down onto the ice and then light it on fire. Be prepared to keep our earthen friend occupied if he makes a move for me. Any objections to that?"
Feb 9, 2017 12:32 pm
Felor thinks for a moment. "It did seem to stop once we'd pulled Vhezyen from the ice."
Feb 9, 2017 1:46 pm
"I'm not sure setting the 'door' on fire would be subtle. Swimming through was my attempt at subtle. Like sneaking in through the front door, rather than breaking it down." Vhezyen looked at the scattered ice chunks, remembering how close he came to death, and addressed the group. Gratitude was easily heard in his voice. "My sincerest thanks for not letting me die in the process. I am most grateful to all of you to be alive."

Sizing up the abomination, he continued. "As far as the creature's intent, it was on its way before I swam in, before the tunnel turned to ice. Drawn by the standing stones, I am sure of it. Maybe it means to keep us here, and wants us to go in. Regardless, if it does perceive threats to the portal and the tunnel, I think taking another whack at the ice would be far less threatening than fire, and a better test. It would be strange, I think, if fire was somehow seen as less destructive. Imagine it was your front door, what would you prefer?"

We are about 10 feet down this passage, so something else to consider is whether or not it can even reach us down here. It's twice the size of a man and hulking. Does it look like it could somehow squeeze in to the tunnel Octo?
Last edited February 9, 2017 2:08 pm
Feb 9, 2017 1:51 pm
"I was thinking that when we hack at the ice, we are doing the violence, but if a fire melts the ice, we are just watching, but I take your point. At least the beast seems to stop if we stop, so go ahead, Zangua, take another hack at the ice, if you don't mind."
Feb 9, 2017 2:29 pm
"Its stopping might have nothing to do with our efforts on the ice, and the creature's arrival in time may have been entirely coincidental. Perhaps it only sees what the standing stones see, and we're invisible to it inside the tunnel. There are many possibilities here. Waiting even seems an interesting option... I wonder what it would do if we did nothing, and just waited. Would it allow us to stay in here? I'm not suggesting one course of action over another, just offering ideas."

Vhezyen considered the tunnel and the potential for danger again. "If it does consider hacking at the ice an act of aggression, hopefully it can't fill this passage with some kind of deadly element... like fire, or poisonous vapors."

Octo, I've pictured this island as tropical, with the dense trees and such. Is that accurate?
Last edited February 9, 2017 2:30 pm
Feb 9, 2017 3:07 pm
The vegetation is dense here, but the climate is temperate, not tropical.

The dirt monster looks too big to fit through the passage.
Feb 9, 2017 4:06 pm
Zangua rears back and chops at the ice, looking for the biggest surface area.

Rolls

Athletics - (1d20+7)

(2) + 7 = 9

Feb 9, 2017 4:37 pm
Temperate, and late summer in the game. Got it, thanks.
Feb 9, 2017 7:06 pm
The dirt monster advances a few feet, and leans in toward the portal, but does not take any further action.

After a few minutes of ice-chopping, Zangua is able to clear the passage. There are a few dead, wet rats and other small animals at the edge of the ice. A few feet past this point the passage widens to about six feet and is rounded along the walls and ceiling, like an egg shape with a flat bottom. It extends for about thirty feet before turning to the left -- Zangua is able to see this by a dim, flickering light source from somewhere around the bend.

The dirt monster grumbles.
Feb 9, 2017 7:20 pm
"It does seem to be interested in the passage," Domarc says. "I'm a little nervous that if we all start going in there, he might get upset. But we are also under some time pressure to get some answers about this place. I say we chance it; but how do others feel?"
Feb 9, 2017 7:47 pm
So if we wanted to, could we just slide down the passage in a matter of seconds, or would it take us a while to climb through the ice?
Feb 9, 2017 7:50 pm
There's a lot of smashed-up ice clogging the passage, but it wouldn't slow you down significantly.
Feb 9, 2017 7:54 pm
I think we should go for it. My concern is that this thing can just shed some dirt, or reshape itself into a worm and follow us down, but I think it's worth the risk.
Feb 9, 2017 9:09 pm
If it can reshape itself, then I would think the focus of any attack should be the skull as I think that is where the animating force comes from. Perhaps water is a barrier to it.

Gah. Useless speculation. I think we should go for it.
Feb 9, 2017 9:18 pm
Scout ahead. See. Hear.

Vhezyen sends Quggyeb ahead to peek around the corner, tuning in to the familiar's senses to see/hear for himself.
Feb 9, 2017 9:24 pm
Quggyeb rounds the corner. The first thing it notices after the bend is the source of the light: an alcove in the tunnel wall containing a stone bowl holding a small flame. The passage runs east for another forty feet or so, then leads to a chamber about 40'x40' with exits in all the other cardinal directions. This chamber is lit by three bowls of flame as well, and contains a large, irregular stone slab set into the floor.
Feb 9, 2017 9:40 pm
Vhezyen relays what he has seen through Quggyeb

"I believe we should explore this further, with extreme caution. Death isn't something I find agreeable today." Vhezyen looks ahead, an eye out for traps, threats, secret passages, signs of life, and anything out of the ordinary.

Perception, Investigation, Survival, and Stealth as needed. Light cantrip to see.
Last edited February 9, 2017 9:41 pm

Rolls

Perception - (1d20+8)

(10) + 8 = 18

Investigation - (1d20+10)

(18) + 10 = 28

Survival - (1d20+5)

(9) + 5 = 14

Stealth - (1d20+5)

(13) + 5 = 18

Feb 9, 2017 10:24 pm
Lol. It appears we have potentially entered a meat grinder :)

Those rolls were for the the first room, up to the first corner that Quggyeb looked around. With a focus on the 'looking' before the 'stepping'.
Feb 9, 2017 10:31 pm
Quote:
It appears we have potentially entered a meat grinder
Not necessarily. But I think we should shuffle the party in before too much longer; we're currently getting kind of split with Zangua at the start of the tunnel, Vheyzen's attention down the tunnel, and the rest of us hanging near a dirt-ape at the start of the water-gate; shit could get weird.
Feb 9, 2017 11:36 pm
It's really not too split: From the mouth of the tunnel where the water portal started to the first left turn at the end of the wider 'egg shape flat bottom' chamber is only about 40 feet. I'm not going all the way, just to the first turn. And a pointman is always a good idea, that way everyone doesn't get maimed. Or insta-frozen. I've made Vhezyen to do pointman stuff, with an emphasis on Perception and Investgation. And enough stealth to do the job.
Last edited February 9, 2017 11:37 pm
Feb 10, 2017 5:43 am
OOC:
I'm a little worried we may have just stepped into a Tomb of Horrors-esque dungeon...


Leth follows behind Vhezyen into the first room, bow drawn and at the ready.

"Anybody got some light?"
Feb 10, 2017 10:32 am
Felor waves his hand across the tip of his spear, and it begins to glow brightly. Eyes still on the ape-construct-golem-thing, he backs into the tunnel, following the others.

Cast Light on my spear.
Feb 10, 2017 12:13 pm
Mordred follows Vhezyen down the passage.

Rolls

Perception - (1d20)

(15) = 15

Stealth - (1d20+6)

(4) + 6 = 10

Feb 10, 2017 1:58 pm
Leth says:
"Anybody got some light?"
Yep. That reminds me though, I forgot to specify what I cast my Light on. Going with a copper piece Octo. That way, if I need to go dark quick, I can just cover it up by closing my hand. Also, if it's not too late, I'd like to tack a Guidance on. Pretty sure that Vhezyen would be interested in Thoth's wisdom at this point. Dismiss the Guidance if I'm asking too much.

I'd like to add that 3 to my last Perception roll, if that's okay.
Last edited February 10, 2017 1:59 pm

Rolls

Guidance - (1d4)

(3) = 3

Feb 10, 2017 4:16 pm
Domarc lingers at the entrance to the water-gate, wanting to see what the monstrosity does as the party slips into the tunnels under the hill.
Feb 10, 2017 4:34 pm
nubs says:
Domarc lingers at the entrance to the water-gate, wanting to see what the monstrosity does as the party slips into the tunnels under the hill.
Good thinking.
Feb 10, 2017 4:57 pm
Quote:
Good thinking.
I'm worried about it becoming a good beating.
Feb 10, 2017 5:11 pm
The bending passage that leads from the entrance to the first large room seems smoothly and gently cut from the hillside; the roots and stones that protrude from the walls bear no marks, but seem to have arranged themselves around the contours of the passage. The bowls that light the area are made from a dark, pitted stone, and the flames within them seem to burn without fuel.

Domarc lingers behind the party as they advance, keeping a watchful eye on the dirt monster. It advances to the portal as the party proceeds down the passage, seeming to observe their movement, then lets out a sharp rumble -- almost a snort -- and turns away. It takes a few steps away from the portal, out of Domarc's view, then stops. There is another rumble, and Domarc feels a tremor in the hillside momentarily, and then silence.

Beyond the bending passage is the 40'x40' room Quggyeb scouted. To the south is a tunnel heading upward, to the north is a tunnel that descends deeper into the hill, and to the east is a narrower tunnel with ascending earthen steps leading up to a solid stone door.
Feb 10, 2017 5:49 pm
So we came in from the west entrance to the room? Just trying to make sure I have a sense of where everything is.

"I think that beast is definitely connected to this hill in some way, gentlemen. But it made no threatening move as we came in here, though the hillside did tremble somewhat at skull-ape's rumble. It waits near the water-gate, but for what I don't know."
Feb 10, 2017 5:52 pm
Yes, the initial part of the passage ran south, then turned east, and so you would enter the 40'x40' room from the entrance on its west side.
Feb 10, 2017 5:55 pm
Octo, do you mind making a rough sketch?
Feb 10, 2017 6:11 pm
Domarc takes a careful look at the bowls with the flame; curious as to how they've been lit and kept going.
Feb 10, 2017 6:15 pm
Thanks Octo.

Vhezyen stopped, and considered their advance. This place could be littered with traps, both magical and mundane. Whoever engineered that ice tunnel is not to be trifled with. A chill went down his spine, followed by a visible shiver. "If you don't mind the short wait, I'm going to divine any auras in this place, look for magic traps."

At that, he stepped back from the passageway, and began preparations for the ritual at a safer distance. "As I do so, perhaps we should consider making camp for the day? We've had a rough time of it, and it might be wise to be at full strength before pressing forward. And I believe we might be as secure here as anywhere else we've seen on Vorch."

Performing a Detect Magic ritual.

Making camp might be a good idea here. None of us are operating at 100% in any capacity, all of us low on either HP, abilities, spells, or all of the above, etc. Exhausting ourselves before a long rest might be a big mistake too, especially if that long rest isn't a peaceful one. There's two ways in for this area, and a roof. Easier to defend.
Last edited February 10, 2017 6:16 pm
Feb 10, 2017 6:19 pm
Vhezyen can detect many echoes of magical dweomers here and nearby -- the fire bowls, certainly, are utilizing some sort of elemental sorcery, but other than those, no specific magical effects or traps can be identified.
Feb 10, 2017 6:51 pm
Okay. Detect Magic is good for 10 minutes, but I'd like to wait and see what the group thinks about a breather. This might be one of our best options for a pit stop overnight. Just inside a dungeon entrance seems fairly ideal.
Feb 10, 2017 7:03 pm
BullOctorok says:
It's still afternoon.
This isn't about nighttime or anything like that, this is just about needing some rest, and recharging. We're beaten up in general, and moving forward is pressing our luck, as we don't know what's coming.
Feb 10, 2017 7:13 pm
Vhezyen gauged the group. Perhaps they weren't as winded as he had thought. Maybe it's just me."Screw the rest."

Took another look at the party's character sheets, don't know what I was thinking. Not as bad as I thought, just missing a few nice pieces of magic. Vhezyen will advance, still sensing auras, using the Dungeoneer's suite of skills: Perception, Investigation, Survival, Stealth. Careful for where he would step, or lean against, etc.
Last edited February 10, 2017 7:14 pm

Rolls

Perception - (1d20+8)

(9) + 8 = 17

Investigation - (1d20+10)

(18) + 10 = 28

Survival - (1d20+5)

(11) + 5 = 16

Stealth - (1d20+5)

(8) + 5 = 13

Feb 10, 2017 7:17 pm
To the edge of the 40x40 room with the slab.
Feb 10, 2017 7:19 pm
It advances to the portal as the party proceeds down the passage, seeming to observe their movement, then lets out a sharp rumble -- almost a snort -- and turns away. It takes a few steps away from the portal, out of Domarc's view, then stops. There is another rumble, and Domarc feels a tremor in the hillside momentarily, and then silence.

It absorbed itself into the hill and is going to come out elsewhere. I'd like to try the door rather than the other earthen tunnels.
Feb 10, 2017 7:39 pm
A few roots protrude from the ceiling of the slab room. Flame-bowls are set into alcoves on either side of the exit with the door, and to the left of the north exit. The slab is gray-brown limestone, not quite even with the floor, but fairly flat and smooth overall, with a somewhat trapezoidal shape.
Feb 10, 2017 7:58 pm
Intrepidly, Vhezyen enters the room, careful not to walk on the slab.

I'd like to check the room out for any interesting details, Detect Magic still running. Special attention to the slab before checking out the door. Also, I know I keep rolling dice. I just don't like the idea of holding up the group if Octo asks me to make some check. Ultimately just doing my version of passive and active skills.

Rolls

Perception - (1d20+8)

(5) + 8 = 13

Investigation - (1d20+10)

(10) + 10 = 20

Survival - (1d20+5)

(4) + 5 = 9

Feb 10, 2017 8:09 pm
You don't see any notable observable details about the slab room other than what has previously been covered.

There are some lingering magic traces on the slab, like echoes or afterimages -- this may have been the site of some ritual in the recent past.
Feb 10, 2017 9:56 pm
BullOctorok says:
...lingering magic traces on the slab...
Any discernible type of magic?
Feb 10, 2017 10:21 pm
Zangua waits patiently. He scans the chamber with a martial eye, looking for ambush spots, defensible areas, and potential hazards.
Feb 10, 2017 11:47 pm
You can't get a strong reading on magic types, it's muddled and faded.
Feb 11, 2017 9:48 pm
Cure Wounds 1st Level on self.

Vhezyen investigates the door, checking for traps and anything of interest, placing his ear to the door to listen as a last step.

Rolls

Cure Wounds 1st level - (1d8+2)

(7) + 2 = 9

Perception - (1d20+8)

(11) + 8 = 19

Investigation - (1d20+10)

(1) + 10 = 11

Feb 13, 2017 4:29 pm
Is there a specific way of checking for traps or is that just Investigation? (In which case, maybe Mordred should have a look given that 1...)
Feb 13, 2017 4:33 pm
Zangua glances back down the hallway the group came from, double-checking that nothing is following.
Feb 13, 2017 5:32 pm
notinventedhere says:
Is there a specific way of checking for traps or is that just Investigation? (In which case, maybe Mordred should have a look given that 1...)
Finding traps and secret doors is actually Perception, Investigation is more for deduction (location of a hidden object, weak points in structures, what caused a wound, etc.). I could see how they both could be used for traps/secret doors though, as Investigation literally implies searching. Really, anyone with a high Perception would be good at looking for traps (Zangua & Leth get +6). Mordred seems a more socially oriented Rogue though, more Deception (+8) and Persuasion (+5) and less Investigation (+1) and Perception (+0).
Feb 14, 2017 9:13 am
Ezeriah says:

Finding traps and secret doors is actually Perception, Investigation is more for deduction (location of a hidden object, weak points in structures, what caused a wound, etc.). I could see how they both could be used for traps/secret doors though, as Investigation literally implies searching. Really, anyone with a high Perception would be good at looking for traps (Zangua & Leth get +6). Mordred seems a more socially oriented Rogue though, more Deception (+8) and Persuasion (+5) and less Investigation (+1) and Perception (+0).
Ah, thanks. I wasn't sure if there was some sort of Rogue-specific "search for traps" ability.
Feb 14, 2017 4:28 pm
Mordred is ready to try the door, once Vhezyen gives the all-clear.

Rolls

Stealth - (1d20+6)

(5) + 6 = 11

Feb 14, 2017 4:56 pm
The door is a flat stone with no handles or markings. It's not clear how to open it.

Vhezyen does not see any traps or devices connected to it, and cannot hear anything on the other side.
Feb 14, 2017 5:14 pm
Mordred gives the door a push.

Rolls

Strength - (1d20-1)

(12) - 1 = 11

Feb 14, 2017 11:32 pm
Curious as to the door's lack of a mechanism, Vhezyen takes another look around the room for anything that might provide a means of opening the door, or even a clue as to how.

Maybe we're just not supposed to go through that door yet, and the mechanism is above/below. Just spitballing here, but I also find it interesting how the flame bowls are arranged. Maybe moving them will make a difference? I could try to open it with a Knock spell. Or maybe we just take one of the stairways? If the latter, I'm for going up. Throwing another Investigation/Perception combo out there for a second look.

Paying particular attention to the flame bowls with the rolls below.
[ +- ] Knock Spell

Rolls

Investigation - (1d20+10)

(10) + 10 = 20

Perception - (1d20+8)

(2) + 8 = 10

Feb 15, 2017 3:59 pm
Knock seems worth a try, otherwise looks like we might need to check out one of the passageways. I vote for the one that goes upwards.
Feb 15, 2017 4:59 pm
The bowls can be picked up and moved, they aren't secured to their niches. Vhezyen cannot see any switch or mechanism in this room that might open the door.
Feb 15, 2017 5:02 pm
Yeah, let's try the passages before we go spending spell slots. Up is good.
Last edited February 15, 2017 5:02 pm
Feb 15, 2017 5:41 pm
Mordred scouts out the ascending south passage. It goes for about 35', with a slight curve to the east. It ends at a large chamber, about 40'x50', with passages leading to the east, west, and south. The chamber is dimly lit by two fire bowls hanging from metal baskets chained to the ceiling.
Feb 15, 2017 5:43 pm
Mordred looks carefully around the chamber. What are the walls made of? Is there anything in the chamber other than the lamps?

Rolls

Perception - (1d20+1)

(19) + 1 = 20

Feb 15, 2017 5:49 pm
The hollows that make up these chambers and passages seem to have been smoothly and gently shaped out of the bare earth of the hill.

There are about a dozen lumpy pools of mud on the floor here.
Feb 15, 2017 6:17 pm
Vhezyen ascends the southern passage as well, taking an interest in the mud pools.
Any new auras picked up by Detect Magic?

Adding a Perception roll as insurance to Mordred's (in case DC 25 is needed for something), Survival looking for signs of life/tracks, and an Investigation roll as a deduction on the mud pools.
Last edited February 15, 2017 6:19 pm

Rolls

Perception - (1d20+8)

(6) + 8 = 14

Survival - (1d20+5)

(13) + 5 = 18

Investigation - (1d20+10)

(17) + 10 = 27

Feb 15, 2017 8:13 pm
When Vhezyen approaches one of the mud puddles, it moves, lurching up to form a small vertical column of mud. It makes a wet spluttering sound, and the puddle next to it starts to get up as well.
Feb 15, 2017 8:51 pm
Vhezyen backs away from the puddles, oozing with sarcasm. "Now that's comforting to see. Nothing to be concerned about there, at all."
Feb 15, 2017 9:16 pm
The rest of the mud puddles start to get up as well, and begin to take on somewhat recognizable humanoid shapes, albeit small -- three and a half feet, perhaps, although their hunched posture makes it hard to tell -- with long, pointed noses and ears and small wings. They seem to be communicating with each other in a gurgling, sputtering language as they awaken, and start to back up to the south exit, eyes on the party, seeming to guard it with their oozing, muddy bodies.
Feb 15, 2017 9:38 pm
"Something tells me these guys would fight dirty," Domarc observes. "Do you think it might be worth trying to understand them?"
Feb 15, 2017 9:43 pm
"Who speaks mud?" asks Zangua. This time he does not take a defensive posture, mindful of how that worked with the bird-things.
Feb 15, 2017 9:54 pm
Domarc says:
"Something tells me these guys would fight dirty," Domarc observes. "Do you think it might be worth trying to understand them?"
"Yeah. Dirty. Funny." Vhezyen's eyes stayed on the mud creatures as he contrived a chuckle. "You've always got a line, don't you, Domarc?"

He addressed Zangua now, deadpanning. "You didn't know that Domarc spoke mud? Just as long as it's not too thick, that is." Back to Domarc. "Maybe you could just entertain them with a dirty poem, and we could all be friends?"

Vhezyen readies Chill Touch, and he'll cast it if combat starts. Nubs, Comp Languages is a great idea.
Last edited February 15, 2017 10:00 pm
Feb 15, 2017 10:17 pm
OOC:
Sorry folks, been busy this week. Also leaving town tomorrow morning and won't be back until Tuesday, and won't have much internet access, so you may have to move Leth along for the sake of the group while I'm gone.
Leth eyes the mud-men warily. "Mud-apes, mud-men... what next, mud-bird-lizards?" He mumbles. "Anyway, They seem more defensive than offensive... perhaps we should try another passage first?"
Feb 15, 2017 10:31 pm
"I'm most curious to see what Domarc can discern from their words, as long as we're here."
Feb 15, 2017 10:43 pm
"I think I might be able to understand them," Domarc says, "but I won't go so far as to say I'll be speaking mud. Although some people do like the dirty talk...or so I hear." Domarc winks and casts Comprehend Languages.
Quote:
Comprehend Languages
Duration: 1 hour
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
So if I understand the spell correctly, I'll be able to understand mudtalk, but not speak it.
Last edited February 15, 2017 10:46 pm
Feb 15, 2017 11:24 pm
Some of the chatter has died down by the time Domarc casts his spell, but he can hear a few exchanges as the mud-beings crowd in front of the south exit, watching the party.
[ +- ] Mud-speak:
Feb 16, 2017 12:06 am
Domarc takes a step forward towards the mud-beings, hands held out low and to the side, not near any weapons.

"Do you understand me?" he says.
Feb 16, 2017 12:16 am
The mud-beings don't answer Domarc, but chatter amongst themselves.
[ +- ] Mud-speak:
Feb 16, 2017 1:13 am
Vhezyen stands ready and jibes, glancing for a moment at Zangua. "Mud must be too thick." His attention was back on the mudmen, addressing Domarc. "Can you make out what they're saying, or is it all just gurgle-gurgle, sputter-sputter?" Vhezyen had, at the very least, amused himself, as he knew exactly what spell Domarc had cast.

That's not like me. He pondered the possibility that his brain was permanently damaged from being frozen. Well, if it doesn't kill you...
Last edited February 16, 2017 1:14 am
Feb 16, 2017 2:07 am
"They don't understand me, but I do understand them. They understand that I seek to parley. They are also concerned about a child...and they covet stones and metals that we might be carrying; one of them has suggested killing us for them, but they fear they would be found out." Domarc pauses and glances at Vhezyen. "Our presence is causing them some anxiety. Now, I suspect that my tongue is too nimble to speak mud properly, but perhaps they know different languages. I shall ask in Elvish, but I doubt that they know that language as well...but if any others know other languages, let us try. Perhaps we can trade something of metal for their cooperation?"

He turns to face the mud-beings again, and asks in Elvish if they understand him.
Feb 16, 2017 6:04 am
"Seems like a longshot, but definitely worth a try." Vhezyen pauses in thought. "Stones and metals... could be gems and coin." Although doubtful of trying other languages, he knows Domarc might be on to something and proceeds to say 'parley' to the mud-men in Orc, Goblin, Dwarf, Giant, and even Thieves' Cant, while pointing to a gold coin, then them, trying to make a clear gesture of offering them gold, from a distance.
Last edited February 16, 2017 6:17 am
Feb 16, 2017 2:32 pm
Felor regards the mud-people curiously. "Living beings, made of the very Werld itself! Incredible. Fjorgyn's wonders never cease!"

Are these creatures something I recognise?

Rolls

Nature skill check - (1d20+4)

(16) + 4 = 20

Feb 16, 2017 3:36 pm
Mordred nods to Vhezyen. "Or even iron." Mordred holds out a padlock just as Vhezyen does with the coin.
Feb 16, 2017 4:45 pm
Felor doesn't recognize these creatures at all.
[ +- ] Mud-speak:
Feb 16, 2017 4:47 pm
At the suggestion of any metal being offered, Zangua takes a step backward from the volunteers. And since everyone's attention is preoccupied with the mud-things, he spares a glance behind the party.

Rolls

Perception - (1d20+6)

(18) + 6 = 24

Feb 16, 2017 6:34 pm
There's nothing behind Zangua.
Feb 16, 2017 8:45 pm
"I don't think they understand any of us," Domarc says. "But they say that the child is coming...and they are intrigued by the gold and lock."
Feb 16, 2017 11:24 pm
"The child?" Vhezyen was surprised to hear those words. This should be interesting.
Feb 17, 2017 12:10 am
nubs says:
"I don't think they understand any of us," Domarc says. "But they say that the child is coming...and they are intrigued by the gold and lock."
Felor thinks for a moment, then addressing the mud creatures he says "Do you know Pafthinel?".
Feb 17, 2017 12:06 pm
"If that dirt monster was the child, I don't want to see the parents."

Mordred places the lock gently on the floor and makes a gifting gesture.

"Yes, Pafthinel."

He performs a charade of an elf coming to the island a long time ago.

Rolls

Performance - (1d20+2)

(20) + 2 = 22

Feb 17, 2017 1:10 pm
rocksteady says:
He performs a charade of an elf coming to the island a long time ago.
How on Earth are you going to pantomime th- *sees natural 20* oh never mind.
Feb 17, 2017 2:21 pm
I mean, I don't know either, but that's why Mordred is in that cave and not me.
Feb 17, 2017 3:18 pm
Domarc quirks an eyebrow at the amazing pantomime and gives Mordred a thumbs up.
Feb 17, 2017 3:43 pm
That might be one of the most impressive called shots I've ever done in D&D. Describe an impossible pantomime and then drop a natural 20 Performance check. Ball's in your court, Octo! :D
Feb 17, 2017 4:53 pm
It immediately made me think of the "draw dignity" moment on the Simpsons. And my kids, now that I'm playing with them, pulled a moment like this on me in the very first game, first roll. "So you meet this guy who needs a hand with -" "I want to make a History roll. I think I know him. Twenty." Meaningless NPC who was just supposed to be the guy who got the adventure rolling and suddenly I have to have a backstory.
Feb 17, 2017 5:09 pm
The mud-beings watch Mordred and babble excitedly.
[ +- ] Mud-speak:
Feb 17, 2017 5:30 pm
"They like your performance, Mordred, particularly your ability to make yourself look ancient and fey by posture - as do I, by the way - but they aren't sure that you aren't trying to trick or enchant them. No sense that they know Pafthinel at all. There is a minority sentiment to try to kill us, but others want to wait for the child. Do we wait for the child, or try another passage, or -"

Domarc points at himself, and then at the south passage.
Last edited February 17, 2017 5:37 pm
Feb 17, 2017 5:40 pm
"Wait for the child to kill us, I suspect. Let's leave this unappreciative audience behind."

Mordred steps towards the south passage.
Feb 17, 2017 5:43 pm
Zangua remains where he is. If the party chooses to depart these mud-things and return to the chamber, he wants to be the last to go and defend against any attack.
Feb 17, 2017 5:47 pm
"My sense is that they wait for the child for some guidance on what to do with us. They have been warned about outsiders trying to come and trick them or confuse them, and that is their hesitation."
Feb 17, 2017 5:51 pm
Updated map -- the south exit is the one the mud guys are guarding.

http://i.imgur.com/tqkt8BX.jpg
Feb 17, 2017 5:52 pm
Thanks Octo, I was just thinking about doing that
Feb 17, 2017 6:06 pm
Whoops. I thought they were at the North end of the room for some reason. Let's pretend I said East.
Feb 17, 2017 10:23 pm
The east passage leads to a 20' hallway that opens up to a long room about 20' wide that looks like it stretches some ways to the north and south.
Feb 17, 2017 10:25 pm
"Even if we do leave, it's not like they can't just tell the 'child' which way we went. And they haven't attacked us yet. From what Domarc says, it seems possible that the 'child' might be willing to communicate, and that talk is possible."

Vhezyen sends Quggyeb to scout the West passage, up to the next room, using his senses.
Last edited February 17, 2017 10:27 pm
Feb 21, 2017 4:52 pm
The west passage leads to a similar, but narrower chamber that runs north to south.

Perception checks, everybody.
Feb 21, 2017 4:56 pm
Zangua plods along the passage, easing his pace when they arrive at another chamber.

Rolls

Perception - (1d20+6)

(15) + 6 = 21

Feb 21, 2017 5:05 pm
Perception

Rolls

Perception - (1d20+10)

(1) + 10 = 11

Feb 21, 2017 5:24 pm
Zangua hears soft, squelchy footsteps coming from some distance behind him.
Feb 21, 2017 5:30 pm
"Something's following us," remarks Zangua. He plants his glaive and waits for the others to pass, so he can take up a position of rearguard.
Feb 21, 2017 5:36 pm
Mordred does his best to hide in the shadowy passage.

Rolls

Perception - (1d20)

(5) = 5

Stealth - (1d20+6)

(4) + 6 = 10

Feb 21, 2017 5:50 pm
One of the mud creatures comes plodding up to the east passage. When it sees Zangua standing sentinel, it lets out a little burp of fright and runs back to join the others.
Feb 21, 2017 6:47 pm
Still in the room with the mud creatures, Vhezyen allows Quggyeb to perch on his shoulder. "Perhaps we just wait here for this 'child.' We came to Vorch to find Pafthinel, and meeting the 'child' might further that goal." He glances at the mud-creatures. "If things turn violent, we simply kill them."

I don't want to skulk on down some other passage because whatever being is coming *might* be violent. Also, Domarc has Comprehend Languages running, so now would be a good time to communicate, if the 'child' is going to show.
Feb 21, 2017 6:56 pm
"I think if we are to have any chance at discussion, appearing to be skulking about and hiding is no good," Domarc says. "That being said, a few of us skulking about and hiding might be a good idea in case there isn't a chance at discussion."
Last edited February 21, 2017 7:08 pm
Feb 21, 2017 7:16 pm
"Agreed, assuming they aren't detected. If they are detected, it could send any attempt at civility down the gutter. This begs the question, then: is it worth the risk? I won't argue the point, it's just something to consider. For those who want to, feel free to make yourselves less visible."

Vhezyen will have Chilling Touch at the ready, in mind, assuming the possibility of immediate violence when the child shows.
Last edited February 21, 2017 7:19 pm
Feb 21, 2017 7:51 pm
You start to hear a low rumbling sound coming from somewhere below you and to the northwest.
Feb 21, 2017 8:04 pm
When it sees Zangua standing sentinel, it lets out a little burp of fright and runs back to join the others.

Aww, can we keep it?

Mordred will again try to conceal himself just outside one of the openings to this chamber.

Rolls

Stealth - (1d20+6)

(17) + 6 = 23

Feb 22, 2017 4:55 pm
The wall to the right of the west passage starts to bulge, rapidly growing in size. The mud-beings chitter excitedly and huddle closer together.
Feb 22, 2017 5:08 pm
Zangua readies himself, preparing for hostility.
Feb 22, 2017 5:15 pm
Are the mud-beings saying anything, or just sounding excited?

"I'm guessing this is the child," Domarc says. "Though I'm not sure of the parentage."
Feb 22, 2017 5:40 pm
It's the mudperson equivalent of oohing-and-ahhing, not really intelligible.

The bulge continues to expand, extruding a large mass of earth into the room. It separates from the wall, leaving it smooth and undisturbed. The mass starts to roll and unfold itself, revealing a dirty yellow skull with garnet eyes.
[ +- ] Mud-speak:
Feb 22, 2017 5:53 pm
"Well," Domarc says. "We've met before."
Feb 22, 2017 6:09 pm
Vhezyen cocks an eyebrow, mentally steeling himself for the possibility of battle.

Well, Domarc has Comp Lang's up and running, so that might make the difference this time. Or things get violent. We'll find out.
Last edited February 22, 2017 6:11 pm
Feb 22, 2017 6:18 pm
Zangua remains where he is, defensive. "If you can talk to it, now would be the time," he remarks, half-knowing the answer.
Feb 22, 2017 6:21 pm
"Hello again," Domarc says, shrugging. "We mean no harm, as before. We have come seeking Pafthinel."

Turning to Zangua, he says "My spell allows me to understand others, but provides no guarantee of them understanding me."
Feb 22, 2017 6:25 pm
Zangua idly wonders what kind of lazy half-brain wizard would think up such a spell. He tries to maintain a non-threatening posture.
Feb 22, 2017 6:33 pm
Domarc looks around at the group a little defensively.

"Sometimes you just want to know what other people are saying or what they wrote down, not talk to them."

"Maybe Mordred can do his elf-coming-to-the island bit again."
Last edited February 22, 2017 6:36 pm
Feb 22, 2017 6:45 pm
"Good idea." Vhezyen cracked wise. "Even if the child doesn't get it, it might still get a good laugh out of it. I know I did." He still couldn't believe that pantomime bit worked.
Last edited February 22, 2017 6:46 pm
Feb 22, 2017 7:21 pm
Mordred cracks his knuckles and stretches his neck, getting ready for another no-scope round of charades.
Feb 22, 2017 7:33 pm
The dirt monster stands up, leaning forward on its oversized arms.
[ +- ] Mud-speak:
The dirt monster grumbles.
[ +- ] Dirt-speak:
The mud-beings burble uncertainly in response, then one of them pipes up loudly.
[ +- ] Mud-speak:
The dirt monster groans and rumbles back at them.
[ +- ] Dirt-speak:
[ +- ] Mud-speak:
The dirt monster lets out what sounds like a sigh, then one final grumble.
[ +- ] Dirt-speak:
The dirt monster begins to charge toward the party.

Edit: Reaching Zangua first as he stands ready at the mouth of the east passage, the dirt monster attempts to backhand him with a mighty earthen fist, then smash him into the wall with his other hand.

Edit 2: The backhand connects, knocking Zangua sideways, but he misses with the slam, smashing his fist into the wall harmlessly. The mud-creatures remain huddled by the south exit, declining to join the melee at this point.

Party members, you may take your actions.

Rolls

Dirt monster initiative - (1d20-1)

(20) - 1 = 19

Mud imps' initiative - (1d20+1)

(11) + 1 = 12

Party initiative - (1d20+3)

(8) + 3 = 11

Dirt monster attack vs Zangua - (1d20+8, 1d20+8)

1d20+8 : (17) + 8 = 25

1d20+8 : (2) + 8 = 10

Damage, if applicable - (2d8+5, 2d8+5)

2d8+5 : (55) + 5 = 15

2d8+5 : (37) + 5 = 15

Feb 22, 2017 7:59 pm
Zangua reacts as the dirt monster charges, taking the opportunity as it nears to lance out with his glaive even as the backhand connects. As the impact pushes him into the wall, Zangua uses the blunt end of his polearm to vault to the monster's flank. He slashes his glaive across the creature's leg as he slides around, spinning the pole for a crack at the back of the knee. Another slash follows through as Zangua focuses his attacks on the same leg.

Reasoning that it's best to take this dirt monster down before it slams into the party, Zangua surges into action, slashing twice upon the leg he attacked previously.

Rolls

Second Wind HP - (1d10+5)

(5) + 5 = 10

Opportunity Attack - (1d20+7, 1d10+4)

1d20+7 : (3) + 7 = 10

1d10+4 : (10) + 4 = 14

Attack, Extra Attack, Bonus Attack, Damage - (1d20+7, 1d20+7, 1d20+7, 1d10+4, 1d10+4, 1d4+4)

1d20+7 : (9) + 7 = 16

1d20+7 : (16) + 7 = 23

1d20+7 : (10) + 7 = 17

1d10+4 : (4) + 4 = 8

1d10+4 : (2) + 4 = 6

1d4+4 : (1) + 4 = 5

Action Surge! Attack, Extra Attack, Damage - (1d20+7, 1d20+7, 1d10+4, 1d10+4)

1d20+7 : (8) + 7 = 15

1d20+7 : (5) + 7 = 12

1d10+4 : (5) + 4 = 9

1d10+4 : (5) + 4 = 9

Feb 22, 2017 8:09 pm
Two of Zangua's attacks at the creature's leg connect, sending dirt and rocks flying as the wheeling glaive smashes and carves into its earthen form.

Rest of the party, you're up!
Feb 22, 2017 8:26 pm
"We mean no harm to the Master!" Domarc yells. He pulls his rapier and attempts to poke it into the side of the creature.

"Mordred! Time for another great performance!" d8 Inspiration die for Mordred

Rolls

Rapier attack - (1d20+6)

(13) + 6 = 19

Rapier damage - (1d8+3)

(2) + 3 = 5

Feb 22, 2017 8:37 pm
Domarc plunges his rapier into the creature's flank. Loamy soil spills out of the hole it leaves.

Felor, Leth, Mordred, Vhezyen, you're up!
Feb 23, 2017 11:28 am
"Fjorgyn! Guide my hand!"
Felor grabs the hammer from his belt and flings it at the giant mud creature, aiming for the jewelled skull.
Assuming the range is within 20 feet so not at Disadvantage...
Last edited February 23, 2017 11:28 am

Rolls

It's hammer time! (attack roll) - (1d20+6)

(10) + 6 = 16

Light warhammer damage (Bludgeoning) - (1d4+3)

(2) + 3 = 5

Feb 23, 2017 1:13 pm
As the time for party games appears to be over, Mordred leaps from hiding with his rapier slashing.

After his attack, Mordred uses the confusion of close quarter combat to conceal himself again.

Rolls

Attack Roll - (1d20+6)

(12) + 6 = 18

Damage - (1d8+3)

(8) + 3 = 11

Sneak Attack - (3d6)

(563) = 14

Stealth - (1d20+6)

(8) + 6 = 14

Feb 23, 2017 3:49 pm
Vhezyen methodically speaks magical words as three identical copies of his person appear in the space around him, moving as he does on their approach to engaging the 'child'.

Casting Mirror Image, then engaging the child in an effort to give him additional targets to beat on.
[ +- ] Mirror Image
Feb 23, 2017 5:48 pm
Felor's hammer bounces harmlessly off the creature's shoulder, but Mordred manages to dart in for a quick strike that loosens some dirt and pebbles from it. Vhezyen, meanwhile, appears to divide himself into three additional copies.

Leth is up!
Feb 23, 2017 8:44 pm
OOC:
I'm back! And just in time, it seems.
"I guess that concludes negotiations." Leth mumbles, disappointed that a diplomatic solution now seems impossible. He raises his bow and rapidly unleashes two arrows at the dirt monster.
OOC:
Is there, like... a symbol of Pafthinel we can draw in the floor or something? Have we seen anything like that?
Last edited February 25, 2017 7:05 pm

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (20) + 8 = 28

1d8+4 : (7) + 4 = 11

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (19) + 8 = 27

1d8+4 : (2) + 4 = 6

Colossus Slayer - (1d8)

(7) = 7

Feb 24, 2017 4:55 pm
Pafthinel is not real big on branding apparently, you don't know of any sigil or anything that might signify him.

Leth sinks two arrows into the creature's earthy bulk. It flails its arms, swinging first at Zangua, then one of the Vhezyens.

Edit: Zangua ducks under the swing, but the creature makes a fortunate guess as to which Vhezyen is the real one, and lays him out flat with a wild haymaker.

The mud creatures remain by the door, still unwilling to join the fray. Party members, your turn.

Rolls

Dirt monster attack vs Zangua - (1d20+8)

(1) + 8 = 9

Dirt monster attack vs Vhezyen - (1d20, 1d20+8)

1d20 : (4) = 4

1d20+8 : (13) + 8 = 21

Damage to Vhezyen - (2d8+5)

(35) + 5 = 13

Feb 24, 2017 5:13 pm
Felor holds his spear up, pointing the tip towards the giant mud creature. "I smite you in the name of Fjorgyn!" he proclaims as a brilliant golden bolt of energy shoots from the tip of the spear.

Cast Guiding Bolt on dirt monster.
On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.
Last edited February 24, 2017 5:16 pm

Rolls

Guiding Bolt attack roll - (1d20+6)

(3) + 6 = 9

Guiding Bolt damage (radiant) - (4d6)

(4512) = 12

Feb 24, 2017 5:29 pm
As Zangua rights himself from avoiding the blow, he steps in further into the monster's space. He slides the glaive across the back of the knee, swings the blade back down to the ankle, and follows with a blow to the kneecap. The warrior does not even think to say anything, saving his breath for the battle.
Last edited February 24, 2017 5:30 pm

Rolls

Glaive vs Rock Lob- I mean Monster, Damage - (1d20+7, 1d10+4)

1d20+7 : (2) + 7 = 9

1d10+4 : (6) + 4 = 10

Extra Attack, Damage - (1d20+7, 1d10+4)

1d20+7 : (7) + 7 = 14

1d10+4 : (9) + 4 = 13

Bonus Attack, Damage - (1d10+7, 1d4+4)

1d10+7 : (2) + 7 = 9

1d4+4 : (2) + 4 = 6

Feb 24, 2017 6:00 pm
Taking advantage of Zangua's low attacks, Mordred goes high, leaping onto the back of the creature and attempting to stab it in the back of the skull.

Rolls

Acrobatics (if you want it) - (1d20+6)

(16) + 6 = 22

Attack - (1d20+6)

(18) + 6 = 24

Damage + Sneaky Damage - (1d8+3, 3d6)

1d8+3 : (1) + 3 = 4

3d6 : (315) = 9

Feb 24, 2017 6:37 pm
Domarc again pokes with his rapier into the side of the beast.

Rolls

Rapier attack - (1d20+6)

(11) + 6 = 17

Rapier Damage - (1d8+3)

(4) + 3 = 7

Feb 24, 2017 6:56 pm
A Shield spell (reaction) to temporarily raise my AC to 22 until the start of my next turn, causing the monster's last hit on Vhezyen for 13 damage to turn into a miss.

The dirt monster's wild haymaker would have connected, but at the last moment Vhezyen caught the blow, summoning an invisible barrier to deflect the attack. Positioning himself to form a front with Zangua, he calls upon Thoth's divine wisdom, imparting blessings from the Lord of Secrets to those it might benefit the most.

Meanwhile, Quggyeb flits around the skull-headed dirt monster, distracting it in an effort to create an opening.

Casting Bless on Zangua, Leth, and Mordred, to give them +1d4 to all attack rolls and saving throws.

Quggyeb will Help whoever attacks the monster next, giving them Advantage.

If necessary, I'll use my last Portent of 6 to ensure that the Dirt Monster's next attack, if against a player character with 21 HP or less, rolls a 6 (obviously I won't use this for mirror images).


HP: 35/40
[ +- ] Shield Spell
[ +- ] 1st Level Bless Spell
[ +- ] Portent 6, if necessary
Last edited February 24, 2017 7:01 pm
Feb 24, 2017 8:01 pm
Mordred, you can't really stab him in the back of the skull, as the skull is embedded in its upper chest region. Nice jump, though.

Felor fires a radiant bolt of light just to the right of the monster and into the wall behind it.

None of Zangua's attacks seem to land, the first grazing blow harmlessly shaving off loose dirt, the second pinging against hard rocks embedded in the creature's body. But as the creature turns to keep Zangua in front of him, it grants Mordred an opening, allowing the tiefling to spring up onto its back and plunge his rapier deep into its shoulder. The creature lets out an angry grunt as Mordred drops back to the ground and Domarc stabs it with his own blade.

Quggyeb flits around the dirt monster's head while the mud creatures murmur despairingly.
[ +- ] Mud-speak:
Leth, you're up!
Feb 24, 2017 8:38 pm
Can Mordred try and stay on its back with a goal of kind of climbing over its shoulders and stabbing it in the skull next round? I'll give you some rolls in case you want to say I have to make an effort to hang on. I'm also fine if you say I should have made that end goal clear before attempting it.

Also, Imma call this thing Dirt Strong Mad from now on.

http://media.urbandictionary.com/image/page/strongmad-3632.jpg

Rolls

Acrobatics - (1d20+6)

(19) + 6 = 25

Straight DEX - (1d20+3)

(3) + 3 = 6

Straight STR (?) - (1d20-1)

(10) - 1 = 9

Feb 24, 2017 11:35 pm
I'll give you the Acrobatics roll to stay mounted on the thing's back.
Feb 25, 2017 7:05 pm
"Pafthinel! We just want to talk to Pafthinel!" Leth yells, not overly optimistic about his chances of being understood, and shoots two more arrows, shifting a bit to the side but keeping close to the wall.

Rolls

attack 1 - (1d20+8, 1d8+4)

1d20+8 : (14) + 8 = 22

1d8+4 : (1) + 4 = 5

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (17) + 8 = 25

1d8+4 : (5) + 4 = 9

colossus slayer - (1d8)

(6) = 6

Feb 26, 2017 12:52 am
Just a reminder: Zangua, Mordred, and Leth are Blessed, giving them +1d4 to attacks and saving throws (not that I think Leth needed it for those shots).
Feb 27, 2017 4:52 pm
Leth puts to more arrows into the dirt monster, which is now shedding loose soil from all the holes and gouges the party has put in it. As four of the mud-beings break away from their group and charge into the fray with a gurgling battle cry, the dirt monster rears back and aims two driving straight punches at Domarc.

Edit: The dirt monster savagely pounds Domarc to the ground.

Party, it's your turn, except for Domarc, who I believe is at -4 HP and unconscious unless anyone has some tricks up their sleeve.

Rolls

Dirt monster 2x punching Domarc - (1d20+8, 1d20+8)

1d20+8 : (7) + 8 = 15

1d20+8 : (15) + 8 = 23

Damage to Domarc, if applicable - (2d8+5, 2d8+5)

2d8+5 : (25) + 5 = 12

2d8+5 : (58) + 5 = 18

Feb 27, 2017 5:11 pm
Hrm, perhaps Fjorgyn is not wont to smite those which are made of Her own flesh, thinks Felor seeing his bolt of divine energy go wide of the mark. About to move in for a more mundane attack, he winces as the creature smashes Domarc to the ground. Quickly he moves to the fallen man's side, and recites a short prayer with his hand on Domarc's forehead. "Gracious Fjorgyn! Save this brave servant's soul from oblivion!"

Cast Spare The Dying (cantrip) on Domarc.
Feb 27, 2017 5:35 pm
Zangua briefly considers more practice with the glaive, but mentally refocuses his attention on placing his attacks. He briefly shouts, "Incoming!" to warn his party as the smaller mud creatures join the battle. Reasoning that the larger monster should be felled, Zangua continues hacking away at the legs like he is chopping down a tree.
OOC:
Adding an Opportunity Attack roll if any of the small mud-things come within 10' of me.

Rolls

Glaive vs Rock Monster, Bless, Damage - (1d20+7, 1d4, 1d10+4)

1d20+7 : (9) + 7 = 16

1d4 : (2) = 2

1d10+4 : (8) + 4 = 12

Extra Attack Glaive vs Rock Monster, Bless, Damage - (1d20+7, 1d4, 1d10+4)

1d20+7 : (9) + 7 = 16

1d4 : (2) = 2

1d10+4 : (2) + 4 = 6

Bonus Attack Blunt End vs Rock Monster, Bless, Damage - (1d20+7, 1d4, 1d4+4)

1d20+7 : (8) + 7 = 15

1d4 : (1) = 1

1d4+4 : (3) + 4 = 7

Opportunity Attack vs Mud Thing, Bless, Damage - (1d20+7, 1d4, 1d10+4)

1d20+7 : (1) + 7 = 8

1d4 : (1) = 1

1d10+4 : (10) + 4 = 14

Feb 27, 2017 5:40 pm
The first chop lands, and the second goes completely through the dirt monster's right leg, The maimed monster crashes to the ground, dirt and rocks flying, catching itself with its right arm. It shudders and groans, several fissures opening up in its back as dirt and gravel runs off it.

Leth, Mordred, Vhezyen, you're up!
Feb 27, 2017 5:42 pm
OOC:
Does that mean it's now prone?
Feb 27, 2017 5:45 pm
It's down, remains to be see whether it can move around or not.
Feb 27, 2017 7:58 pm
BullOctorok says:
Edit: The dirt monster savagely pounds Domarc to the ground.

Party, it's your turn, except for Domarc, who I believe is at -4 HP and unconscious unless anyone has some tricks up their sleeve.
That second attack against Domarc should have been a miss, due to Vhezyen's Portent of 6 being used once Domarc was at/below 21 HP (the monster would have totaled a roll of 6+8=14, which would be a miss against Domarc's 15 AC).

Also, Nubs, that was a little on the reckless side for Domarc to get up close and personal, don't you think? His poems and songs don't need to be that epic ;)
Last edited February 27, 2017 7:59 pm
Feb 27, 2017 8:08 pm
That sneaky Portent. OK retcon time: Domarc, the second attack missed, and you are alive and conscious. Felor, your Spare the Dying didn't really happen and you can take a different action this round.

Felor, Leth, Mordred, you're up. Take advantage of that Advantage!
Feb 27, 2017 8:08 pm
Suddenly Vhezyen saw moments of imagery flash in his mind's eye, brief glimpses of the future. Just before the dirt monster's second attack could hit home, he shouts a warning to Domarc, who neatly dodges the creatures efforts as its jagged stony fist smashes into the ground.

Positioning himself toward the monster's front, Vhezyen makes himself available to the earthen creature's attention, in an effort to keep it off of Mordred.

Trying to help Mordred get those extra 3d6 on the dirt monster; Advnatage to Mordred's next attack!

Also, there's an Advantage from Quggyeb still out there, which nobody has claimed yet.

Let's say that Leth has Advantage on his next attack, and Mordred on his, if that works out okay Octo (I originally left Quggyeb's up for grabs, but nobody claimed it).
Last edited February 27, 2017 8:16 pm
Feb 27, 2017 8:31 pm
Riding the massive dirt pile to the ground, Mordred rears up and plunges his rapier deep into the creature's back, attempting to place it where the skull would be on the front of the thing.

I love that we basically got to see the "vision of the future" that Vhezyen had of his portent and then it got rolled back, Prince of Persia style.

Not sure about a Sneak Attack when I am literally climbing on the thing, but as far as I understand, as long as I have Advantage, I can Sneak Attack, right?


http://pad3.whstatic.com/images/thumb/e/e5/Beat-the-First-Colossus-in-Shadow-of-the-Colossus-Step-9.jpg/670px-Beat-the-First-Colossus-in-Shadow-of-the-Colossus-Step-9.jpg

Rolls

Attack, Bless - (1d20+6, 1d4)

1d20+6 : (13) + 6 = 19

1d4 : (1) = 1

Attack Advantage, Bless - (1d20+6, 1d4)

1d20+6 : (14) + 6 = 20

1d4 : (3) = 3

Damage, Sneaky Damage - (1d8+3, 3d6)

1d8+3 : (4) + 3 = 7

3d6 : (421) = 7

Feb 27, 2017 8:40 pm
When Mordred plunges his rapier into the dirt monster's back, whatever was holding it together suddenly fails. Its bulk slumps to to the ground, splitting into large chunks of damp earth that Mordred finds himself falling into. The skull comes loose and rolls away. A bubbling squeal goes up from the mud creatures. Two of the advancing mud creatures stop in their tracks, but the others keep coming.

Felor, Leth, you're up.
Feb 27, 2017 8:43 pm
rocksteady says:
Not sure about a Sneak Attack when I am literally climbing on the thing, but as far as I understand, as long as I have Advantage, I can Sneak Attack, right?
Yes to the Advantage creating Sneak Attack. Also, my understanding is that as long as someone else is engaged with your target within 5', you can Sneak Attack. Ultimately, it's called Sneak Attack, but I think it 's more accurate to think of it as the ability to really stick it to someone who isn't able to focus 100% on you. As always though, the situation and what works depends on Octo's assessment.
Last edited February 27, 2017 9:02 pm
Feb 27, 2017 9:03 pm
Domarc reels back from the attack, feeling quite certain that the second punch should have connected and left him out on the ground. Time to re-think that whole heroism bit, he thinks, nodding at Vhezyzen. He turns to face the advancing mud creatures, brandishing his rapier

"Back you squelching dirt-heaps! There was no need for this!"
Last edited February 27, 2017 9:05 pm
Feb 27, 2017 9:04 pm
Bit of a moot point this time, it was over for the dirt monster without the sneak attack damage.
Feb 27, 2017 9:06 pm
BullOctorok says:
Bit of a moot point this time, it was over for the dirt monster without the sneak attack damage.
For future reference, then.
Feb 27, 2017 9:12 pm
Quote:
Also, Nubs, that was a little on the reckless side for Domarc to get up close and personal, don't you think? His poems and songs don't need to be that epic ;)
Yeah, I don't need to write myself into the story :) I figured the monster would likely focus on the heavy hitters and not notice the mosquito; I also wanted to hang onto spell slots and still do something. Lesson learned!
Feb 28, 2017 12:05 am
nubs says:
Quote:
Also, Nubs, that was a little on the reckless side for Domarc to get up close and personal, don't you think? His poems and songs don't need to be that epic ;)
Yeah, I don't need to write myself into the story :) I figured the monster would likely focus on the heavy hitters and not notice the mosquito; I also wanted to hang onto spell slots and still do something. Lesson learned!
Yeah, that thing had the potential to pump out 42 damage/turn, with rolling a crit. Yikes.
Feb 28, 2017 2:13 pm
[insert the sound of a tape rewinding]
Hrm, perhaps Fjorgyn is not wont to smite those which are made of Her own flesh, thinks Felor seeing his bolt of divine energy go wide of the mark. About to move in for a more mundane attack, holds his breath as the creature's massive fists narrowly miss Domarc. That would have hurt had it connected! he thinks before noticing the small mud beings advancing.

Felor turns to face them and, brandishing his spear menacingly, shouts "We do not wish any more violence! Fjorgyn commands you, stay back!"

Cast Guidance add result to my attempt to Intimidate

Rolls

Guidance (add to Intimidate check) - (1d4)

(3) = 3

Intimidate - (1d20)

(20) = 20

Feb 28, 2017 4:56 pm
Well look who got a natty 20.

The advancing mud creatures stop in their tracks as Felor rebukes them in Fjorgyn's name, then turn in retreat. Seeing their bravest compatriots turn and run, the remaining mud creatures scatter, running about chaotically for a moment until a few of them bolt for the north exit, prompting all the rest to follow them out that way.

Within a matter of seconds, the room is empty of mud creatures. The body of the dirt monster lays crumbling on the ground, nothing more now than a mound of earth.
Feb 28, 2017 5:01 pm
Felor breaths a sigh of relief, glad the altercation has ended (for now). Perhaps the mountain-god Fjorgyn does hold some sway over these creatures made of earth. He moves to locate and inspect the jewelled skull that was once atop the dirt monster.

edit: 😎 Fjorgyn smiles on me!
Last edited February 28, 2017 5:03 pm

Rolls

Arcana check - (1d20+1)

(20) + 1 = 21

Feb 28, 2017 5:21 pm
"Do I catch one?" Zangua asks, quickly.
Feb 28, 2017 5:24 pm
The garnets fell out when the monster was killed; they're buried in the dirt somewhere. The skull itself, caked with earth on the back side where it was embedded in the monster's body, lies a few feet away. It's an old, yellowed human skull with considerable wear and tear on it, otherwise unremarkable.
Feb 28, 2017 5:33 pm
Can we get a map update, Octo?
Feb 28, 2017 5:43 pm
"There must have been some enchantment on that skull," Domarc says, poking through the dirt with his rapier in search of the garnets. "I don't think you get dirt monsters without it."

"The mud creatures mentioned a Master before they goaded this beast into attacking us; they claimed we were here to do harm to the Master, though the beast thought we might only want to talk. So I think our search is for the Master."
Last edited February 28, 2017 5:44 pm

Rolls

Investigation - looking for garnets - (1d20+4)

(4) + 4 = 8

Feb 28, 2017 5:59 pm
Imgur is acting up right now, so no map update yet. There wouldn't be much to add to it except for rough outlines of what Quggyeb scouted.

Domarc finds a number of rocks and pebbles while searching through the remains of the dirt monster, but does not turn up the garnets.
Feb 28, 2017 6:32 pm
Let's go East towards the large room.
Feb 28, 2017 6:37 pm
Zangua sees that most of the group is interested in the remains of the large dirt monster. He elects to not pursue the smaller mud creatures, mindful that running off solo is probably a recipe for disaster.
Feb 28, 2017 6:42 pm
Or should we go south? That was the door the mud critters clustered around, although I'm not sure if they were guarding it or if that was just a reaction to us coming in from the opposite direction.
Feb 28, 2017 6:54 pm
Like Domarc, Vhezyen has an interest in the garnets, and sifts through the dirt with his short sword to to look for them. He speaks as an afterthought while doing so. "Those mud-men might have been guarding something important. Perhaps their precious 'metals'. We should see what lies beyond." He points past where the mudmen were, then examines the skull, in an effort gauge how old it is.

An Investigation roll to find the garnets, and History to gauge the skull's age. Also, I think we should definitely head south, to see what the mud-men were guarding(?).

Just a heads up, Vhezyen is out of spells for the day.
Last edited February 28, 2017 6:54 pm
Feb 28, 2017 6:54 pm
I'm not sure if they were guarding it

Oh, I hadn't thought of that. I'm good with south if the rest of the group is.
Feb 28, 2017 7:07 pm
I don't see your rolls, Vhezyen...
Feb 28, 2017 7:13 pm
Domarc makes a face at learning that Vhezyen is out of spells. "I was hoping you might be able to determine what type of magic created the "Child"," he says. "But I guess we have to settle for mucking about in its remains."
Feb 28, 2017 7:58 pm
Domarc says:
"I was hoping you might be able to determine what type of magic created the "Child"
"That, I can do."

Providing the rolls, then I'll do a Detect Magic ritual while the group decides which direction, to discern what type of magic had the dirt monster held together.

Rolls

Investigation - (1d20+10)

(7) + 10 = 17

History - (1d20+10)

(14) + 10 = 24

Feb 28, 2017 8:23 pm
How about give me an Arcana roll too, Vhezyen?

Vhezyen finds the pair of garnets in the dirt, then examines the skull closely. If he had to guess, he'd say it's a few hundred years old, at least.
Feb 28, 2017 8:33 pm
Sure.

Rolls

Arcane - (1d20+10)

(11) + 10 = 21

Feb 28, 2017 8:34 pm
Vhezyen will also use the Detect Magic to gauge the entire room, the garnets, etc looking for any auras that pop up.
Feb 28, 2017 9:10 pm
Leth pokes at the muddy remains of the "Child" with the end of his bow absentmindedly for a moment.

"Hmmm... Yeah, south." He says, turning back to the rest of the group. "I agree, it seems as though they could have been guarding something that way."
Feb 28, 2017 9:28 pm
Not finding any magical auras on the skull or garnets, Vhezyen begins to suspect that the dirt monster was, in fact, an earth elemental, and that these objects might have been mere ornamentation.
Feb 28, 2017 10:31 pm
Zangua waits patiently for the ritual to finish and the others to investigate. He instead keeps an eye on the tunnels for anything that might approach or be observing them.

Rolls

Perception - (1d20+6)

(15) + 6 = 21

Feb 28, 2017 11:14 pm
Satisfied with his investigative efforts, Vhezyen approaches the southern passage, where the mud-creatures had previously been splattering about.

Sensing a general consensus for south. Standard dungeoneering Skill checks as Vhezyen moves into, and along the passage, scouting 20 or so feet ahead of the group (if they want to follow), vigilant for traps, secret doors, any kind of threat, or anything of interest.

Rolls

Perception - (1d20+8)

(18) + 8 = 26

Investigation - (1d20+10)

(6) + 10 = 16

Survival - (1d20+5)

(14) + 5 = 19

Stealth - (1d20+5)

(10) + 5 = 15

Mar 1, 2017 4:28 pm
Quote:
Vhezyen begins to suspect that the dirt monster was, in fact, an earth elemental, and that these objects might have been mere ornamentation.
"Pafthinel was first described to us as a master elementalist. And the mud creatures spoke of a Master to it, convincing it that we were here to harm the Master. So I suspect the Master is Pafthinel; it explains the creatures we have encountered and the water trap. If he did summon the Child, would he have noticed us dispatching it?

We have seen his work with Earth and Water; I wonder if he is equally adapt with Wind and Fire...or if I'm just blowing hot air now."

Rolls

Arcana check - about the death of elementals - (1d20+4)

(15) + 4 = 19

Mar 1, 2017 5:32 pm
Domarc knows little of elementals, but it's not inconsistent with anything he's heard that they might merely return to the inanimate form of their constituent element upon death.

Vhezyen scouts ahead down the south exit, looking carefully for any hidden surprises that might either endanger or benefit the party. Finding none, he follows the 40' length of passage to a large chamber, about 40' wide and 55' long. The south wall is rounded. A little over half the way to the back of the chamber is a massive quartz crystal cluster, about eight feet wide at its base and reaching up to a height of about six feet, greenish-gray in color.

An ornate but worn wooden cabinet stands against the east wall of the chamber, paint peeling from the floral patterns carved into it. On the west wall, the party sees something terribly strange.

A large wooden board is affixed to the west wall, about 20' long and 10' high. Pinned to the board with metal spikes are what you can only guess is the dismembered, flayed body of a creature unlike any you have seen in the Werld.

The two halves of its barrel-shaped body, neatly bisected, are side-by-side on the left side of the board, showing the strangely geometric and mostly hollow structure of the creature's insides. Three legs are pinned to the right side, two intact, one partially flayed open. Three arms are lined up along the bottom of the board.

The creature had a smooth, pebbly, brownish-red hide; three claw-like digits on each limb; a circular, sharp-toothed mouth on the top of its body. There are notes scrawled all over the wooden board with a charcoal pencil: blocks of text, arrows, diagrams of the creature's anatomy. The language is not one any of you recognize.

Updated map:

http://i.imgur.com/sj3VY50.jpg
Mar 1, 2017 5:45 pm
Fascinated, Felor approaches the strange dissected creature.

Can I tell anything of its origins or what it is/how its body works?
Last edited March 1, 2017 5:46 pm

Rolls

Medicine skill check - (1d20+6)

(9) + 6 = 15

Nature skill check - (1d20+4)

(19) + 4 = 23

Mar 1, 2017 5:54 pm
Given what he's experienced on this island, the strange creature splayed out on the wall barely warrants the slightest twitch of surprise from Zangua. He waits patiently for the others in the group to perform their investigation, as he expects.
Mar 1, 2017 5:55 pm
Felor can only speculate as to its origins, but as for its inner workings, it appears to be almost entirely given over to a digestive system: the mouth on top leads to a large hexagonal stomach cavity that branches out fractal-like into many smaller hexagonal cells, some of which still have little deposits of crushed crystalline rock inside them. Outside of this system there are other gemlike masses, mostly up around the top of the body. Three yellow spheres in particular look to Felor like they might have been the creature's eyes.
Mar 1, 2017 6:00 pm
Domarc turns his attention to the cabinet, and examines it carefully before opening.

Rolls

Investigation - (1d20+4)

(13) + 4 = 17

Mar 1, 2017 6:08 pm
Mordred examines the crystal.

Rolls

Perception - (1d20)

(4) = 4

Mar 1, 2017 6:18 pm
Domarc finds no evidence of traps or locks on the cabinet. Mordred examines the crystal, but takes away no particular insights.
Mar 1, 2017 8:12 pm
The cabinet has three shelves inside. On the bottom shelf are various digging and stoneworking tools: chisels, mallets, picks, hammers, shovels, a mattock. On the middle shelf are tablets, scroll cases, and a little wooden case containing writing implements. On the top shelf is a glass flask containing a cloudy-looking liquid, a folded green cloth with brown trim, a few yellowed bones, a sealed glass jar full of dirt, and a copper bowl containing a few uncut gems of varying size: a large emerald, about eight small garnets, a walnut-sized yellow topaz, and two amethysts.
Mar 1, 2017 11:06 pm
Domarc surveys the contents carefully.

"I'm guessing this is one of his labs, where he studies earth...things," he says, gesturing towards the creature on display. "Given that we want to be on good terms and talk with him, I'm thinking we should avoid disturbing things as much as possible...but perhaps we could leave him a note?"
Mar 1, 2017 11:58 pm
"I agree. These could be Pafthinel's belongings. Leave them be."

I assume Detect Magic would still have been running given the 10 minute duration. What all is magical in this room?

Also, for PbP efficiency:

Investigation on the cabinet, for hidden compartments/interesting details, and the like.

Arcane on the large central crystal.

Investigation on the wall specimen, to make any possible deductions about it.

Lastly: Comprehend Languages Ritual on the "...notes scrawled all over the wooden board with a charcoal pencil: blocks of text, arrows, diagrams of the creature's anatomy. The language is not one any of you recognize."

Rolls

Investigation: Cabinet - (1d20+10)

(6) + 10 = 16

Arcane: Central green Crystal - (1d20+10)

(19) + 10 = 29

Investigation: Wall Specimen - (1d20+10)

(12) + 10 = 22

Mar 2, 2017 12:06 am
"What, the pile of rock outside isn't enough of a message?" Zangua asks.
Mar 2, 2017 12:11 am
Vhezyen replied as he continued investigating the room."The 'pile of rock' attacked us. Choosing to steal from an individual we seek council from would be unwise."
Mar 2, 2017 12:13 am
Vhezyen finds no hidden compartments in the cabinet, but does detect magic emanating from the flask of liquid, the folded cloth, and the mattock. There is nothing evidently supernatural about the large central crystal. The specimen pinned to the wall appears to have a digestive system made for a diet of rocks and minerals...the creature vaguely reminds Vhezyen of some burrowing, gem-eating monster he read about once, but he can't recall the name or any other details about it. However, upon completing the Comprehend Languages ritual, he finds confirmation of the rock-diet theory, as the notes generally comprise an analysis of the creature's physiology. They're written in a shorthand that makes even a literal translation difficult to comprehend, but Vhezyen gathers that Pafthinel or whoever wrote these notes called this creature a "xorn."
Mar 2, 2017 12:28 am
"I meant the message Domarc wanted to leave," Zangua clarifies.
Mar 2, 2017 2:52 am
Vhezyen felt like an absent-minded fool, beguiled by the secrets of magic and academia all around him, which was undoubtedly readily apparent.

"Of course, of course." He offered a redress of sorts to Zangua. "My attention was elsewhere, captivated by the wonders within the confines of this chamber. But you're right, that pile of rock is most most certainly a message. I think, however, Domarc intended a message of the more peaceful kind. Or, at least, one with less cleanup involved."

Stepping away from the collection of notes and general research paraphanalia, he continues, addressing anyone who cares to listen, eyes still fixed on the specimen, a hint of levity in his voice. "So, it would appear these friendly looking creatures are called xorn."

Vhezyen will fill in the group on everything he learned reading about the xorn, and which items have magic emanating from them: the flask of liquid, the folded cloth, and the mattock.

I'll go ahead and cast an Identify Ritual and I.D. the magic items.
Last edited March 2, 2017 2:53 am
Mar 2, 2017 4:32 am
Zangua stands watch at the entrance to the room, mindful of the hallway.
Mar 2, 2017 7:05 am
Leth stares at the dissected creature for several seconds, brow furrowed in disgusted curiosity. "I feel like I shouldn't be shocked by that at this point... but I am." He says, and shudders.

"Anyway... does this mean we should be on the lookout for these things now?" He asks. "Vhezyen, I don't suppose those notes say anything about how dangerous or willing to attack us this sort of creature could be?"
OOC:
Working a big conference this week. Ends late friday night. Will try to get on every night before I go to bed.
Mar 2, 2017 2:32 pm
Leth says:
"Vhezyen, I don't suppose those notes say anything about how dangerous or willing to attack us this sort of creature could be?"
Vhezyen looked over the notes and the materials on the board again, making certain he didn't miss anything.

Comp Languages would still be running. Can Vhezyen offer any more info on that Octo?
Mar 2, 2017 4:05 pm
"It looks like it eats ro-" Felor begins, as he inspects the creature's intricate digestive network, before Vhezyen starts reading off the notes pinned to the board. Felor stops talking, and looks vaguely irritated.
Mar 2, 2017 4:11 pm
Zangua ignores the investigation behind him, focusing his attention on the hallway like a dutiful sentry.

Rolls

Perception - (1d20+6)

(19) + 6 = 25

Mar 2, 2017 5:10 pm
Vhezyen identifies the flask as containing a Potion of Stone Giant Strength, the bag as a Bag of Holding, and the mattock as (functionally) a +1 hand axe.

With some effort, Vhezyen picks out a few notable data points from the notes on the board: xorn can smell gems and precious metals, they are unable to digest organic matter, they can burrow as fast as they walk, they lay eggs to reproduce, they tend to be non-aggressive except where their food is involved.

Zangua doesn't hear anything outside the chamber.
Mar 2, 2017 5:37 pm
"Someone leave a note with the... specimen, and let's backtrack to try one of the other passages. I'll say the eastern one, unless you lot have other ideas."
Mar 2, 2017 6:01 pm
"Indeed I do mean a note that indicates our desire to talk; the pile of rock is something I would take as an indication of hostile intent, if it were all that some visitors left behind," Domarc says.

He takes a piece of parchment/tablet and composes a short message in Elven.

Pafthinel - we have come to Vorch seeking to speak with you. We have no intent to harm anyone or anything here; we were attacked by the earth elemental after the mud creatures goaded it into believing we intended harm. We seek only information. I suspect you may be able to find us easier than we can find you. Please speak with us.
Mar 2, 2017 8:54 pm
Upon completion of the ritual, Vhezyen shares what he has learned about the magic items.

Ever the opportunist, and burgeoning treasure hunter, he makes a suggestion. "You know, we could use these items, at least until we find Pafthinel. Think of it as as an insurance of sorts, used to counter what may be Pafthinel's minions and various threats. IfWe can always return the items, offering that we found them useful as a means of surviving his security measures until we found him. Assuming we find him."

With a gesture toward the Potion of Stone Giant Strength and the mattock, Vhezyen continues. "Zangua, I think you'll find these useful, sure to compliment your strengths." His mind drifts back to his near death experience in the ice tunnel, then he elaborates with a self-deprecating jibe. "You'll find them extremely useful, especially if you ever need to dig through tunnels of ice again in an effort to rescue some unfortunate bastard."

"As far as this bag, please step back, and be ready..." Carefully, Vhezyen turns the bag of holding inside out to empty its contents on the floor, mindful to avoid whatever might come out of the bag itself, and to do it away from the rest of the group as a precaution.

Figure Zangua could use some kind of magic weapon if we encounter something that can only be harmed by magic, and the Potion of Giant STR would stack well with his STR when needed.

Let's see if there's anything in the bag. Bag of Holding is typically 4'x4'x4' in volume (assuming the usual size), so I'm curious to see what is inside, without just rummaging around or sticking my hands in there, emptying what would essentially amount to a large box.
Last edited March 2, 2017 8:55 pm
Mar 2, 2017 9:48 pm
Nothing falls out of the Bag of Holding; it seems to have been empty.
Mar 2, 2017 10:31 pm
A bit surprised, and, he realized, disappointed by the empty bag, Vhezyen pondered. Strange that such a useful item would be empty.

I have to ask here, just to be careful: I'm assuming it wouldn't, but Identify wouldn't confuse a Bag of Devouring for a Bag of Holding, would it? One's a bag with a creature attached to it, the other is an actual Bag of Holding.
Mar 2, 2017 10:55 pm
Zangua shrugs as he walks over to the axe and potion. "He might be dead, too," he reasons, and picks up both items. He then tries to get ready at the warning from Vhezyen, but does not know what to expect, so ends up holding his glaive out horizontally with eyes flitting about.
Mar 3, 2017 5:07 pm
You assume the ritual would make the correct identification, yes.
Mar 3, 2017 8:43 pm
Is everybody done here and OK with proceeding to the east room?
Mar 3, 2017 11:32 pm
A last second check for secret doors, then I'm ready to go..

Rolls

Investigation - (1d20+10)

(18) + 10 = 28

Mar 5, 2017 11:27 pm
Leth raises his eyebrows as Vhezyen flips the bag upside down... and nothing happens. With a shrug, he moves towards the door near Zangua, to help keep an eye out and also indicate that he is ready to move on whenever the rest of the group is.
Mar 6, 2017 4:41 pm
Vhezyen finds no secret doors.

The east room extends about thirty feet to the north and forty feet to the south. An iron chest sits against the wall at the north end. At the south end is a circular pit about five feet wide, of uncertain depth.
Mar 6, 2017 4:46 pm
Vhezyen looses Quggyeb toward the pit at the south end.

Having Quggyeb fly over the pit, then return, using his senses during the round trip.

Some dice rolls if you need them.

Rolls

Perception - (1d20+8)

(12) + 8 = 20

Investigation - (1d20+10)

(17) + 10 = 27

Survival - (1d20+5)

(13) + 5 = 18

Mar 6, 2017 4:57 pm
Mordred examines and investigates the chest.

Rolls

Perception - (1d20)

(13) = 13

Investigation - (1d20+1)

(6) + 1 = 7

Mar 6, 2017 5:15 pm
The pit reveals little to Quggyeb, but it seems to go quite deep, deeper than the familiar can see or sense.

The chest is about 4' wide and is latched shut but not locked.
Mar 6, 2017 7:17 pm
"Let me have a look at that," Domarc says. "Never trust an unlocked chest..."

Edit - not any better!
Last edited March 6, 2017 7:17 pm

Rolls

Investigation - check for traps on chest - (1d20+4)

(5) + 4 = 9

Mar 6, 2017 7:19 pm
"Stand back, everyone."

Mordred moves the party to the far side of the room, and opens the chest with his Mage Hand.
Mar 6, 2017 9:48 pm
The chest opens normally, without incident.
Mar 7, 2017 12:26 pm
Mordred approaches the chest cautiously to see what is inside it.
Mar 7, 2017 4:44 pm
At the bottom of the chest is a large folded cloth made from some sort of thick, bristly plant fiber. Sitting on top of it is a maul with a polished stone head, an 18" square wooden box, and a small cloth sack full of lumpy objects.
Mar 7, 2017 6:12 pm
To save time, I'll do it Interactive Fiction stylee:
>open box
>open cloth
>examine objects
>take all
Mar 7, 2017 6:55 pm
The box is full of ashes, bone fragments, teeth, a dried-out hand, and three small ceramic jars sealed with wax.

The cloth seems to be some sort of protective cloak with a hood. The fabric is far too rough and stiff for everyday wear.

You can feel that the sack contains rocks or perhaps gemstones.
Mar 7, 2017 7:40 pm
"Hm," says Domarc. "For an elementalist, he keeps a fair few body parts about."

Domarc will look inside the sack.
Mar 7, 2017 7:49 pm
The sack contains about a dozen and a half large gems, uncut or roughly cut: topaz, amethyst, tourmaline, garnet, citrine, peridot.
Mar 7, 2017 8:42 pm
"Anyone have any ideas about the pit?" Domarc asks. "I don't think we brought enough rope to head down there..."
Mar 7, 2017 8:57 pm
Zangua turns briefly. "You think the elf is down there?" he asks, then returns his attention to guarding the hallway.
Mar 7, 2017 9:11 pm
Vhezyen will discern the nature of the objects.

Casting Identify ritual, using it on the items in the box (all but the gems).
Last edited March 7, 2017 9:12 pm
Mar 7, 2017 9:32 pm
Quote:
"You think the elf is down there?"
"Maybe he wanted to get away from it all for a bit."
Mar 7, 2017 9:46 pm
Vhezyden identifies the maul as a +1 weapon. None of the other items are magic.
Mar 7, 2017 10:56 pm
"This maul is magic, for any who might be interested."

Vhezyen will try to date the remains (History) and discern race (Nature). Throwing in an Investigation for general deductions/attentiveness/looking for details.

Rolls

History - (1d20+10)

(17) + 10 = 27

Nature - (1d20+4)

(14) + 4 = 18

Investigation - (1d20+10)

(16) + 10 = 26

Mar 8, 2017 6:54 am
"Should, uh... should we be taking his stuff?" Leth asks. "I mean, I get we can just return it later, but... I dunno. Whatever you guys want to do." Leth moves over to the pit and kicks a stone into it, listening to see how deep it might be.

OOC:
...Breath of the Wild is life right now
Mar 8, 2017 7:18 am
Zangua shrugs to Leth. "Maybe this is one of them tests. Like he's watching us and what we do, trying to suss out whether or not we're trustworthy." He looks at the mattock briefly, then tosses it over to where it was. The potion, too, is placed on the ground.
Last edited March 8, 2017 7:19 am
Mar 8, 2017 12:52 pm
"Let's leave it all for now. If we do find Pafthinel, we don't want to come across as looters, and if we don't find him, we can come back later and take it. Let's try the west room before we go climbing into pits."
Last edited March 8, 2017 12:53 pm
Mar 8, 2017 4:58 pm
The remains aren't fresh, but they're not as old as the dirt monster's skull, either. Vhezyen estimates them to be around fifty years old, give or take a decade. The tooth and bone fragments don't give him much to go on, but he doesn't think they're human, either -- probably the bones of a dwarf or some similar humanoid race.

Leth does not hear the stone land.

Moving on to the west room?
Mar 8, 2017 5:43 pm
Felor sees Leth trying to listen for the stone reaching the bottom of the pit, and heads over. "Try this", he says, picking up a stone a mumbling a brief enchantment.

Cast Light on a stone and drop it in the pit
Last edited March 9, 2017 10:12 am
Mar 8, 2017 5:53 pm
Zangua is ready to go when the party is, and where. He has no nose for this kind of investigative work and relies on their cues for when it is time to move on.
Mar 8, 2017 6:05 pm
Distance swallows up the lit stone before its landing can be observed. This is a very deep pit.
Mar 8, 2017 6:26 pm
"I do hope he's not down there," Domarc observes. "Dropping stones on someone's head is not the best way to say hello."
Mar 8, 2017 6:27 pm
"No jumping in this one, Vhezyen." Mordred smirks devilishly. "Let's go."
Mar 8, 2017 6:57 pm
The west chamber almost mirrors the one to the east, but it extends about 10' further to the north and south, with each end widening into a rounded space.

At the north end, a large, shallow bowl rests on the ground, containing and surrounded by fragments of shattered rock. This area, like the other rooms, is lit with a fire bowl set into a nice in the wall. The south end is in darkness -- it, too, has a nice with a fire bowl in it, but the fire is not lit.

A basalt stela leans against the wall in the south area, a three-legged wooden stool standing beside it. The stela is about 5' tall, with semicircular eyes and a downturned mouth carved into the upper part. Below that is a carving of a lumpy, amorphous creature walking to the right alongside a large serpent and a naked, androgynous human form. A strange diagram of intersecting lines and hexagons has been carved into the lower part.

http://i.imgur.com/cUW4ALm.jpg
Mar 8, 2017 8:36 pm
Could the amorphous figure be a xorn, like we found in the other chamber?
Mar 8, 2017 9:10 pm
It does not look like a xorn. More like Gloop from The Herculoids.
Mar 9, 2017 10:18 am
Felor examines the carvings on the stela, trying to make sense of them.

Rolls

Religion - (1d20+4)

(17) + 4 = 21

History - (1d20+4)

(6) + 4 = 10

Mar 9, 2017 5:40 pm
Felor thinks the face on the amorphous creature is the same as the face on the top of the stela, and that they represent one and the same entity. Other than that, he has little to go on as far as interpreting the carvings. The stela looks very old, and the particular style of art is completely unfamiliar to him.
Mar 9, 2017 5:44 pm
Zangua takes up overwatch while the others inspect the area.
Mar 9, 2017 5:56 pm
The Herculoids is now, canonically, an epic poem saga dating back to pre-historic Bload.

Personally, I think it would be best if we rapidly scope out the rest of this cavern/tunnel network before we start examining the details. Make sure Pafthinel isn't waiting for us somewhere.
Mar 9, 2017 6:15 pm
If you're ready to move on, where would the party like to go next? The north (heading downward) and east (heading upward) exits from the first room remain unexplored.
Mar 9, 2017 6:34 pm
I'm fine with either direction.

Also, Vhezyen did not put the sack of gems back, and will keep it on his person, in addition to the Potion of Strength and the +1 Mattock/Handaxe. I'm just not that worried about Pafthinel having a problem with it. If he does, we'll work it out.

Also, he'll toss a copper piece into the Bag of Holding, to see if it's still there in a couple of days.
Mar 9, 2017 6:38 pm
Vhezyen will Investigate the diagram of intersecting lines and hexagons, using Guidance, trying to make sense of the connections.

EDIT: Perfect. Oh well.
Last edited March 9, 2017 6:38 pm

Rolls

Investigation - (1d20+10, 1d4)

1d20+10 : (1) + 10 = 11

1d4 : (2) = 2

Mar 9, 2017 6:41 pm
Let's throw some Arcane and History onto those checks for good measure. Thoth's Guidance to each.

Rolls

Arcane - (1d20+10, 1d4)

1d20+10 : (10) + 10 = 20

1d4 : (2) = 2

History - (1d20+10, 1d4)

1d20+10 : (13) + 10 = 23

1d4 : (4) = 4

Mar 9, 2017 7:07 pm
Vhezyen cannot make any sense of the diagram.

http://i.imgur.com/eb9rNLP.jpg
Mar 9, 2017 7:50 pm
I say east. It can only go so far up, but could be endless going down.

Let's take a rubbing or make a drawing of that pattern before we go.
Last edited March 9, 2017 7:51 pm
Mar 9, 2017 9:38 pm
A reminder, the east passage from the slab room was sealed off by a flat stone door with no handles or markings. It was not clear how to open it; pushing did nothing.
Mar 9, 2017 10:27 pm
Leth likes the idea of just scoping out the area for mapmaking purposes before reallly digging into what each room contains. He is also fine with going North
Mar 9, 2017 11:31 pm
thedandyman says:
Leth likes the idea of just scoping out the area for mapmaking purposes before reallly digging into what each room contains. He is also fine with going North
So... I get what you guys are going for here, but the inherent assumption you're making is that we will be able to return to every room/chamber. Also, RP-wise... it doesn't make sense to me to walk around and just tour the dungeon, then revisit each room later for actual investigation.
Mar 10, 2017 12:07 am
Mordred wants to find Pafthinel as soon as possible, so a quick recon to make sure he's not like, sitting in an easy chair in his den in the basement seems wise. If he is nowhere to be seen, then we can start checking for secret doors and climbing down bottomless pits.
Mar 10, 2017 4:44 am
I'm in no hurry. I enjoy dungeon exploration, and am not keen to miss a 'Wormfellow' type experience. I'd like to fully explore the dungeon, and I'd rather not skip a bunch of stuff, find the elf-mage, and then ask: "Hey Pafthinel, mind if we search your dungeon?"

And really, I don't think we're pressed for time. Maybe I'm wrong... but I don't think so.
Mar 10, 2017 4:55 pm
Well, you have a fairly generous but limited time here before your ride home leaves without you. It's getting into evening of the first day by now.

What's the plan?
Mar 10, 2017 6:43 pm
I do think our priority has to be finding Pafthinel, though I feel like we're missing out on lots of interesting things because I know pbo builds incredible stuff. But from an RP perspective, our mission here is (a) time-limited; (b) some of us have people & situations on the mainland that are under pressure/threat and we came here to get some answers and get back with that information.

So I'm kinda viewing the investigative pieces as us trying to get some clues as to Pafthinel's location/activities so that we might find him faster, but not being down out of the sake of simple curiosity. I say we move north and get as much of this dungeon/bunker scouted out as possible before we find a safe place to hunker over night; if he's not here we probably need to head to the smoking hill tomorrow.
Mar 11, 2017 1:38 am
I don't think mapping out the entire cave system is necessary right now; maybe just take a peek in all the nearby rooms and then decide what order to explore them more thoroughly, and then move on to the next set of rooms. Take it in chunks.
Last edited March 13, 2017 7:36 pm
Mar 13, 2017 2:35 am
Zangua maintains his watch. The mud-things that escaped know this area better, and may have reinforcements. He does not want to be surprised while the others investigate the rooms.
Mar 13, 2017 3:52 pm
Is moving north what the party is doing?
Mar 13, 2017 7:35 pm
*approval stamp*
Last edited March 13, 2017 7:35 pm
Mar 13, 2017 7:53 pm
Backtracking to the first chamber of this subterranean complex, the party explores the north passage, a 25' descending tunnel that veers slightly to the east, declining steeply. It opens to a vast, somewhat kidney-shaped room, 30' wide and 60' long as it curves further eastward.

This room, lit by fire-bowls like the others, is cluttered with junk along the length of the walls: barrels, amphorae, stools and small tables, shelves full of pottery, a small canoe. None of it looks especially valuable or interesting. There is a passage leading out of this room to the east.
Mar 13, 2017 9:05 pm
The east exit leads to a short, 15' hallway that opens to a wider hallway running south, veering east and descending after about 30'. To the right of the entrance is an alcove in which a few long-handled tools -- a hook, a net, some poles, a pair of oars -- are leaning.

http://i.imgur.com/GS2GfST.jpg
Mar 14, 2017 7:53 am
Any sign that the tools (or the junk in the kidney-shaped room) have been used recently?
Mar 14, 2017 10:30 am
Net, oars, a canoe... underground river?
Mar 14, 2017 4:02 pm
The tools are in reasonably good shape but have some signs of wear; you would assume they've seen recent use, for some value of "recent."
Mar 14, 2017 10:37 pm
notinventedhere says:
Net, oars, a canoe... underground river?
I think it's safe to assume that the passage leads to a waterway.
Last edited March 14, 2017 10:38 pm
Mar 14, 2017 10:55 pm
"Maybe he likes fishing," Zangua says. "If it's used to access another part of these tunnels, I doubt there's enough room for all of us."
Mar 15, 2017 4:03 pm
Is the party continuing eastward?
Mar 15, 2017 4:17 pm
"Or these are the tools he uses to support his research or work with the element of water," Domarc says. "But all we have are guesses, and we run the risk of being all wet."

I say we continue and see what this leads to. Sorry for not being around the past couple of days, I was facilitating a workshop and was just too exhausted at the end of the day to comment on anything.
Mar 15, 2017 4:40 pm
Sorry, southeastward, more like

The descending passage lets out into a massive chamber with an uneven floor and walls, roughly carved out in stark contrast to the uncanny smoothness of the previous areas. This chamber is about 50' by 80', with a large pool of water on the west side, about 25' by 60'. A large wooden desk and stool are set by the east wall; a few ceramic pitchers and bowls are on the table. There is a passage leading out from the south wall.

The mud creatures are here, huddled by the edge of the pool. They stir and burble when the party enters the chamber, but hold their ground.
Mar 15, 2017 5:03 pm
Zangua steps forward, fully aware of the threat these small creatures are. However, mindful that his companions have special skills in speaking dirt, Zangua only holds his glaive ready.
Mar 15, 2017 5:10 pm
OOC:
Is it just a pool of water? No stream leading elsewhere, at least on the surface? It's contained within this room?
"These guys again.... maybe if we ignore them they'll see we're not here to hurt them." He suggests. "In any case... what do you think of the lake? Fishing spot, maybe?"
Mar 15, 2017 7:55 pm
"Yeah, just ignore the sentient mud," Domarc says. "Unless we want to know what they are saying? They might have a clue as to where the "Master" is."
Mar 15, 2017 8:37 pm
Domarc will cast Comprehend Languages; I think we should know what they are burbling about.
Mar 15, 2017 10:22 pm
Domarc listens to the now-comprehensible voices of the mud beings.
[ +- ] Mud-speak:
Mar 16, 2017 2:04 am
Vhezyen eyes the water with a shudder, memories of being encased in ice creeping into his thoughts.

Could be caves under the surface of the water.
Mar 16, 2017 2:47 am
"They are worried we mean to kill them," Domarc says. "And that the Master won't save them."
Mar 16, 2017 3:01 am
"That means he's alive?" asks Zangua.
Mar 16, 2017 4:14 am
"Well... yes, I didn't mean completely ignore them, just... not let them know we're paying them any attention." Leth fumbles in response to Domarc.
Quote:
"That means he's alive?"
"That does seem to be the case. I just hope he's a little easier to communicate with than our earthen friends." He says as he begins to walk towards the desk to see if there is anything noteworthy on or in it.
Last edited March 16, 2017 4:14 am
Mar 16, 2017 4:43 am
"Well, tell them to take us to him," suggests Zangua.
Mar 16, 2017 3:58 pm
"Alas, I cannot," Domarc says. "I do not speak this muddy language, and the spell that would slow my tongue enough to do so is not one I yet know. I can understand them, but making ourselves understood remains a barrier."

Domarc squints at the creatures and then pulls his drum out. "Modred's dance did reach them to some extent. Perhaps we need to be more creative in approach." He begins to drum, a low, steady rhythm, listening for the response of the mud-men.
Last edited March 16, 2017 3:59 pm
Mar 16, 2017 4:25 pm
The mud-men watch attentively as Domarc drums, a few of them asking "what is this now?" "what does this mean?" of each other. Some of them creep closer to the edge of the pool.
Mar 16, 2017 4:45 pm
Darn it, I was hoping for a yes/no type question out of them.

Domarc pauses briefly, and then begins to sing and drum together; a simple Elven lullaby (if the Elves can ever do anything simple), aimed at soothing the creatures and reducing their worry about the party.

Dang it. Tough room.
Last edited March 16, 2017 4:46 pm

Rolls

Perform - (1d20+7)

(1) + 7 = 8

Mar 16, 2017 5:47 pm
Mordred performs a modern jazz routine entitled "Take Us To Your Leader" to the beat of Domarc's drum. The motions of the dance encompass the party, positioning them as brave yet respectful explorers on a mysterious shore. They seek something, they have sought it for some time, in fact. They seek a person, a person they do not know. A tall slender person, with pointy ears. He is the creator of the space they find themselves in, the author perhaps of the mud creatures' very existence. They seek The Master. Can the wise and noble creatures of the earth guide the explorers to their goal? Let's find out together, shall we?

Rolls

Performance - (1d20+2)

(7) + 2 = 9

Mar 16, 2017 8:29 pm
i don't think we've distinguished ourselves
Mar 16, 2017 8:41 pm
The performance seems to disturb the mud people.
[ +- ] Mud-speak:
Two of them dive into the pool.
Mar 16, 2017 9:14 pm
Domarc and Mordred, with the mud people. Shaka, when the walls fell.

"Well, it seems we know how to dissolve a crowd," Domarc says. He wonders whether the flute would be more to their taste and begins to play, creating a tune that tells of people seeking information and wishing to learn of the location of the Master and willing to reward those who help them.

(and mental note to self - taking Tongues is always a good choice when you pick new spells. Always.)
Last edited March 16, 2017 9:52 pm

Rolls

Performance - (1d20+7)

(16) + 7 = 23

Mar 17, 2017 2:41 am
Vhezyen just shakes his head in disbelief. He never imagined his adventures would include watching a thief and a bard performing music for mud men.

Wow. Just wow. This performance art is just getting silly. It's like being in a D&D sketch comedy, except we're on candid crystal ball vision. Somewhere, sorcs and wizards are watching our group, cracking up and crying from laughing so hard.
Mar 17, 2017 3:47 am
Scratch my last then and lets see what else we learn from the room
Mar 17, 2017 6:35 am
Hey, at least we tried!

Anything of interest on/in the desk?
Mar 17, 2017 3:52 pm
The mud people quiet down a bit, they seem to find the flute music soothing. It does not, however, appear to convey much specific information to them.

Perception/Investigation rolls for the desk check.
Mar 17, 2017 4:10 pm
Zangua sighs. He looks at Domarc. "So you say you can understand them, right? And everything so far says that they don't understand us? If they know about this elf we're looking for, maybe they only speak that elf tongue like you did with the weird lady. Is that 'cause they don't speak the language, or they don't want to?"
OOC:
Whoops, Domarc already tried elvish, when we first met them.
Last edited March 17, 2017 4:13 pm
Mar 17, 2017 4:23 pm
"Sadly, we don't seem to speak anything in common with them. They keep referencing the Master, and we are proceeding on the assumption that the Master is the elementalist that we seek, but we may also be wrong in that. I had hoped that the death of the elemental might have alerted whoever summoned it, but that seems not to be the case. I fear that my particular set of skills will not be of much use to us on this island, until we find the Master or someone else we can communicate with.

At first, some of them suggested killing us for the metals and stone we might carry, but they worried about being "found out" - which suggests to me that their Master has some expectations for them around not attacking visitors. They tried to use the Child to do that work for them, but that failed. In any event, these mud beings are certainly afraid of us now, and think us mad. I think if we make no threatening gestures towards them, they will leave us be."


Domarc looks to see what happened to the two creatures that jumped into the water.
Last edited March 17, 2017 4:25 pm
Mar 17, 2017 4:29 pm
"It might also be that how they behave can give us clues. We first met them outside the chamber of the...xorn? And when they fled, they came here. Was this just the farthest they could think to get from us, or is there something here...something that makes them feel safe?"
Mar 17, 2017 4:37 pm
Zangua tries to draw a picture of an elf in the dirt, based on his past encounter with the angry lady. Next to the portrait he writes a question mark, then looks at the mud-things. He gestures with open hands and looks around, trying to convey the question of Where?
OOC:
Making assumptions on what to roll, feel free to correct!

Rolls

Intelligence check to remember elven features - (1d20)

(9) = 9

Performance to draw an elf - (1d20+1)

(6) + 1 = 7

Mar 17, 2017 5:09 pm
The mud creatures talk to each other in a conversation that quickly degenerates into excitable, burbling crosstalk.
[ +- ] Mud-speak:
One of the mud-beings scampers over to look at what Zangua drew, then runs back to rejoin the group.
[ +- ] Mud-speak:
Domarc can't see the ones that dove into the pool, it's too dark and deep.
Mar 17, 2017 5:34 pm
"Well," Domarc says. "It seems sketchy, but that has worked where all other efforts failed. They know we seek the Master now, but wonder if we seek to kill him." Domarc inclines his head to Zangua. "Between you and Mordred, I begin to feel humbled when it comes to creative expression."

Domarc removes his weapons and sets them aside and then draws a second figure, human, next to the elf that Zangua has drawn, with hands empty and mouth open; he then draws a word bubble (like you might see in a comic) coming out of the mouth. Stepping away, he says "We want to talk with the Master, not kill."
Last edited March 17, 2017 5:42 pm

Rolls

Performance - drawing - (1d20+7)

(19) + 7 = 26

Mar 17, 2017 6:14 pm
The same mud creature, apparently the designated envoy now, comes back to review the second drawing. He returns to the group with his findings.
[ +- ] Mud-speak:
Mar 17, 2017 6:26 pm
Maybe Mordred's scribbles will be better than his dancing.

Mordred draws a horned man and three humans, with hair and equipment that match the party's. He points to the party and to the drawing, to emphasize the point. He adds the mud creatures to the drawing, and rubs out the party's weapons. He then draws the party bowed down before Zangua's version of the Master.

Rolls

Performance - (1d20+2)

(8) + 2 = 10

Mar 17, 2017 6:32 pm
"Interesting - they believe we seek the 'one who the Master has drawn forth from the True World' and that we are lost. Apparently my attempt at showing speech they believe is about a soul escaping - which has truth in it, though not in the way they think. But they think we are lost, that we cannot find the Master because he confounds us. I think they are also finally cluing into the fact that I can understand them."
Mar 17, 2017 6:46 pm
"Well, that's good, right?" says Zangua. "Maybe now we can finally get somewhere."
Mar 17, 2017 6:55 pm
Mordred, in a moment of artistic overreach, attempts to draw a fairly complicated scene in the dirt. It does not come out looking particularly intelligible, as pictographic communications go.
Mar 17, 2017 7:10 pm
"It's definite progress," Domarc says. "But just because we've achieved some understanding doesn't mean we have agreement or trust yet."

Domarc erases Mordred's complicated scene, and points to the elven figure that Zangua originally drew. He waves his hand to indicate the party and then he repeats the pantomime of looking for him that Zangua did. Domarc then pauses and points to the mud creatures and then to the elven figure and looks at them with a quizzical expression, trying to convey the question do they know where he is?

Rolls

Performance - pantomime - (1d20+7)

(11) + 7 = 18

Mar 17, 2017 7:30 pm
The mud people start talking, in increasingly excitable tones.
[ +- ] Mud-speak:
Suddenly, one of the mud people lunges at another. They start fighting, tearing and slapping at each other with their mouths and hands. A third mud person tries to separate the two; two more jump into the pool.
Mar 17, 2017 7:31 pm
"1 gold on the left one," says Zangua.
Mar 17, 2017 8:01 pm
Domarc reaches into his pouch and scatters some silver coins on the ground.

"I've heard of mud wrestling, but this is ridiculous," he mutters
Last edited March 17, 2017 8:16 pm
Mar 20, 2017 9:05 am
Felor, not really a music or pantomime fan, ignores the others' performances and lets his eyes wander about the room, trying to spot any more clues as to the elementalist's whereabouts. When the mud-creatures begin fighting he sighs and shakes his head. This is what happens when you get involved with the arts.
Quote:
Perception/Investigation rolls for the desk check.
Last edited March 20, 2017 1:35 pm

Rolls

Perception check - (1d20+3)

(9) + 3 = 12

Investigation check - (1d20+1)

(3) + 1 = 4

Mar 20, 2017 3:50 pm
Felor doesn't see much of interest on or around the desk. It looks to him as though the primary activity here has been moving quantities of water from one vessel to another.

Another mud person drops into the pool as the brawl starts to draw in more than the original two combatants.
Mar 20, 2017 4:52 pm
"Doesn't look like I'll be able to distract them," Domarc says. "There's some disagreements and...bad mud between them and their role here, and some of them have some resentments towards the Master. We might just have to see which faction wins out, if we think their help is worth pursuing."
Mar 20, 2017 4:56 pm
"I am not convinced that Fjorgyn has blessed these poor creatures with the intelligence to help us, even if they wanted to. I think perhaps we should move on."
Mar 20, 2017 5:23 pm
Is anyone going to intervene in the mud melee, or do you want to let it play out?
Mar 20, 2017 5:27 pm
Zangua has money on the left one, and assumes that Domarc's picked the one on the right.
Mar 20, 2017 5:28 pm
How many are fighting at this point?

"They are intelligent," Domarc says, "But I think their understanding of our world is highly limited. As, indeed, is ours of whatever realm they come from. But the fact that we can't communicate easily is what has lead us to this. Perhaps we should just leave them be."
Last edited March 20, 2017 5:37 pm
Mar 20, 2017 5:59 pm
Five went in the pool, four are fighting, four are watching the others fight.
Mar 20, 2017 6:03 pm
"You trying to weasel out of the bet?" asks Zangua. "Just 'cause your guy is losing?" Truth be told, Zangua can't tell who's winning.
Mar 20, 2017 6:18 pm
"I'm unable to tell which ones we even started with," Domarc sighs. "It might be nice to know, to see which faction might be gaining an upper hand - those that might help us, and those that oppose it. I could stop this, I think, but I am uncertain as to whether or not that would be good for us."
Mar 20, 2017 6:25 pm
Whoops. Perception on the desk!

Leth lets the more artistically inclined members of the group work out their 'conversation' with the mud men while he examines the desk, nodding briefly to Felor when he stops by to look as well.

Rolls

perception - (1d20+6)

(17) + 6 = 23

Mar 20, 2017 6:34 pm
Can we tell the mud people apart? I'd like to help the one who seemed inclined to help, if so.
Mar 20, 2017 6:42 pm
Leth examines the desk. It is sturdily built but rustic. There are water stains on the surface, rings and splotches.

The tide of battle turns suddenly as one of the creatures violently explodes in a muddy burst, followed quickly by another. The fighting stops, one side appears to have won. Six mud creatures remain by the pool.
[ +- ] Mud-speak:
One of the mud creatures takes a few steps toward the party.
[ +- ] Mud-speak:
Mar 20, 2017 6:44 pm
"Left, that settles it," claims Zangua, holding his hand out for the silver coins.
Mar 20, 2017 6:57 pm
"It would seem that the right ones won," Domarc says. "They tell me that the Master dreams of fire in the second dwelling and that he is vulnerable now, without the child to protect him. They also ask that we tell them if we free those he 'has bound to his containers.' I presume that means other elemental creatures - I think they seek to return to their home."

Domarc bows to the mud creature, and presses a coin into Zangua's hand.

"I take it to mean that Pafthinel is in the other hill, where we have seen smoke. Perhaps we should find a place to rest and attempt that tomorrow?"
Mar 20, 2017 7:00 pm
"What? No, the left one won." Zangua pockets the coin regardless.
Mar 20, 2017 7:07 pm
Leth re-joins the others.

"The second dwelling... the other hill seems like a plausible location for that, but that is a bit of guesswork. Could you try to confirm that with them?"
Mar 20, 2017 7:25 pm
Domarc makes another sketch in the dirt, just of the two hills of the island. The second hill has a plume of smoke rising from it. Domarc gestures at the group and the mud-people and points to the first hill; he then points at the picture of the elf and then at the second hill, turning to the mud-person with an open hand and questioning look.

Rolls

Performance - (1d20+7)

(17) + 7 = 24

Mar 20, 2017 8:36 pm
The mud creature nods.
[ +- ] Mud-speak:
Mar 20, 2017 8:54 pm
"That's the place, alright," Domarc says. He nods and bows again to the mud creature.
Mar 21, 2017 1:11 am
I wonder if the pool connects to the other hill via some underwater passage. Perhaps even an illusory wall is in place? Not saying it's likely, and the pool could just be a place to work on water elementals?
Mar 21, 2017 2:25 am
Given what happened the last time we tried sending someone down a watery passage I'm not sure I want to make the attempt :) Since the Child was outside, I suspect that Pafthinel uses the Child for protection when moving between the two dwellings.
Mar 21, 2017 2:38 am
Bah. What was Valeria's line from Conan the Barbarian... "Do you want to live forever?"
Mar 21, 2017 2:54 pm
Fair enough - if you want to go for a swim, let me know - I can give you a buff on the way in
Mar 22, 2017 3:17 am
Really just considering options, and curious. Trust me, I know the water could be bad, bad news. Besides, I know a few of you have a feeling of urgency regarding our purpose on Vorch, with the RP aspect of taking care of business. I definitely don't want to bog down the group's established style of play, so we can do that. I'm sure we'll get there over land just fine.
Mar 22, 2017 7:30 am
"Hmm... well then, should we finish checking out this cave system, or start heading over to the other hill?" Leth asks the rest of the group, one eyebrow raised.
Last edited March 22, 2017 7:30 am
Mar 22, 2017 10:57 am
Is there an exit in this cave we haven't checked yet? Maybe there's a tunnel to the other hill?
Mar 22, 2017 3:20 pm
"There was one door we weren't able to get through," Domarc says. "And I'm not sure how late in the day it is; are we better off taking shelter in a room here, and trying for the second hill in the morning?"
Mar 22, 2017 3:25 pm
Quote:
Really just considering options, and curious. Trust me, I know the water could be bad, bad news. Besides, I know a few of you have a feeling of urgency regarding our purpose on Vorch, with the RP aspect of taking care of business. I definitely don't want to bog down the group's established style of play, so we can do that. I'm sure we'll get there over land just fine.
If we're going to settle in for the night, it might be worth the try. Besides, we spent a bunch of time performing for mud people - I kinda feel like the "established style of play" is to have a bit of fun and poke at what makes us curious and what we find enjoyable. I think we're at the end of the first day with a fairly solid idea of where to find our target, which is pretty good progress.
Mar 22, 2017 3:31 pm
Do we have a sense of the time of day, Octo?
Mar 22, 2017 3:34 pm
FWIW, if it is afternoon or later, Mordred is fine with setting up camp here and making some judicious tests of the water, then striking out for the other hill at first light. He does want to keep moving, but he understands that it is not the same kind of race-against-the-clock type scenarios we faced earlier.
Mar 22, 2017 3:50 pm
Quote:
He does want to keep moving, but he understands that it is not the same kind of race-against-the-clock type scenarios we faced earlier.
Domarc wants to keep moving too, I just don't want to deal with the lizard monsters in the jungle at night; might be harder to stab them in the butt.
Last edited March 22, 2017 3:51 pm
Mar 22, 2017 4:35 pm
notinventedhere says:
Is there an exit in this cave we haven't checked yet? Maybe there's a tunnel to the other hill?
nubs says:
"There was one door we weren't able to get through," Domarc says.
There's also "a passage leading out from the south wall" here in this chamber, as well as the very long and dark hole in the ground we came across earlier. Also possibly underground outlets from this pond?
Last edited March 22, 2017 4:35 pm
Mar 22, 2017 4:47 pm
Zangua says, "If we're camping here, we'll want two folk on watch. Them things jumped into that water, likely something can come back out."
Mar 22, 2017 4:50 pm
thedandyman has the known unexplored areas of this hill covered. It's evening now, more or less.
Mar 22, 2017 5:00 pm
"I'm up for some more exploration, if everyone else is."
Mar 23, 2017 4:27 am
Leth shrugs. "I could probably go another couple hours. The less we put off for later, the better."
Mar 23, 2017 4:50 pm
Let's try the south passage and then maybe mess around with the pit and/or the pond.
Mar 23, 2017 5:57 pm
Zangua heads for the southern exit, mindful of their surroundings.
Mar 23, 2017 6:11 pm
The south passage leads to a 20' tunnel that ends in a featureless stone door similar to the one you found in the first room in this cave complex.
Mar 24, 2017 11:26 am
Felor examines the door for any inscriptions, keyholes, hidden switches, etc.

Rolls

Investigation skill check - (1d20+1)

(11) + 1 = 12

Mar 24, 2017 3:43 pm
Felor finds none of these things.
Mar 24, 2017 3:57 pm
"Well, that didn't take long. Anyone up for a swim?"
Mar 24, 2017 5:48 pm
"I can certainly try to make things easier for anyone who wishes to swim," Domarc says, "But I have no desire to swim myself."
Mar 24, 2017 6:22 pm
The mud creatures mill about by the edge of the pool, watching the party cautiously. One who went into the pool earlier resurfaces, and the others quietly explain the recent developments to it.
Mar 24, 2017 6:24 pm
Is the pool such that we could wade in up to our ankles, or is it a dive-in-only situation?
Mar 24, 2017 6:35 pm
It looks like it's more than 6' deep in the middle, could be deeper but you can't really see without closer investigation.
Mar 24, 2017 6:44 pm
But like, can we walk in slowly, so that the mudlings see what we are doing, or do we just have to jump right in? Know what I mean?
Mar 24, 2017 8:30 pm
Vhezyen eyed the door to south inquisitively. No markings or means of entry on this door or the one like it we found previously. Of course, a wizard wouldn't need a mechanism... "Let's see what's beyond the door, shall we?"

With that, Vhezyen approached the door, and stood close enough to touch it. His thoughts briefly drifted to the ice tunnel, and his days as a burglar. First man in... sooner or later, it will be the death of me. He shrugged. Somebody has to be first.

Even as he unleashed the magic from his ring to open the door, he felt it again... that sense of portent, a glimpse of the future, flush with feelings of dread and impending doom.

Might as well use the Knock spell from one of the spell storing rings, and see what's beyond one of these doors.
Last edited March 24, 2017 8:31 pm
Mar 24, 2017 9:21 pm
The door retracts into the tunnel wall.

Beyond is an oblong chamber running about 30' east to west. At the west end of the room is a small wooden table; on the table is a large stoppered flask and an overturned bowl, both made of brass.
Mar 25, 2017 3:31 am
Vhezyen entered the room, his natural curiosity drawing him to the wooden table. Here, in this room closed off by a mage's door, he pondered what these rather simple seeming items truly were. Goaded by his desire to know and understand, fueled by the teachings of Thoth, he sought answers about Pafthinel and this strange place that was, or perhaps still is, his lair.

If possible, Vhezyen will examine the items on the table, opening the flask and turning over the bowl to see what is underneath.
Mar 25, 2017 6:11 am
Zangua looks to see if there is anything that could be used to keep the door from sliding closed.
Mar 25, 2017 6:29 am
Leth eyes Vhezyen. "You could do that this entire time? Can you open the other door too?"
Mar 26, 2017 4:50 am
When Vhezyen lifts the bowl, water sloshes out. Immediately, the stopper rockets off the flask with a loud pop. Steam starts spewing out of the flask, rapidly filling the room.
Mar 26, 2017 4:58 am
"I'd get out of there," advises Zangua, hoping his voice provides direction in case those inside are unable to see.
Mar 27, 2017 9:31 pm
The atmosphere in this chamber grows damp and heavy as the steam fills it.
Mar 27, 2017 11:21 pm
Vhezyen watches the steam in rapt fascination.
Mar 28, 2017 7:02 am
Leth heartily agrees with Zangua, remembering the trap-rigged entrance to the cave. As soon as the steam starts spewing from the flask, he holds his breath and moves away from the steam and back out of the room towards the others.
Mar 28, 2017 11:06 am
Good job, Vhez! Did we try Knock on the other unmarked door?
Mar 28, 2017 11:29 am
Felor backs away from the door, wary of another trap like the one at the entrance to the hill.
Mar 28, 2017 11:30 am
rocksteady says:
Good job, Vhez! Did we try Knock on the other unmarked door?
Let's see if he survives first before handing out "good job"s ;)
Mar 28, 2017 12:23 pm
Domarc lunges in, grabbing Vhezyen and pulling him towards the doorway.
Mar 28, 2017 3:49 pm
You hear a thump and a clatter from inside the steam-filled room. It sounds like something knocked the table over. Under the hiss of the steam, you hear a sound like a low voice murmuring.
Mar 28, 2017 3:53 pm
Can I Thaumaturgy the door shut (assuming the party have all left)?
Mar 28, 2017 3:59 pm
Retconned based on following post:
As Domarc hastily pulls Vhezyen back out of the room, Felor waves his hand in the air and the door slides shut. He looks at the others.
Felor looks concerned.
"Is this wise? I suspect we've triggered another trap of some sort. Perhaps another elemental."

Use Thaumaturgy to close the door.
Last edited March 28, 2017 4:08 pm
Mar 28, 2017 4:03 pm
Um, nobody pulled me out of the room. Staying in there to see what there is to see.

Also, Rocksteady, I only had one Knock spell on the ring, so was saving it as a last option to explore.
Mar 28, 2017 4:08 pm
Domarc and Vhezyen are struggling in the doorway, preventing the door from closing.

Perception checks everybody!
Mar 28, 2017 4:09 pm
Looking past the two in the doorway, Felor tries to ascertain what's happening amongst the steam.

Rolls

Perception check - (1d20+3)

(14) + 3 = 17

Mar 28, 2017 4:44 pm
"Come on, move!" growls Zangua, irritated at the slow pace of those inside. He remains by the door on the other side of the steam-filling room, waving his hand wildly as if the gesture will hurry things up.
OOC:
Vhezyen, Domarc did post that he attempted to pull you out.

Rolls

Perception - (1d20+6)

(1) + 6 = 7

Mar 28, 2017 4:57 pm
"Vhezyen! What are you doing?"

Rolls

Perception - (1d20)

(3) = 3

Mar 28, 2017 5:14 pm
CancerMan says:
OOC:
Vhezyen, Domarc did post that he attempted to pull you out.
Yeah, attempted to pull Vhezyen out.

"Domac, let go."

Felor can go ahead and close the door, if you guys are that concerned, and Vhezyen will check things out alone. I understand your concerns that it could be another nasty trap, but Vhezyen has a curious nature. I'm RPing his Flaw: "Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy."
Last edited March 28, 2017 5:14 pm

Rolls

Perception - (1d20+8)

(10) + 8 = 18

Mar 28, 2017 5:15 pm
OOC:
That's cool with me! Just wanted to ensure that you didn't miss the post, since I didn't see there was resistance on your part.
Mar 28, 2017 7:11 pm
Vhezyen can make out the sound of the name Pafthinel in the murmurrings.
Mar 28, 2017 7:45 pm
OOC:
Can Domarc understand the name as well? If so, he stops stuggling. And apologies for lack of clarity, I should have been clear I was attempting to pull Vhezyen out, in fear of another bade situation happening.
Mar 28, 2017 8:04 pm
Domarc stops struggling with Vhezyen in the doorway, leaning his head deeper into the steam, listening intently.
Mar 28, 2017 8:43 pm
Zangua, having given his advice, starts to back away from the door. He reaches out and tries to pull Domarc away, too.
Mar 28, 2017 9:17 pm
With a flick of his wrist, Vhezyen releases Quggyeb from servitude.
Mar 29, 2017 11:57 am
Sharing a glance with Zangua and Leth, Mordred nods towards the two in the room and rolls his eyes in exasperated confusion.

"What's happening, you two? Is there something in there?"

Mordred attempts to conceal himself behind the doorframe, and Readies an arrow, in case something attacks the party.

Rolls

Stealth - (1d20+6)

(8) + 6 = 14

Arrow Attack - (1d20+3)

(2) + 3 = 5

Damage, Sneak Attack Damage - (1d6+3, 3d6)

1d6+3 : (1) + 3 = 4

3d6 : (136) = 10

Mar 29, 2017 3:08 pm
"Shhh!" Domarc holds a hand up towards the group, still facing into the room. "The steam knows Pafthinel's name..."
Mar 29, 2017 4:34 pm
"Great, they've gone crazy," says Zangua, and he makes one final attempt to pull Domarc away from the steam. Regardless of whether or not Domarc complies, Zangua backs up with his glaive, checking their surroundings.
Mar 29, 2017 4:39 pm
Felor also readies his weapon, and quickly checks behind them in case of an ambush.

Rolls

Perception check - (1d20+3)

(6) + 3 = 9

Mar 29, 2017 4:56 pm
OOC:
Forgot to add a Perception check.

Rolls

Perception - (1d20+6)

(6) + 6 = 12

Mar 29, 2017 5:08 pm
"We seek Pafthinel," Domarc says to the steam cloud, in both Common and Elven.
Mar 29, 2017 9:12 pm
As the steam begins, at last, to dissipate, Domarc and Vhezyen see something massive and dark hunched in the back of the chamber, over the fallen table: a human form, perhaps, but more than twice as tall as a human, with white hair and dark bluish-gray skin.

When Domarc speaks, the thing stops muttering and is silent.
Mar 29, 2017 9:20 pm
"We got a live one," Domarc says, taking a step back.
Mar 30, 2017 12:12 am
Arcane check with Guidance to see if the creature rings any bells for Vhezyen.

Rolls

Arcane - (1d20+10, 1d4)

1d20+10 : (19) + 10 = 29

1d4 : (4) = 4

Mar 30, 2017 12:13 am
Nice. 33 total... would it be fair to assume that Vhezyen has stumbled across some sort of writings/sketches about this creature in his research?
Mar 30, 2017 4:07 pm
It could be any number of things, but at this point you don't have a clear enough view of it to confidently identify. However, knowing what you know and considering Pafthinel's reputation as an elemental mage and the circumstances that caused this creature to appear, your first guess is that it's some sort of jinn.
Mar 30, 2017 4:12 pm
"Should we close the door?" Zangua asks the others not in the steam room. Admittedly, he does not know how he would do so.
Mar 30, 2017 6:32 pm
The thing leans forward and starts crawling toward the door on all fours.
Mar 30, 2017 7:20 pm
Domarc continues to back off, moving through the door. "We are looking for Pafthinel," he says again.
Mar 30, 2017 7:32 pm
Vhezyen stands his ground, his curiosity keeping him fixed on the creature.
Mar 30, 2017 7:38 pm
Only Domarc, having cast Comprehend Languages, can understand what the creature mutters, seemingly more to itself rather than in reply, as it crawls to the doorway.
[ +- ] Steam creature says:
The thing has the shape of a woman that would stand nearly sixteen feet tall if it rose up to full height, with skin the steely blue color of the sea.

Roll for initiative.
Mar 30, 2017 8:02 pm
Felor steels himself to fight another elemental being.
Last edited March 30, 2017 8:28 pm

Rolls

Initiative - (1d20+1)

(6) + 1 = 7

Mar 30, 2017 8:43 pm
Steamy encounters!

Rolls

Initiative - (1d20+4)

(5) + 4 = 9

Mar 30, 2017 11:32 pm
Zangua mutters to himself, "Yes, things around here certainly react well to the elf's name."

Rolls

Initiative - (1d20+2)

(16) + 2 = 18

Mar 30, 2017 11:45 pm
Vhezyen draws his sword and prepares for a reckoning.

Rolls

Initiative - (1d20+2)

(6) + 2 = 8

Mar 31, 2017 5:47 am
The door is not closed, correct?

Rolls

Initiative - (1d20+3)

(8) + 3 = 11

Mar 31, 2017 2:05 pm
I believe Vhezyen and possibly Domarc may still be in the room
Mar 31, 2017 2:20 pm
"By all the Hells..."

Since it looks like I may go first and I might be away from my computer for most of the rest of the day, I'll put my action here.

Watching carefully for any sign of aggression, Mordred waits to unleash a Fire Bolt until the creature appears to be attacking, but will not hesitate once she makes the first move.

"We mean you no harm! Perhaps we can help each other find him? If you let us speak to him first, you can do with him as you wish thereafter."

So that is a Readied Fire Bolt. He wants to be sure she means us harm before casting.
Quote:
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
If he is damaged, Mordred will use Hellish Rebuke as a Reaction.
Quote:
Reaction to taking damage

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
Last edited March 31, 2017 2:28 pm

Rolls

Initiative - (1d20+3)

(20) + 3 = 23

Fire Bolt - (1d20+4)

(18) + 4 = 22

Fire Bolt Damage - (2d10)

(104) = 14

Hellish Rebuke Damage (if applicable) - (3d10)

(1041) = 15

Mar 31, 2017 4:02 pm
The door remains open. Vhezyen is just inside the room and Domarc is right behind him, more or less in the doorway.
Mar 31, 2017 4:09 pm
Domarc continues moving backwards, if there is time.
Mar 31, 2017 4:58 pm
A brief vision flashes through Vhezyen's mind. He's seen this moment before, in his mind's eye. Perhaps a dream.

First man in.

Vhezyen stands in between the jinn and the door, blocking it from leaving. Without taking his eyes off of the encroaching creature, his back to the doorway, he shouts "Close the door! Now!"

Playing off of the Divination Wizard and the Portent ability here. Assuming Domarc is out, close the door. Not sure how, but I know Felor at least can do it.
Last edited March 31, 2017 4:59 pm
Mar 31, 2017 7:46 pm
[ +- ] Jinn-speak:
Edit:
[ +- ] Jinn-speak, continued:
The jinn throws her head back, revealing eyes that shine like moonlight reflected on water. She opens her mouth and a hideously powerful jet of water rushes out.

Vhezyen and Domarc, make Dexterity saving throws, please.

Rolls

Jinn initiative - (1d20+1)

(19) + 1 = 20

Mar 31, 2017 7:58 pm
"Well, actually -" Domarc begins to reply, before he tries to dodge out of the way. I didn't mean "well" like that, he thinks.

Rolls

Dex saving throw - (1d20+6)

(7) + 6 = 13

Mar 31, 2017 8:42 pm
DEX save.

Rolls

DEX Save - (1d20)

(15) = 15

Apr 1, 2017 9:20 am
nubs says:
"Well, actually -" Domarc begins to reply, before he tries to dodge out of the way.
Quit bardsplaining! 🙄
Apr 4, 2017 4:01 pm
The column of water smashes into Domarc and Vhezyen like a load of bricks, slamming them back into the pool chamber. The jinn steps out of the doorway and unfolds to her full sixteen-foot height, sinuous and terrifying in aspect.

For the second time today, the mud creatures flee as a group, back out the way they came.

Party, you may take your actions.

Rolls

Damage to Domarc - (6d6)

(113626) = 19

Damage to Vhezyen - (6d6)

(354123) = 18

Apr 4, 2017 4:07 pm
"Are we fighting?" asks Zangua, thinking that the mud-creatures might have the right idea.
Apr 4, 2017 4:13 pm
Felor calls on Fjorgyn, hoping that she is more willing to smite this elemental foe.

Cast Sacred Flame on jinn.
The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw.
Spell save DC: 15

Sorry, dice roll is for Sacred Flame damage.
Last edited April 4, 2017 4:13 pm

Rolls

Sac - (2d8)

(77) = 14

Apr 4, 2017 4:24 pm
Zangua sighs as the Felor intones his summoning of Fjorgyn's flames, and rushes forward to engage the towering water-thing. Once again he attacks for the legs, thinking to hamper his opponent's mobility.

Rolls

Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (2) + 7 = 9

1d10+4 : (6) + 4 = 10

Extra Attack Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (2) + 7 = 9

1d10+4 : (8) + 4 = 12

Bonus Attack vs Jinn, Bludgeoning Damage - (1d20+7, 1d4+4)

1d20+7 : (15) + 7 = 22

1d4+4 : (2) + 4 = 6

Apr 4, 2017 4:33 pm
I assume Mordred gets his Readied Fire Bolt off as his attack this round, yes?
Apr 4, 2017 8:08 pm
Domarc falls unconscious to the floor.

1 success!
Last edited April 4, 2017 8:08 pm

Rolls

Death save - (1d20)

(15) = 15

Apr 4, 2017 8:38 pm
Steam hisses off the jinn's shoulder where Mordred's Fire Bolt lands. Zangua smashes the butt of his glaive against her knee.

Edit: Felor's Sacred Flame fails to find purchase.

Leth, Vhezyen, you're up.

Rolls

DEX save - (1d20+5)

(20) + 5 = 25

Apr 5, 2017 12:43 am
Vhezyen attacks with his short sword.

Rolls

Attack - (1d20+5)

(20) + 5 = 25

Apr 5, 2017 12:44 am
Damage.

Rolls

Short Sword damage - (1d6+2)

(6) + 2 = 8

Critical - (1d6)

(3) = 3

Apr 5, 2017 7:37 pm
"Here we go again..." Leth says to himself as he shuffles away from the new threat and grabs two arrows from his quiver, releasing them both in rapid succession at the jinn.

Once both arrows have left his bowstring, he glances around at the party and sees Domarc hit the floor.

"Felor! Man down!" He says, concern on his face.

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (3) + 8 = 11

1d8+4 : (1) + 4 = 5

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (9) + 8 = 17

1d8+4 : (1) + 4 = 5

possible Colossus Slayer damage - (1d8)

(4) = 4

Apr 6, 2017 5:48 pm
Vhezyen's sword snick-snacks against the jinn's thigh while Leth sends arrows at her. One goes astray, the other lodges in her abdomen.
[ +- ] Jinn-speak:
The jinn clenches her right fist, and foam starts to surge out of it. In the blink of an eye a rough, coralline spear appears in her hand, which she swings down hard at the sword-wielding mage standing before her.

Edit: Two sudden, forceful blows leave Vhezyen grievously wounded. Party, you can take your actions now.

Rolls

Jinn attack vs Vhezyen (x2) - (1d20+10, 1d20+10)

1d20+10 : (10) + 10 = 20

1d20+10 : (12) + 10 = 22

Damage, if applicable - (2d6+6, 2d6+6)

2d6+6 : (66) + 6 = 18

2d6+6 : (36) + 6 = 15

Apr 6, 2017 6:01 pm
Zangua slips around and between the jinn's legs, trying to hack it down to size. His glaive spins around and around.

Rolls

Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (9) + 7 = 16

1d10+4 : (1) + 4 = 5

Extra Attack Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (16) + 7 = 23

1d10+4 : (2) + 4 = 6

Bonus Attack vs Jinn, Bludgeoning Damage - (1d20+7, 1d4+4)

1d20+7 : (8) + 7 = 15

1d4+4 : (4) + 4 = 8

Apr 6, 2017 6:30 pm
Mordred unleashes the last of his magical energies in a cone of flame directed at the jinn, as soon as he can find a gap between the fighters.

"Maybe someone should grab Domarc so we can get out of here? I'm not sure we are up to this fight."
Quote:
Burning Hands

Casting Time: 1 action

Range: Self (15-foot cone)

Components: V, S

Duration: Instantaneous

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.
Apr 6, 2017 6:39 pm
OOC:
In case BullOctorok requires a Dex save...

Rolls

Dexterity Save - (1d20+2)

(9) + 2 = 11

Apr 6, 2017 6:42 pm
Felor quickly moves over to where Domarc's motionless body lies and, grabbing him under the arms, drags him as far away from the melee as he can manage, then quickly kneels and places his hand on the man's forehead.
Merciful Fjorgyn, return this man's soul to his body, for he is a faithful servant and this is not his time."

Cast Spare The Dying on Domarc.
Last edited April 6, 2017 6:43 pm
Apr 6, 2017 9:01 pm
Leth backs up with Felor and Domarc, imposing himself between them and the Jinn to give them a bit of cover, and fires off two more shots at her.
OOC:
Edit: four attacks in the last two rounds, and my highest roll was a 9... yeesh.
Last edited April 6, 2017 9:02 pm

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (6) + 8 = 14

1d8+4 : (4) + 4 = 8

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (8) + 8 = 16

1d8+4 : (8) + 4 = 12

Colossus Slayer - (1d8)

(7) = 7

Apr 7, 2017 6:57 pm
I misread the character sheet, Vhezyen is below 0 HP! Vhezyen, please make a Death saving throw.
Apr 7, 2017 7:03 pm
OOC:
Felor cast Spare the Dying
Apr 7, 2017 7:29 pm
With speed that belies her size, the jinn dances around Zangua's whirling glaive and Leth's arrows, taking only a nick in the calf from the polearm's blade, and a glancing buffet from the flames spewing from Mordred's hands.

Since Domarc isn't dying, Felor still has an action to take this turn.

Rolls

Jinn DEX saving throw - (1d20+5)

(14) + 5 = 19

Burning Hands damage (halved) - (3d6)

(543) = 12

Apr 8, 2017 8:07 am
BullOctorok says:
Since Domarc isn't dying, Felor still has an action to take this turn.
I don't think he does. Domarc isn't dying/making death saving throws anymore because Felor just cast Spare the Dying on Domarc. Unless I'm missing something, Spare the Dying stabilizes characters at zero or less hp, which is what Felor did for Domarc. The sequence of turns/posts noted below for everyone's convenience.


(1)
nubs says:
Domarc falls unconscious to the floor.
Domarc starts making death saving throws.

(2)
notinventedhere says:
Cast Spare The Dying on Domarc.
[ +- ] Spare the Dying
So, Domarc stops making death saving throws.

(3)
nubs says:
Not dead yet
Domarc's 'turn.' He's stable and 'not dead yet' because of Spare the Dying.

(4)
CancerMan says:
OOC:
Felor cast Spare the Dying
...on Domarc, which is why he doesn't have an action left this round.
BullOctorok says:
I misread the character sheet, Vhezyen is below 0 HP! Vhezyen, please make a Death saving throw.
Sure.
Last edited April 8, 2017 8:21 am

Rolls

Death Save - (1d20)

(11) = 11

Apr 9, 2017 4:51 pm
Ez is right. Domarc wasn't stable yet at 1 successful save. Round 3 begins tomorrow.
Apr 9, 2017 5:33 pm
From a certain point of view, Domarc is never really "stable"
Apr 10, 2017 2:53 am
OOC:
My bad, I misread and thought BullOctorok was asking Domarc to roll death saves. Didn't realize that Vheyzen also fell.
Apr 10, 2017 9:46 pm
The jinn's watery gaze falls upon Zangua. She reaches down towards him with an open hand.

Edit: Zangua ducks out of the way, avoiding her touch.

Party members, it's your turn. Domarc is stable but unconscious. Vhezyen needs to make another saving throw vs death.

Rolls

Jinn attack vs Zangua - (1d20+10)

(3) + 10 = 13

Apr 10, 2017 10:25 pm
Zangua rights himself after ducking under the grasping jinn, using his glaive to bat away the hand. He returns his attention to the jinn's legs, slashing and bashing.

Rolls

Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (18) + 7 = 25

1d10+4 : (10) + 4 = 14

Extra Attack Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (19) + 7 = 26

1d10+4 : (7) + 4 = 11

Bonus Attack vs Jinn, Bludgeoning Damage - (1d20+7, 1d4+4)

1d20+7 : (19) + 7 = 26

1d4+4 : (3) + 4 = 7

Critical, Slashing Damage - (1d10)

(7) = 7

Critical, Bludgeoning Damage - (1d4)

(1) = 1

Apr 10, 2017 10:34 pm
Spotting a second body on the ground, Felor quickly moves to drag Vhezyen out of harm's way and call down Fjorgyn's blessing. "Mighty one! It is not his time, I beseech you to return his soul to the Werld!"

Cast Spare The Dying on Vhezyen.
Apr 11, 2017 12:59 pm
If any of this is not OK due to geography or rules, please edit/re-interpret, Octo.

Mordred reaches down to grab Domarc and drags him out of the room, pausing only long enough to throw a Fire Bolt at the water creature.
Quote:
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Rolls

Strength - (1d20-1)

(7) - 1 = 6

Firebolt Attack, Damage - (1d20+1, 2d10)

1d20+1 : (5) + 1 = 6

2d10 : (94) = 13

Apr 12, 2017 4:04 pm
While Zangua unleashes a storm of polearm fury upon the jinn, Mordred hurls a fire bolt past the jinn's shoulder and into the cavern wall, then starts dragging Domarc toward the exit.

Leth, you're up.
Apr 12, 2017 4:46 pm
Domarc Sirar - Musician, Storyteller, Seeker of Hidden Knowledge, Burden, Dead Weight, Layabout
Apr 12, 2017 7:42 pm
"As much as I agree with getting out of here," Leth says as he pulls a fresh arrow from his quiver and shoots it at the jinn, "Something tells me we're not getting away from this that easily." He finishes, releasing a second arrow.
OOC:
Does it look like there's any way to get that door closed again?

Rolls

Arrow 1 - (1d20+8, 1d8+4)

1d20+8 : (6) + 8 = 14

1d8+4 : (3) + 4 = 7

Arrow 2 - (1d20+8, 1d8+4)

1d20+8 : (9) + 8 = 17

1d8+4 : (5) + 4 = 9

Colossus Slayer - (1d8)

(3) = 3

Apr 12, 2017 10:26 pm
The jinn is already past the doorway. Looks like you double-posted, first set of rolls are the ones that count!

Leth puts another arrow into the jinn, who seems unfazed. She lifts one hand, and the water in the pool on the west side of the chamber starts to roil and surge, overflowing the edges, flooding the ground and rising fast.

Party's turn. Vhezyen and Domarc are incapacitated.
Apr 13, 2017 3:00 pm
Incapacitated, that's what I am
Incapacitated though I still spam
Like a song of rest that clings to me
How that jinn has put the beatdown on me
Apr 13, 2017 3:35 pm
Still crouched over Vhezyen, Felor places his hand on the unconscious man's forehead and quickly mumbles further prayers to Fjorgyn.

Cast Cure Wounds (lvl 2 slot) on Vhez

Rolls

Cure Wounds (lvl 2 slot) - (2d8+3)

(37) + 3 = 13

Apr 13, 2017 3:48 pm
Yikes. Assuming Zangua is within 5ft of it, this next attack can be a Sneak Attack.

Mordred pulls Domarc away from the creature, and takes advantage of Zangua's proximity to slash out with his rapier.

Octo, if Mordred takes any damage from the thing, assume I use Hellish Rebuke as a Reaction.
Quote:
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.

Rolls

Rapier - (1d20+6)

(16) + 6 = 22

Damage (+ Sneak Attack bonus) - (1d8+3, 3d6)

1d8+3 : (1) + 3 = 4

3d6 : (323) = 8

Apr 13, 2017 6:00 pm
OOC:
If I command Mordred this turn, will he still have his sneak attack bonus?
Apr 13, 2017 7:07 pm
OOC:
I think he only gets one sneak attack a turn
Apr 14, 2017 10:40 pm
Leth, can you tell me a little more what you want to do this round?
Apr 15, 2017 1:00 am
Zangua curses. "Get them outta here!" he calls out, referring to the fallen. He has an idea to try and stop this jinn's water control by hacking at the hand that seems to be manipulating it.

Rolls

Glaive vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (12) + 7 = 19

1d10+4 : (6) + 4 = 10

Extra Attack vs Jinn, Slashing Damage - (1d20+7, 1d10+4)

1d20+7 : (10) + 7 = 17

1d10+4 : (3) + 4 = 7

Bonus Attack vs Jinn, Bludgeoning Damage - (1d20+7, 1d4+4)

1d20+7 : (6) + 7 = 13

1d4+4 : (3) + 4 = 7

Apr 15, 2017 2:02 am
BullOctorok says:
Leth, can you tell me a little more what you want to do this round?
OOC:
I want to give whoever can dish out the most damage another chance to do just that, especially since my dice are rolling terribly lol
If mordred still gets his sneak attack bonus, he's the highest potential damage dealer. If not, then it's Zangua. Looking through the rules, it does seem like sneak attack is a once-per-turn thing, though.
Leth sees Felor get to work healing Vhezyen, and considers Zangua's words. Felor looks like he's got that under control... I just have to give them some covering fire.

"Zangua! I'm gonna give you an opening!" He yells as he lines up his next arrow, still standing between the downed party members and the advancing jinn. "Come on... come on..." He mutters to himself as he looks down the shaft of the arrow, waiting for the Jinn to move into the right position. There! He releases the bowstring, sending the arrow towards it's target.

"Now!" He calls to Zangua right as the arrow (potentially) strikes, hoping to give him a chance to land an extra blow before the Jinn can retaliate. [Commander's Strike: Use your reaction to take one weapon attack, with an extra d8 of damage.]
OOC:

edit: forgot to roll the dice for my own attack :P

edit edit: now THAT'S more like it!
Last edited April 15, 2017 5:33 am

Rolls

Arrow'd - (1d20+8, 1d8+4)

1d20+8 : (16) + 8 = 24

1d8+4 : (7) + 4 = 11

Colossus Slayer - (1d8)

(3) = 3

Apr 15, 2017 3:25 am
Zangua lances his glaive out at the command.

Rolls

Reaction vs Jinn, Slashing Damage, Commander's Strike - (1d20+7, 1d10+4, 1d8)

1d20+7 : (10) + 7 = 17

1d10+4 : (8) + 4 = 12

1d8 : (2) = 2

Apr 17, 2017 4:45 pm
Mordred thrusts his rapier into the jinn's calf. Leth fires an arrow into her neck. Zangua, glaive whirling end over end, batters the unWerdly creature mercilessly, guiding one last strike at her wrist. The cruel blow lops off her hand, which splashes into the rising water.

Eyes wide with rage, she reaches toward Zangua with the bloodless stump.

Edit: There is a sudden, massive burst of watery foam and spray where Zangua stood. When it clears, Zangua is nowhere to be seen.

BullOctorok sent a note to CancerMan
Party, it's your turn. Domarc and Vhezyen still incapacitated and in danger of being submerged by the flood this round.

Rolls

Jinn attack vs Zangua - (1d20+10)

(17) + 10 = 27

Apr 17, 2017 5:05 pm
CancerMan sent a note to BullOctorok
Apr 17, 2017 5:31 pm
Vhez should be awake due to Felor's Cure Wounds above, no?

Also, can I tip my potion of healing into Domarc's mouth?
Last edited April 17, 2017 5:41 pm
Apr 17, 2017 5:32 pm
BullOctorok sent a note to CancerMan
Apr 17, 2017 5:34 pm
I think Vhezyen is still in negative hit points, should be -6 now? Yes, you can force-feed Domarc a potion.
Apr 17, 2017 5:52 pm
Oh, dang, I didn't realize he was that bad off.

Mordred cracks the ampoule of healing liquid and pours it into Domarc's mouth. He then takes advantage of the swirling waters and upturned furniture to try and conceal himself from the jinn's gaze.

Rolls

Stealth (Bonus Action) - (1d20+6)

(19) + 6 = 25

Apr 17, 2017 6:29 pm
BullOctorok says:
I think Vhezyen is still in negative hit points, should be -6 now? Yes, you can force-feed Domarc a potion.
OOC:
Wait, I didn't think negative hit points were a thing in 5e? Like, if you hit 0 hp you just fall unconscious and if you regain any HP it is added to 0 and you become conscious again. (PHB p.197)
Last edited April 17, 2017 6:31 pm
Apr 17, 2017 7:15 pm
What? But I loved negative hit points...clearly you guys aren't getting nearly killed often enough if this is the first I'm being reminded of this. Anyway, yes, okay, Vhezyen wakes up from the brink of death for the second time this afternoon and can take an action this round.
Apr 17, 2017 9:44 pm
Mordred you need a roll for the healing potion: 2d4+2

Seeing that Mordred has revived Domarc, Felor once again calls on Fjorgyn's wrath, desperately hoping for her aim to be true this time.

Cast Guiding Bolt on the jinn.
Quote:
On a hit [...] the next attack roll made against this target before the end of your next turn has advantage

Rolls

Guiding Bolt attack roll - (1d20+6)

(12) + 6 = 18

Guiding Bolt damage (radiant) - (4d6)

(3642) = 15

Apr 17, 2017 9:54 pm
BullOctorok says:
What? But I loved negative hit points...
Yeah, D&D has gotten way too soft. There are definitely various degrees of "my character is hurting." So, Vhezyen is at 13 hp.

Vhezyen moves forward to the spot Zangua had occupied, hoping to discern if he is submerged in the deepening water there.

If he finds Zangua, he'll try to help him up (?), if not, he attacks with his sword. EDIT for Advantage from Felor, if it applies.
Last edited April 17, 2017 9:55 pm

Rolls

Attack, Potential Damage - (1d20+5, 1d6+2)

1d20+5 : (12) + 5 = 17

1d6+2 : (4) + 2 = 6

Adv Attack if Applicable - (1d20+5)

(20) + 5 = 25

Apr 17, 2017 10:58 pm
The change from negative hit points to "you're at 0 and unconscious" is one of the weirder ones for me to grab onto mentally, especially having grown up on 1st Ed. where the characters were definitely more disposable - I guess the death saves kinda work like the ongoing count down to -10 that we used to have, but it feels less dramatic; it was a countdown clock as opposed to waiting to see if you roll 3 strikes.

Anyways, I think I'm back up - can I take an action?
Apr 17, 2017 11:00 pm
Wading through the rising water and seeing no sign of Zangua, Vhezyen staggers toward the jinn. His mind is reeling; twice today he has come far too close to death. Fjorgyn's white light sears into the jinn's thigh and Vhezyen's blade is drawn to it like a magnet, cutting deeply. The jinn drops to one knee and murmurs something to herself.
[ +- ] Jinn-speak:
Leth, you're still up.

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Edit: Domarc recovers 7 HP but cannot act this turn, as he just came back to consciousness.

Rolls

Potion roll - (2d4+2)

(41) + 2 = 7

Apr 17, 2017 11:20 pm
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Rolls

Secret Roll

Apr 18, 2017 6:12 am
BullOctorok says:
clearly you guys aren't getting nearly killed often enough if this is the first I'm being reminded of this.
OOC:
*looks at hands*
...what have I done?
Leth's eyes widen as Zangua disappears in a torrent of water. "Zangua!"

He looks angrily at the Jinn.

"What have you done with our friend?" he asks accusingly, accenting his anger by releasing two arrows aimed straight at her.
OOC:
Damage will be non-lethal, since I'm kind of afraid now if we kill her, we won't be able to get Zangua back... and if he does appear when she goes down, we can easily take her out afterward.

edit: ......... I hate everything
Last edited April 18, 2017 6:12 am

Rolls

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (1) + 8 = 9

1d8+4 : (2) + 4 = 6

Colossus Slayer - (1d8)

(4) = 4

Apr 18, 2017 4:16 pm
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Leth's arrow flies wide of its target. The jinn, still crouching, lunges forward, thrusting twice at Vhezyen with the spear in her remaining hand.
[ +- ] Jinn-speak:
Edit: The spear pierces straight through Vhezyen's body twice. He falls backward into the water.

Domarc, Felor, Leth, and Mordred, you're up.

Rolls

Jinn attack vs Vhezyen - (1d20+10, 1d20+10)

1d20+10 : (10) + 10 = 20

1d20+10 : (13) + 10 = 23

Damage, if applicable - (2d6+6, 2d6+6)

2d6+6 : (66) + 6 = 18

2d6+6 : (15) + 6 = 12

Apr 18, 2017 4:20 pm
Just to maybe add to the "what have I done" thing, an interesting side note to the 5e rules around death & dying...if your character receives enough damage to go to -(hitpoint maximum), you die instantly. Because, ouch - that would do me in.
Apr 18, 2017 4:24 pm
OOC:
😬
Felor sees Vhezyen struck down once again and grimaces, then turns back to the jinn.
"In the name of Fjorgyn I smite thee!"

Cast Guiding Bolt on the jinn.
Quote:
On a hit [...] the next attack roll made against this target before the end of your next turn has advantage

Rolls

Guiding Bolt attack roll - (1d20+6)

(8) + 6 = 14

Guiding Bolt damage (radiant) - (4d6)

(1251) = 9

Apr 18, 2017 4:24 pm
Alarmed at seeing Vheyzen go down so hard, Domarc will cast Healing Word on him as a 2nd level spell.

Edit - Domarc will also move as far away from the Jinn as he can.
Last edited April 18, 2017 4:30 pm

Rolls

Healing word, 2nd level - (2d4+7)

(43) + 7 = 14

Apr 18, 2017 4:39 pm
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Rolls

Secret Roll

Apr 18, 2017 4:46 pm
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Leth, Mordred, you're up.
Apr 18, 2017 4:59 pm
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Apr 18, 2017 5:19 pm
Not sure exactly what shape Vhezyen is in here. Dead sounds about right. Will he get a turn even, having been down and out, submerged and breathing in water before Domarc healed him?
Apr 18, 2017 5:31 pm
Vhezyen is alive but having the absolute worst day. No action this round.

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Apr 18, 2017 6:41 pm
Another Sneak Attack from an increasingly panicked Mordred. As he completes the action, he shouts, "Fuck! Where is Zangua? Does anyone know what this thing is?"

He then Dashes to Domarc's side, as far from the jinn as possible.

Can I make an Arcana (?) check to see if I know anything about this thing and where it might have sent Zang? Ignore (or add a different modifier) to that roll if you see fit, Octo.
Last edited April 18, 2017 6:41 pm

Rolls

Sneak Attack - (1d20+6)

(13) + 6 = 19

Snek Attack (Advantage from Felor) - (1d20+6)

(10) + 6 = 16

Damage, Sneak Attack Damage - (1d8+3, 3d6)

1d8+3 : (3) + 3 = 6

3d6 : (134) = 8

Arcana - (1d20+1)

(7) + 1 = 8

Apr 19, 2017 12:44 am
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Apr 19, 2017 6:36 am
Seeing Vhezyen go down again, Leth grits his teeth and draws two more arrows. This was not going well at all, and his primary concern at the moment is just getting rid of the threat so they have time and room to solve some of the problems this creature has now presented them with.
OOC:
Non-Lethal again.

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (13) + 8 = 21

1d8+4 : (5) + 4 = 9

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (8) + 8 = 16

1d8+4 : (5) + 4 = 9

Colossus Slayer - (1d8)

(3) = 3

Apr 19, 2017 4:26 pm
Mordred creeps up around the jinn's side for a quick slash with his rapier, then splashes through the calf-deep water to rejoin Domarc. Leth fires off two arrows, the first piercing the jinn's arm, the other grazing her hair as it plunges into the wall behind her.

The jinn crouches down even lower, opens her mouth wide, and once again retches forth a torrential jet of water at everyone in front of her.

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Leth, Vhezyen, I need DEX saving throws from you before you can take any action this round. Mordred and Domarc, you can take your actions now.
Apr 19, 2017 4:34 pm
Oops! Sorry, Felor! You need to make a DEX saving throw, too! :D
Apr 19, 2017 4:37 pm
Felor attempts to stand firm against the torrent.

Rolls

DEX save - (1d20+1)

(11) + 1 = 12

Apr 19, 2017 4:45 pm
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Rolls

Athletics - (1d20+7)

(3) + 7 = 10

Constitution - (1d20+3)

(2) + 3 = 5

Apr 19, 2017 4:45 pm
"Can anyone tell what that thing did to Zangua?"

Mordred throws another burst of flame at the water monster.

Perception check to see if there is any clue as to what Zangua's deal is? Smoking boots, whiff of brimstone, distinct "bamf" sound, etc, maybe equals vaporized, banished, teleported, etc?

EDIT: Mord Kaliban, Private Eye does it again.
Last edited April 19, 2017 4:46 pm

Rolls

Fire Bolt - (1d20+4)

(14) + 4 = 18

FB Damage - (2d10)

(91) = 10

Perception - (1d20+1)

(2) + 1 = 3

Apr 19, 2017 4:57 pm
Domarc casts Healing Word as a 2nd level spell on himself

Rolls

Healing Word, 2nd level - (2d4+7)

(31) + 7 = 11

Apr 19, 2017 5:56 pm
Leth sees the torrent of water coming and tries to jump out of the way.

Rolls

Dex save - (1d20+6)

(9) + 6 = 15

Apr 20, 2017 3:52 am
DEX save

EDIT: What happened to Zangua? Perception
Last edited April 20, 2017 3:53 am

Rolls

DEX save - (1d20)

(8) = 8

Perception - (1d20+8)

(19) + 8 = 27

Apr 20, 2017 6:09 pm
While Mordred hurls a ball of flame into the jinn's hair and Domarc tends to his own wellbeing, the column of water tosses Felor, Leth, and Vhezyen into the air like rag dolls.

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Edit: Vhezyen, if you would like to forfeit your death save and give up the ghost here, you may.

The jinn stands up and brushes away a smoldering clump of steaming, melting hair. She appears to mouth some silent words to herself. The chamber continues to flood, the water up to your knees now.

Party, you make take your actions.

Rolls

Damage to Felor, Leth, and Vhezyen respectively - (6d6, 6d6, 6d6)

6d6 : (536464) = 28

6d6 : (223444) = 19

6d6 : (354161) = 20

Apr 20, 2017 6:11 pm
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Apr 20, 2017 7:36 pm
Felor gets back on his feet, coughing and spluttering. Looking around he sees his shield has been washed clear across the room. Gripping his spear tightly with both hands, he charges towards the water elemental.
"In the name of Fjorgyn, I smite thee!"

Spear attack (two-handed) vs jinn
HP 11/39. AC17 without shield.
Last edited April 20, 2017 7:38 pm

Rolls

Spear attack - (1d20+6)

(11) + 6 = 17

Spear damage (piercing) - (1d8+3)

(8) + 3 = 11

Apr 20, 2017 7:42 pm
OOC:
....Well guys, we had a good run.
Leth begins to panic a bit as he reels from the force of the jinn's attack and stumbles backwards through the rising water.

We have to end this fast, or we're all gonna die.

Breathing heavily, he draws two more arrows, trying to brush aside the growing sense of dread that they may not make it out of this encounter alive.

If either of these attacks hit, I will spend a superiority die for Distracting Strike and give the next person to attack the Jinn advantage.

Edit: FINALLY. That there's a hefty 25 damage, my friends :D

23/43 HP
Last edited April 20, 2017 7:45 pm

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (15) + 8 = 23

1d8+4 : (3) + 4 = 7

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (13) + 8 = 21

1d8+4 : (1) + 4 = 5

Possible Distracting Strike damage - (1d8)

(5) = 5

Possible Colossus Slayer - (1d8)

(8) = 8

Apr 21, 2017 3:25 am
The moment it happened, Vhezyen recognized it. He had seen it in his dream the night before.

This is it.

The column of water is enough to slam Vhezyen through the air. His head connects with a sickening crunch, bouncing off the doorway into the jinn's chamber, neck twisting and snapping as he splashes face down into the deepening water, unresponsive.

Vhezyen dies.
Apr 21, 2017 3:55 pm
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In the depths of a hollow hill on the forbidden isle of Vorch, a promising young scholar and adventurer dies, struck down by the wrath of a furious jinn.

Domarc and Mordred, you're up.
Apr 21, 2017 4:10 pm
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Rolls

Secret Roll

Apr 21, 2017 4:11 pm
"Water creature! We don't wish to kill you! There is no need for this violence! We seek Pafthinel and wish to continue our quest in peace!

Can you still understand the thing, Domarc? What does it want?"


Mordred drops his rapier and holds his hands up, still ready with Hellish Rebuke should his palaver not work.
Last edited April 21, 2017 4:12 pm

Rolls

Persuasion? - (1d20+5)

(7) + 5 = 12

Apr 21, 2017 4:35 pm
"It thought we were a distraction, something to keep it from Pafthinel...I think it may be too late to reach an understanding though."
OOC:
I don't think there's any way for me to cast Hypnotic Pattern without it also affecting the group; my fear would be that the jinn and I are left as the only ones unaffected, which would pretty much be...bad.
Domarc casts Dissonant Whispers as a 2nd level spell.
Quote:
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher level

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Well, that sucked

As a final thing, Domarc will use his reaction to use Cutting Words - to lower her saving throw if possible, if not to lower her attack roll next turn.

"Looks like you're still 'retaining water'"
Last edited April 21, 2017 4:52 pm

Rolls

Dissonant Whispers, 2nd level - (4d6)

(1322) = 8

Cutting words - (1d8)

(1) = 1

Apr 21, 2017 4:55 pm
BullOctorok sent a note to CancerMan
Edit: The jinn flinches at the unnatural melody Domarc whispers to her, but stands her ground. The toll the battle has taken on her is clearly visible; water runs freely from the cuts and punctures the party's weapons have left in her.

She looks at Mordred and speaks, haltingly, in the common tongue of Bload.

"Your friend -- dead. Your other friend -- banished," she says. "Pafthinel is mine. You will not have him. I will. Stand down or die."

Rolls

Jinn WIS saving throw - (1d20+7)

(16) + 7 = 23

Apr 21, 2017 5:05 pm
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Apr 21, 2017 5:24 pm
"Excellent, we need no longer harm each other. If you can bring our friend back from wherever you have banished him, I'm sure we can come to an agreement about what happens to Pafthinel. We seek only information from the elf."

What exactly do we need from Paffy? It's been so long I've completely forgotten.
Apr 21, 2017 5:24 pm
"We only want him to answer some questions," Domarc says. "We have no wish to stand in your way of redress for your imprisonment - or whatever else he has done to you. Nor do we wish to harm you. But he has information vital to us."

Edit - dammit, I need to check before posting! Anyways, Pafthinel is the scholar who studied the Iron Sphere supposedly knows what it is and what it does. We need that information from him. My suspicion is, based on the information from the mudbeings and this jinn and the corpse of the xorn, is that Pafthinel has been summoning and binding elementals here, experimenting on them, etc. They don't like it. They want to go home. So...bringing one to meet Pafthinel with us might be problematic.
Last edited April 21, 2017 5:28 pm
Apr 21, 2017 5:30 pm
Yeah, we also might need him to come with us for some reason, so I don't want to explicitly promise the jinn that she can kill him.

Also, aren't we due a wish for freeing a jinn?
Last edited April 21, 2017 5:30 pm
Apr 21, 2017 5:39 pm
I am hoping that redress might just mean being released back to their home planes. And sometimes you gotta let them hear what they think they need to hear. Still, based on what he's been able to put together here, Pafthinel is no slouch in the magic department. So while I much prefer negotiation, negotiation might go better if we have some strength on our side.
Last edited April 21, 2017 5:41 pm
Apr 21, 2017 5:48 pm
OOC:
Did, uh... did my arrows do anything? 😬
Apr 21, 2017 5:49 pm
The jinn lifts her hand slightly, and the water level stops rising.

"My revenge against Pafthinel must be exquisite. I will not spoil it with interrogation. And your friend..." she shrugs. "He is drowned, probably. I cannot bring him back."

lol, I wish you guys could see what Zangua just did

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Apr 21, 2017 5:50 pm
thedandyman says:
OOC:
Did, uh... did my arrows do anything? 😬
yes, sorry, those were hits, sorry for not calling them out specifically, but you've been making quite a pincushion out of her every turn, seems like!
Apr 21, 2017 6:21 pm
"How long have you been waiting thus far? Surely a few minutes more will be tolerable to a creature as wise as yourself. I ask plainly that you bring our friend back immediately. Even if it is just his body, so that we might dispose of it honorably."
Apr 21, 2017 6:44 pm
Can we get a sense of who and what's where right now? We were in a tunnel heading south that ended in a doorway, which got magiked open. Beyond was a chamber that ran east to west, with a table at the west end. Is the bottle & bowl still on the table? Are we all in the corridor? etc, etc.
Apr 21, 2017 6:54 pm
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Apr 21, 2017 8:07 pm
The jinn walked out of the little area behind the door with the table and the bowl; you've been fighting her in the large chamber with the pool of water.

The jinn answers Mordred: "I can not reach him now. He is gone. So it goes." She starts to scoop up water from the flooded chamber and rub it into her wounds, ignoring the rest of what Mordred said.

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Apr 21, 2017 8:23 pm
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Apr 21, 2017 10:03 pm
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Apr 21, 2017 10:17 pm
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Apr 21, 2017 11:46 pm
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Apr 21, 2017 11:51 pm
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Apr 22, 2017 2:15 am
BullOctorok says:
yes, sorry, those were hits, sorry for not calling them out specifically, but you've been making quite a pincushion out of her every turn, seems like!
Ah! Yeah normally you narrate that stuff a bit so it threw me off when you didn't haha I thought maybe you missed my post. No worries then!

"What?!" Leth screams internally, completely stunned. "We're just gonna talk it out now, like she didn't just kill two of us?" He keeps his hand on his bow and arrows, and looks at Mordred in stunned confusion, mouth agape.

She's not gonna let us talk to Pathfinel and she won't willingly bring Zangua back, and she has no qualms about killing us. We should kill her first! He fumes to himself, too lost for words at the moment to act or say anything aloud.
OOC:
I very much don't want to let her heal herself and very much want to just kill her now, but I don't want to leap into a situation that the rest of the group doesn't want to get in to...
Apr 24, 2017 8:38 am
"One does not simply bargain with a jinn. They are not to be trusted!" says Felor between gritted teeth. He is visibly battered and bleeding after the impact of the water smashed him against the cavern wall, but still grips his spear tightly. Looking across at Leth, he can see the ranger is also not in the mood to parley.
Apr 24, 2017 8:43 pm
Not liking the sense of the room after the comments from both the Jinn and his compariots, Domarc casts invisibility on himself and heads back into the room where the Jinn was released.
OOC:
IN particular, I want a look at the bowl and the bottle and to try to see if there is any way to put the Jinn back in; I don't want to but I'm scared of continuing the fight. I'm not wild about working with a Jinn either; at the same time, Pafthinel isn't growing on me either - he seems busy summoning, imprisoning, enslaving, and dissecting other creatures. But this fight, which has taken out one, possibly two of us (I'm burning with desire to learn what is happening to Zangua), is really secondary to why we are here. So maybe we can close this particular barn door somehow. But we're spent and I don't know how much further we can get in a fight.
Apr 24, 2017 9:18 pm
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"We are in agreement," the jinn says. "There is nothing to bargain. I want what I want and I will have it. Stop interfering and live. I am hurt, but you have lost more than me. Make an accounting and --" She stops, and watches with interest as the invisible Domarc moves through the knee-high water to the doorway. "What is this one doing?"
Apr 24, 2017 10:23 pm
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Apr 24, 2017 11:41 pm
"What's who doing?"

Cast Thaumaturgy, create the sound of splashing footsteps the opposite of the jinn from Domarc.
Apr 25, 2017 2:30 pm
Mordred looks back and forth at Zangua, Felor and Leth and shrugs slightly. "What should we do?" he tries to express.
Apr 25, 2017 2:58 pm
Domarc says nothing, but continues wading his way towards the room. Guess I should pay more attention to my footing next time, he thinks. Might be about to get sloshed here.
Apr 25, 2017 3:52 pm
The jinn slaps the surface of the water, slpashing Domarc, the drops and rivulets outlining his invisible form.

"Fools," she mutters. "You will be the death of yourselves." She lifts one hand, and with a twist of the wrist, dissolves into a cloud of mist. The cloud swiftly streams toward the chamber's northerly exit.

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Apr 25, 2017 4:19 pm
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Apr 25, 2017 4:26 pm
OOC:
Quote:
"Fools," she mutters. "You will be the death of yourselves."
I feel like the DM is trying to tell us something 🤔
Apr 25, 2017 5:14 pm
OOC:
Quote:
The cloud swiftly streams toward the chamber's northerly exit.
That's the way out, right? We've basically set a Jinn loose on the island to hunt down the guy we need to talk with?

Can we restore from last save point?
Apr 25, 2017 7:43 pm
Domarc sighs at the failure of both his ruse and the fact that the jinn appears to be leaving, with no really means of stopping it. He does, however, continue into the room to have a look at the bowl & bottle and to see if there is anything else there.
Apr 25, 2017 8:26 pm
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Domarc finds little of interest in the flooded chamber; the bowl and bottle appear unremarkable.
Apr 25, 2017 8:47 pm
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Apr 25, 2017 9:36 pm
Felor watches the jinn leave and finally relaxes his grip on the spear.
"Zangua... where did he go? I... I don't think I have any way of bringing him back from... wherever..." Felor trails off, still breathing hard and unsure how to finish the sentence. Finally, he moves over to the broken body of Vhezyen and kneels next to the corpse.
"Mighty Fjorgyn! I commend this man's soul, your loyal servant until the end, into your care. May his spirit soar amongst the greatest peaks forever more."
Last edited April 25, 2017 9:38 pm
Apr 25, 2017 10:18 pm
Domarc comes back from the room, looking upset. "There's not much here. I think we should rest up, and pray that the jinn doesn't find Pafthinel before we do. At least we know where to look. Or maybe we'll luck out and find his notebooks on the Sphere."
Apr 25, 2017 10:25 pm
Do I have any idea where Zangua could have gone or how to get him back?

Rolls

Arcana - (1d20+1)

(15) + 1 = 16

Apr 25, 2017 10:45 pm
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Felor wonders if the jinn perhaps sent Zangua to the elemental realms that jinn call home.
Apr 25, 2017 10:51 pm
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Apr 26, 2017 11:36 pm
"It may be that the jinn sent Zangua to some other elemental plane... perhaps the realm from whence it was summonded. But... how we would go about rescuing him... well, jinns and elemental realms are not really my area of expertise."
Apr 27, 2017 4:54 am
Leth is at a bit of a loss for words, trying to take in all that happened in the past couple minutes. After a moment, he makes his way over to Vhezyen's body and bows his head.

"Vhezyen... we did not know you long, but you gave your life for our quest. That is a debt we will not soon forget." He pauses for a moment, and says to himself, "This island will be the death of us... we should never have come."

He looks over to Felor. "I know nothing of travel between planes either, but if anyone would, it would be Pafthinel. I fear the Jinn may reach him first and prevent us from obtaining the knowledge we need. If we can, we should find him as soon as possible. To that end..." He glances at the rest of the party. "I have some healing salves, if anyone is in need of them. It would be wise to avoid expending further magical energies, if we can help it."


I have three poultices, each heal 3d6 HP, if anyone needs them.
Last edited April 27, 2017 4:09 pm
Apr 27, 2017 8:23 am
If we're happy to wait 10 mins I can use Prayer of Healing to heal everyone for 2d8+3. It's the only healing spell I have left and has a 10 min cast time so not something I can use in battle.
Last edited April 27, 2017 8:24 am
Apr 27, 2017 2:58 pm
Domarc bows his head during Leth's words, and then looks around at the remaining members - Felor, Modrred, Leth.

"I hate to be the one to suggest it, but we should take what items we can from Vhezyen that might help in our journey. We are in bad shape now and any advantage we can find we will need. And let us not lose hope for Zangua yet, though if he went to that Jinn's home plane - well, I hope he can swim. But we must balance our need for urgency with our need to survive. I have no significant magic left to me, and today has proven that I am not well-equipped in a fight against what is on this island."
OOC:
I'm out of spells, and I think it's night now...I'm not sure how well we'd do trying to cut across island at night? The advantage we have - I think - on the Jinn is that we know where Pafthinel is. And Pafthinel seems no slouch in the magic department; I'm not sure how that battle might go.

At the very least, a short rest to allow some of our abilities to refresh?
Apr 27, 2017 5:14 pm
For what it is worth, Mordred is unharmed and a short rest won't get him back any spells or abilities, so I'm ready to press on, but if others have reason to stop, I'm OK with that.

Do we want to head directly to the other hill, or is there more in this cave we want to explore?
Apr 27, 2017 5:40 pm
I think there's still one sealed door that we weren't able to open. However, given what happened this time, I'm not sure we want to.
Apr 27, 2017 7:05 pm
"Do you think if we leave now, there's a chance we can track the creature?"
Apr 27, 2017 9:05 pm
"If it stays as a cloud of mist, I don't think we have a chance. Actually, I'm a bit worried it might track us to help it locate Pafthinel."
Apr 28, 2017 3:47 pm
BullOctorok sent a note to CancerMan
The party's deliberations are interrupted by a sudden explosion of water in the middle of the room, and something lands with a hard splash.

The glaive is what gives it away first. It's Zangua, who stands up on shaky legs, then quickly doubles over, coughing and retching up foamy water.
Apr 28, 2017 4:17 pm
Yes!

"By the Hells! Zangua, what happened to you?"
Apr 28, 2017 4:22 pm
Zangua vomits, spitting out lungfuls of water. Through eyes half-lidded and strained, he looks around at blurry recognizable shapes. "Where... where is she?" he finally coughs. He presses his free hand to his knee, struggling to stand again.
Apr 28, 2017 4:59 pm
"She...well, she left," Domarc says. "She killed Vhezyen, and you were gone, and we managed to convince her to at least stop beating on us. But she plans to go beat on Pafthinel next."
Apr 28, 2017 8:09 pm
"Which way?" he coughs, forcing the words out. Zangua uses his glaive as a crutch and looks to follow, ready to take off once he has a direction.
May 1, 2017 2:53 pm
"That way," Domarc says, pointing at an exit. "She went a little misty, though."
May 1, 2017 4:17 pm
What's the immediate plan for the party right now? Rest, or pursuit?
May 1, 2017 4:46 pm
Zangua pursues, alone if he has to. There is a determination to his sodden face and drenched hair.
May 1, 2017 5:20 pm
"Guess it's time for round 2," Domarc says, heading after Zangua.
May 2, 2017 12:32 am
"God's teeth, Zangua! Wait!" Felor calls after the man in vain. He quickly collects his shield then follows the other two out of the cavern.
May 2, 2017 11:16 am
Mordred follows, apprehensively, but understanding Zangua's need for revenge.
May 2, 2017 4:05 pm
The jinn in mistform leaves no trail to follow. Are you exiting this cavern complex?
May 2, 2017 4:13 pm
Once Zangua reaches a crossroads or multiple paths, he stops and tries in vain to look for signs of the jinn's passage. He grunts in frustration and turns around. "Where is she going?"
May 2, 2017 5:13 pm
"She's looking for Pafthinel, same as us. Well, not quite the same, she wants revenge, not information." Domarc says. "But I don't know that she knows what we know about where Pafthinel is. If she knows, she will go straight there. If she doesn't know, she could head anywhere on the island. Or, if she knows that we know, she might hang out somewhere and follow us."
May 2, 2017 5:27 pm
Zangua tries to deduce which of the many passages the jinn might have taken. If it leads out, he will exit the complex.

Rolls

Investigation - (1d20)

(5) = 5

May 2, 2017 8:23 pm
The jinn has left no trace, but the remaining sealed doorway is undisturbed. It seems likely the jinn exited the caverns, although descent down the unexplored pit is a possibility.
May 2, 2017 8:26 pm
Zangua huffs a breath. "Come on," he snarls, jogging for the exit.
May 3, 2017 5:17 am
Leth, a bit bewildered, keeps pace with the rest of the group.

"Did we agree that Pathfinel is probably on the other hill, where we saw the smoke?" He asks as they move.
May 3, 2017 6:44 am
"Wait," pauses Zangua, looking over and doing a mental headcount. "Where the hells is the talky-man? Vhezyen?"
May 3, 2017 11:54 am
"She killed him, Zangua. We revived him once, but she kept at him, and the final surge of water... I think it snapped his neck."
May 3, 2017 12:12 pm
"Nothing we could do," adds Felor, shaking his head. "It seems Fjorgyn decided it was his time. At least here," he gestures to their under-hill surroundings, "in the heart of her domain, his soul will not have far to go".
May 3, 2017 3:54 pm
"And with you gone - the jinn told us you were dead too! - we backed off on the fight. We know -" Domarc lowers his voice and looks around for mist - "that Pafthinel is at the other hill, based on what the mudmen said. But I don't that she knows what we know."
May 3, 2017 3:56 pm
Zangua chews on his words for a bit, then silently turns and continues towards the exit.
May 3, 2017 8:09 pm
Night has fallen. It is dark outside the cavern.

You can hear movement in the brush below, and strange cries from the creatures who roam the island.
May 3, 2017 8:30 pm
Does my darkvision give me any additional information? Maybe about what is moving below?

"Zangua, do you want to cross the island at night, or should we wait here for morning? I'm inclined to wait for the sun, but I defer to you on this."

EDIT: ಠ_ಠ
Last edited May 3, 2017 8:30 pm

Rolls

Perception - (1d20)

(1) = 1

May 3, 2017 8:37 pm
"How far is that hill?" Zangua asks, not venturing beyond the threshold of the cavern. "If we have to go overland, it's suicide at night with those birds in the jungle." He curses and steps back inside.
May 3, 2017 8:54 pm
Mordred doesn't see much of anything.

The other hilltop about two miles distant.
May 4, 2017 3:10 pm
OOC:
Shall we rest for the night then? IIRC that's what we were going to do after "just checking one more room..."
May 4, 2017 3:20 pm
Yeah. If we can get a Long Rest I think it will help us in case we have to tangle with the Jinn again.
May 4, 2017 4:52 pm
OOC:
I think another encounter with the Jinn with the party in current state is going to be pretty bad. I think we have to cross our fingers and hope that we find Pafthinel before the Jinn. I also think we should stop poking our noses into all the nooks and crannies; clearly Pafthinel has bound some pretty powerful creatures here, and we run the risk of really messing ourselves and Pafthinel up.
"I think we have to trust to luck or the gods that we will reach Pafthinel before the Jinn," Domarc says. "I care not for what happens to Pafthinel - whatever the nature of the creatures he has bound, they are not enjoying their fate at his hands - but we need to know what he knows.

I think we should be very careful with what we disturb going forward."
May 4, 2017 5:09 pm
Zangua's fingers whiten around his glaive. "Make camp. One of the rooms we cleared," he grunts. "Maybe back in the water room, put Vhezyen to rest."
May 4, 2017 5:42 pm
The water room is still flooded.
May 4, 2017 5:45 pm
"Hells," Zangua curses, seeing the water spill out into the corridors. "Is there any place drier?"
May 4, 2017 5:48 pm
The slab room, the room where you found the mud people, the giant crystal room...
May 4, 2017 6:00 pm
"There is also the fact that he bound the thing once already. Perhaps he is better equipped to fight it than we are."
May 4, 2017 8:42 pm
"In which case, we better hope he's not pissed off at us for setting it free," Domarc says with a wry smile. "I'm reminded of some old saying about not meddling in the affairs of wizards."
May 4, 2017 11:09 pm
What room do you guys want to rest in?
May 5, 2017 12:22 am
"Let's go back to that room with the pool," Zangua sighs. "The one the mud-things swam into. Maybe they've come back, but at the very least it'll be better than sleeping here."
May 5, 2017 2:52 pm
I think that one is where we fought the Jinn; we'd all float down there.
May 5, 2017 3:57 pm
Yep. Flooded. Somebody pick a dry room!
May 5, 2017 4:02 pm
"Bah!" grunts Zangua, wondering why he's having to suddenly be the brains. "That gem-thing. We'll go there."
May 5, 2017 4:22 pm
The party makes camp in the room with the large crystal. Will you be taking turns keeping watch?
May 6, 2017 2:18 am
notinventedhere says:
Shall we rest for the night then? IIRC that's what we were going to do after "just checking one more room..."
OOC:
Just one more room.... always a good idea at the time. Probably the bane of many a party.
If the group can/does give Vhezyen a proper burial tonight before settling in, Leth will assist with that in whatever way possible. (Did we at least pull him out of the water?)

As they're about to settle in for the night, he approaches Zanuga.

"Hey, so... what happened to you, after you got zapped away? How'd you get back?" He asks, "I understand you may not want to talk about it just yet, but if we run into her again, that'd be useful information to know."
Last edited May 6, 2017 2:20 am
May 7, 2017 7:17 am
"I was in The Water," says Zangua. "I don't know where, but it was deep. Couldn't tell up from down, couldn't find the surface. There was a house or something, far away underwater. A giant fish swam by and I grabbed onto it, and it took me to this house.

"Just when my breath gave out, someone came. Big man, big like the fish, like the water woman. He spoke to me and gave me breath. His name is Fastarwalas, and he seeks the woman we just fought. He put me back here."
May 8, 2017 10:59 am
"Interesting. It seems we have an ally, of sorts, in the water-plane. Perhaps that will help if we encounter the jinn again." Felor thinks for a moment before continuing, "Before I rest for the night I will recover our departed friend's body and give him a full and proper burial on the hillside. Any who wish to assist are welcome."

I will drag Vhez's body out of the hillside, and bury it a short distance from the entrance (wherever the ground is suitable - perhaps burying under a cairn of stones if necessary), before performing the rites of Fjorgyn, as appropriate for a fallen ally of the mountain god who has perished in her service.

What useful equipment did he have on him that we can hold on to and use? Character sheet. Maybe the rings of Spell Storing, sack of gems, Potion of Giant Strength? I'll take the +1 Mattock (counts as: handaxe) if that's cool?
May 8, 2017 4:25 pm
Zangua stands guard over Felor's rites, lest any of the jungle inhabitants look for an easy meal.
May 8, 2017 4:34 pm
Mordred will watch the ceremony as well. Out of respect and caution.

I'll add everything from his sheet to Party Lootz except the mattock. Let me know if someone wants something specifically.
May 8, 2017 6:15 pm
Under a starry sky, the party lays Vhezyen to rest in a shallow grave covered by stones on a hillside on the island of Vorch. Somewhere overhead, an owl hoots mournfully as Felor commends his soul to Fjorgyn's care.

Then they divide up his belongings.

The party tucks themselves into bedrolls for a night of rest in the elementalist's cavern. Zangua takes first watch. Near the end of his watch, a pair of the mud creatures creep up to the doorway, see him, and beat a hasty retreat to wherever they came from.

Who has next watch?
May 8, 2017 6:38 pm
OOC:
An owl called Swift goes hoo hoo.
May 8, 2017 6:44 pm
Domarc takes the second watch.

~meanwhile~

Terra Wild leans on the railing on the deck of the Swiftness of Camazotz. staring into the black water below. It's not as bad when the ship is at anchor and land is in sight, but it still isn't anything she hopes to see again anytime soon. She wonders, yet again, if she made a terrible mistake; the dream had seemed so urgent, and speed of travel was the reason she got on this ship in the first place, but with this bizarre island detour to wait out she wonders if it wouldn't have been faster on foot after all. She flexes her ankle. Back to normal, not even a twinge of pain. Probably wouldn't have slowed her down at all.

Something flutters down from the sky on silent wings and lands heavily on the railing next to her: Vhezyen's owl.

Strange, she thinks.

Here's the updated cavern map:

http://i.imgur.com/ffkoWPK.jpg
May 8, 2017 6:59 pm
Terra's first instinct is to scan the shore for the party's return. Would they be returning by moonlight? she wondered. She didn't think it particularly unusual for anyone to board a ship by night, but she knew owls.

She walked over to it, hearing the creaking of the ship below. She held onto the sides almost casually. "Hello friend," her voice was husky as though she'd spent most of her life by a smith's flame. She hadn't. "Tired of hunting already?" Green eyes scanned the creature for signs of injury.
OOC:
There's nothing to make Terra be on high alert right now. Can she see anything in the distance that might indicate where the party was? How much control do I have of her owl?
Last edited May 8, 2017 7:00 pm
May 8, 2017 7:16 pm
The only significant feature of the island is the smoke rising from the eastern hill. It seems likely that the party might have headed there, but that's all you can surmise at this point.

The owl (Kug-Yeb? An odd name, you can only guess as to how it is spelled) appears unhurt, but there are signs in eyes and posture that he is under distress. Your own owl descends from the mast he had perched upon and lights nearby, leaning in quizzically toward his kindred creature.
May 8, 2017 7:25 pm
OOC:
Would like to cast Speak With Animals to see if she can commune with it to get a better idea of what has happened. May need a little handholding at first to understand how to do rolls etc when required.
May 8, 2017 7:29 pm
No problem. You cast the spell; you can go ahead and ask Quggyeb whatever you'd like.

Rest of the party, who has third watch?
May 8, 2017 7:35 pm
"What ails you?" she didn't need to use her lips - animals communicate so much with body language and eyes alone. She reached out and stroked its forehead. "Where is your tall companion? Are they on their way back?"

(How long does the spell last for?)
May 8, 2017 7:53 pm
Speak With Animals lasts 10 minutes.
May 8, 2017 7:54 pm
The owl answers: "Companionship severed. Danger in the hill-burrow. Walking predator taller than tall."

Ten minutes.
May 8, 2017 7:55 pm
Cheers! Was wondering what the 10 minutes referenced in the description (was thinking it took 10 minutes to cast...)
May 8, 2017 8:07 pm
Well that got her attention. She furrowed her brow. "Severed?" her voice pitched a little, as she said this word aloud. And then: "Walking predator?" Hill-burrow. She glanced at the rising smoke on the island. She put together an image of a cave or dungeon.

Terra's feelings aren't necessarily empathetic. True, she did share a moment here and there with Vhezhen and Felor. And they had shown her some kindness, so she reciprocated by not ignoring them. But her journey had been fuelled by the season's wishes, her dreams and the signs in the wilderness she was meant to move on, so she did... and they were the first she came in contact with. She took the owl master as a good omen, and a sign she was on the right path.

Now he was gone, according to the creature, and she wondered if she should have been there. It wasn't exactly guilt, but more of a measured consideration.

Terra decided her opinion of the news was that it was unfortunate - everyone dies... - and Felor had spoken of his talents somewhat modestly, but she at least knew he could ward them against harm. Perhaps all was not lost.

Still. A predator. "Did it track the others? Will it track back to the ship?"

After all... if she was entwined on this journey with them, the very least she could do was make sure they didn't get her killed.
May 9, 2017 3:53 pm
Leth is not long into his watch when it starts: a sound like muffled thunder, first one big boom, then another, then several more, varying in loudness. The first one, however, is enough to shake some dirt loose from the cavern ceiling.

~meanwhile~

"Predators follow," the owl says simply, then starts as a loud and terrible sound reports from the island, followed soon by another.

The smoking hilltop appears to be in flames now.
May 9, 2017 7:20 pm
Terra grips the ship as if it's going to sink into the shallows in one sudden dunk. Her green eyes scan the golden glow on the horizon. She looks around her to see if anyone else on the ship has noticed the distant disturbance. I should say something. "FIRE." She calls out with a prolonged shout. "FIRE ON THE ISLAND."

Her earlier matter of fact attitude toward the announcement that one of the group no longer was took on a more immediate threat level. The owl went plural. "What are they?" she called out Quggyeb, making the most of the time she has left to make sense of what it saw. "What do they want?" She switched definitives: "Who do they want?!"
May 9, 2017 7:46 pm
The other crew members awake on deck at this hour hurry over to the railing to look. The Quggyeb gives a flustered twitch of his head. "Predators. Prey," he answers Terra's questions in turn.
May 9, 2017 8:09 pm
She suddenly knew where the term 'bird brain' came from. "Fine." She ventured back to where her weapons were. She returned to scan the horizon, shifting the quiver on her back and her collection of arrows. Her daggers sat on either side of her hips. She gripped her bow. She twisted her hair in a bun out of the way of her face and eyes.

Disliking the feeling that she can't go anywhere, she steeled herself and tried to climb up to the next deck to get a better view - and potential early sighting of any danger careening toward them.

She searched the deck for the captain. We can't just sit here like ducks!
OOC:
Terra doesn't like that she's on a boat. Now she's heard danger, and knows its on its way, everything in her is saying "get off the boat" and find cover. What options does she have available on the boat to either get off and get to shore or convince the captain there's danger coming for them?
Last edited May 9, 2017 8:10 pm
May 10, 2017 6:10 am
Concerned (and assuming the booming continues), Leth begins to rouse the other party members. When they begin waking up, he says, "Explosions shaking the cave. I'm gonna go check outside." and does just that, looking to see what the source of the tremors is.
May 10, 2017 7:09 am
"If that's the elf and the water woman," says Zangua as he puts on his armor, "we might wanna check those locked doors. Stands to reason if the elf built this place, he probably got some underground tunnels linking the two hills."
May 10, 2017 12:08 pm
Did we get a Long Rest in, at least, or were we interrupted?

Mordred wakes quickly. "Good thought, Zangua. Maybe that pit as well." Mordred heads to the umarked stone door.
May 10, 2017 3:14 pm
"Let's try to take care not to release any more of those jinn things, if we can," Domarc says. "We need to be alive to talk to Pafthinel, and he needs to be alive too. I don't think dancing and pictures are going to work to communicate with the dead."

I'll take one of the rings of spell storing that Vheyzen had, if that's cool with folks. I'm not sure if I can use what spell he might have stored in it, or if I need to attempt to put my own in at some point.
Last edited May 10, 2017 3:16 pm
May 10, 2017 4:59 pm
Zangua continues to don his armor, and once finished heads towards the pit.
May 10, 2017 5:57 pm
Outside, Leth can hear that the noise is coming from the other hill. But standing where he is, partly down the north face of the western hill, he doesn't have a good line of sight to it.

Mordred hurries to the remaining sealed door in this cavern.

~meanwhile~

The captain is on deck observing the terrible wonders on the island, and many of the crew are entreating him to pull anchor and leave. He says plainly that he will not, as long as the conflagration remains on the island interior and does not appear to be headed toward the ship.

Terra, if you want to get off the ship, you'll have to ask for access to one of the rowboats.
May 10, 2017 6:17 pm
"Let's not split up!" Domarc yells, seeing that Leth is gone and that Mordred and Zangua are heading in different directions. "It's supposed to be confusion to our enemies, not confusion to us!"
May 10, 2017 10:08 pm
Felor wakes from a dream about Fjorgyn's wrath causing a landslide, and gets to his feet to see the others heading in different directions. "What..." he looks at Domarc in confusion, unsure what to do.
May 11, 2017 11:30 am
"I'll be right back, Domarc!" Mordred yells.

Has the door changed at all? If not, Mordred will run back to where Domarc and Felor are.
Last edited May 11, 2017 11:32 am

Rolls

Perception - (1d20)

(10) = 10

May 11, 2017 7:16 pm
The door looks the same as before.
May 11, 2017 7:26 pm
Zangua, having already left, stands watch at the pit. He stays by the entranceway to observe.

Rolls

Perception - (1d20+6)

(13) + 6 = 19

May 12, 2017 12:53 am
Leth hurries back to the group's "camp".

"Sounds like its coming from the other hill. It has to be Pafthinel and our watery associate, right?"

He glances up at the dust falling from the ceiling. "In any case, I doubt we'll be able to get much more sleep tonight while they're fighting. The question is, will Pathfinel survive the encounter, and if he won't, can we make it to him before she gets what she wants?"
OOC:
If we just left this hill and took off towards the other hill, what's the rough estimate on how long it would take to reach the area where we saw the fire yesterday?
May 12, 2017 12:02 pm
BullOctorok says:
~meanwhile~

The captain is on deck observing the terrible wonders on the island, and many of the crew are entreating him to pull anchor and leave. He says plainly that he will not, as long as the conflagration remains on the island interior and does not appear to be headed toward the ship.

Terra, if you want to get off the ship, you'll have to ask for access to one of the rowboats.
Terra switched back and forth between self-preservation and the twang of guilt in her stomach that suggested she was supposed to do something about the fire that was engulfing the flora and fauna ahead. The fact nobody else aboard was trying pissed her off. People were so fucking insensitive.

"Grah...!" she grit her teeth and carefully climbed down from the viewpoint approaching the captain. "The fire may be preventing the party getting to shore," she said, her voice angry and condescending. "Give me a rowboat - if I can get to shore, me and some of the men can clear a way." She scanned the sands. She didn't mention the 'predators' the owl mentioned... no point in taking the knees from the spineless.

Want to roll Perception: Terra wants to see what obstacles lay ahead between her and getting to the shore to clear a path for the party. (Hopefully I have rolled correctly)

Rolls

Perception - (1d20+2)

(17) + 2 = 19

May 12, 2017 4:30 pm
You could probably get to the other hill in about an hour.

Zangua find nothing amiss with the pit.

~meanwhile~

Cornflower looks at Terra stone-faced for a moment, then point at one of his crewmen. "You. Go with her. Bring the boat back." The crewman gapes wordlessly and readies a protest, but the captain's glare silences him. To Terra, he says: "We will collect you with the rest of them, at the agreed time."

The water is calm right now, there should be no difficulty rowing to shore.
May 12, 2017 5:17 pm
Terra's anger faltered for a moment when it dawned on her what was actually going to happen now. I'm going to be sat in a tiny wooden open coffin, floating across salt water. She turned away fast enough to pretend she meant to do anything on purpose.

She already had her weapons with her including her staff (mostly in case she needs to hit sharks or anything along the way), looks to grab something to cut down wood with - perhaps a loaned extra sword or axe if they happened to have one - and then climbs warily onto the dingy before praying that she will make it to shore.

She is eager to get on to hard land as quickly as possible, even if it means going toward 'predators'.
May 15, 2017 9:01 am
thedandyman says:
Leth hurries back to the group's "camp".
"Sounds like its coming from the other hill. It has to be Pafthinel and our watery associate, right?"
He glances up at the dust falling from the ceiling. "In any case, I doubt we'll be able to get much more sleep tonight while they're fighting. The question is, will Pathfinel survive the encounter, and if he won't, can we make it to him before she gets what she wants?"
"If Pathfinel bound the elemental once, I suspect he is more than a match for it. However it may have caught him unprepared, so time may be of the essence. I vote we leave now."
Last edited May 15, 2017 9:01 am
May 15, 2017 3:50 pm
Zangua continues to watch the pit.
May 16, 2017 4:36 pm
Terra grabs a spare machete and boards the rowboat. The crew lowers it into the water. Her reluctant companion rows her swiftly to the island shore and wastes no time turning the boat around and rowing it back to the ship once Terra's feet are on land.

Is the party going to head over to the other hill, or get into an observation position first?
May 16, 2017 5:17 pm
OOC:
Leth is of the opinion that they should head over to hill #2 ASAP
May 16, 2017 10:05 pm
"I think we should head out," Domarc says. "There's too many unknowns for us to sit here and wait for something to come to us."
OOC:
Did the rest we got count for anything?
May 17, 2017 6:32 am
BullOctorok says:
Terra grabs a spare machete and boards the rowboat. The crew lowers it into the water. Her reluctant companion rows her swiftly to the island shore and wastes no time turning the boat around and rowing it back to the ship once Terra's feet are on land.
The moment her feet touch the ground Terra secretly thanks all the known and unknown gods and goddesses, and searches for any immediate danger. She's looking for anything that might pose a threat to her or anyone trying to make it to shore.

The fact the boat is already returning to the ship doesn't bother her -- until it does. "Hey!" She waved down the boat, "What about the others!" she scowls and turns on her feet, surrendering to the fact she'll just have to figure that out herself, and surveying the smoke, fire, trees and shore.
OOC:
I'm going to go ahead and do an Investigation roll and a Find Trap -- hoping the latter was rolled correctly, if not feel free to tell me how I should roll that again in the future. :)
Last edited May 17, 2017 6:37 am

Rolls

Investigation (proficient: Intelligence + 3) - (1d20+3)

(5) + 3 = 8

Find Trap (Spell - Wisdom + 2 + 5) - (1d20+7)

(4) + 7 = 11

May 17, 2017 8:38 am
OOC:
GGW: I don't think Find Traps needs a roll, it just 'happens'. Not all spells need a roll - usually they only do if they're an attack spell.

Felor also wants to leave immediately.
Last edited May 17, 2017 10:43 am
May 17, 2017 4:47 pm
You all get Short Rest benefits. I'm gonna nudge whoever's on lookout outside a short walk clockwise around the hilltop to get a better look at what's going on on the neighboring hill.

The eastern hilltop is shrouded with smoke and steam. You can see two massive sheets of flame dancing and writhing, spreading across the hillside like wildfire and then gathering up into a towering column, whirling and twisting as if possessed with some kind of intelligence. Their movements seem to center around the source of the steam. It's difficult to see from here, but it must be the jinn.

~meanwhile~

The plan was for the rowboat to return to pick up the entire party after allowing them a few days to search.

Terra detects no traps, but can hear things moving through the brush and trees ahead. It's probably a walk of a little more than two miles to the hill where she saw the conflagration.
May 17, 2017 4:51 pm
Zangua continues watching the pit.

Rolls

1 HD recovery - (1d10+3)

(2) + 3 = 5

May 18, 2017 10:44 am
BullOctorok says:
You all get Short Rest benefits.
OOC:
Oops, I already did a Long Rest worth of stuff. Will try and roll that back but not sure if I remember exactly what I was on, HP and spell slot-wise. Rolling some Hit Dice now...
Last edited May 18, 2017 10:48 am

Rolls

Hit dice - (2d8+4)

(18) + 4 = 13

Hit dice - (1d8+2)

(1) + 2 = 3

Hit dice - (1d8+2)

(4) + 2 = 6

Hit dice - (1d8+2)

(8) + 2 = 10

May 18, 2017 12:26 pm
Yeah, let's head over to the other hill with all speed.
May 18, 2017 2:42 pm
Short rest hit dice

Rolls

Short rest recovery - (3d8)

(771) = 15

May 18, 2017 2:47 pm
"My guess is either that the jinn released some imprisoned fire elementals, or that Pafthinel did so as a means of defense. The participants may get skald-ed."
Last edited May 18, 2017 2:48 pm
May 18, 2017 9:24 pm
BullOctorok says:
~meanwhile~

The plan was for the rowboat to return to pick up the entire party after allowing them a few days to search.

Terra detects no traps, but can hear things moving through the brush and trees ahead. It's probably a walk of a little more than two miles to the hill where she saw the conflagration.
Terra calculated the distance in her head then watched to see where her owl went. Presumably she could trust it somewhat to lead her in a safe direction. Hearing the movement in the overgrowth, she gripped the machete and began to hack through the foliage, toward the group - or at least, what she hoped was the group.
May 18, 2017 11:00 pm
Small mammals scurry up trees and fling themselves from branch to branch as Terra hacks her way toward the hill.

~meanwhile~

Pulling Zangua away from his vigil over the pit, the party exits the cavern and descends the eastern slope of the hill. In the valley below, they pass splintered trees and large broken eggshells before crossing a muddy, watery ditch where clumps of sticky-leafed vines grow on either side.

With a loud, screeching hiss of steam and an unearthly wail, one of the living sheets of flame is somehow extinguished. The one remaining flies in a furious circle over the hilltop a few times before plunging back down to rejoin the battle.
May 19, 2017 12:14 am
"I'm moving ahead," Zangua huffs to the others as he hustles through the jungle.
OOC:
Using Dash action combined with Mobile feat.
May 19, 2017 5:56 pm
"You think she did this?" Domarc asks, looking at the splintered trees and broken eggshells.
May 19, 2017 6:16 pm
BullOctorok says:
Small mammals scurry up trees and fling themselves from branch to branch as Terra hacks her way toward the hill.
Terra checks behind her in case anything decides to get smart, and as she hacks away, she is making her way in the direction of where there is most smoke - assuming anyone there will probably need the most assistance to get back to the shore fastest. She calls out to her owl companion to see if she can talk to it, ask it to lead her toward the party if it has seen them.
OOC:
Want to Speak With Animals - ask Swift for directions.
May 19, 2017 8:19 pm
"Humans in the valley, walking toward the fire," the owl tells Terra.

~meanwhile~

The slime on the eggshells is somewhat dried, suggesting that they were broken before the jinn made her escape from the cavern.

Zangua forges ahead, beginning his ascent of the eastern hill.
May 20, 2017 1:43 am
nubs says:
"You think she did this?" Domarc asks, looking at the splintered trees and broken eggshells.
Leth glances at it. "My guess? This is the work of some local creature, if those bird-lizards we ran into earlier are any indication of what we might run into on this island... which is to say, literally anything." He looks back towards the direction of the fighting. "We should keep moving." He says, and begins following Zangua as best he can, although now keeping a sharper eye out for dangers in the woods.
OOC:
Assuming we're still in an area that counts as "forest", I'm gonna claim the benefits of my favored terrain...
Quote:
..."Even when engaged in another activity while traveling (foraging, navigating, tracking, etc) Leth remains alert to danger"
We also can't get lost except by magic and difficult terrain doesn't slow us down. I thought about stopping to do some tracking on those egg shells, but I figured we're pretty pressed for time at the moment...
OOC:
Edit: forgot to roll my hit dice...
Last edited May 22, 2017 5:58 pm

Rolls

hit die - (1d10+2)

(2) + 2 = 4

hit die #2 - (1d10+2)

(8) + 2 = 10

May 20, 2017 12:19 pm
BullOctorok says:
"Humans in the valley, walking toward the fire," the owl tells Terra.
Terra continues to hack her way in the direction of the party, reaching out to her owl for guidance.
OOC:
How long will it take for her to clear a path toward them? I know she can continue talking to her owl for 10 minutes at a time.
May 22, 2017 4:37 pm
I think let's just let the editing room work a little magic here

When Terra reaches the base of the hill, the fire creature is keeping itself high in the sky, occasionally divebombing the large dark figure battling it on the hilltop. She can see the others up ahead, ascending the western slope of the hill.

~meanwhile~

As the party climbs toward the scene of the battle between the jinn and the flame, something catches Felor's eye: a figure, evidently human, starting up the hill below them, maybe a quarter-mile away.
May 22, 2017 5:58 pm
Terra keeps under the shade of any canopy available and tries to avoid being spotted by the creature. She looks to see if she can get the attention of the party. She can't be certain she got their attention, and continues to make her way closer to the party.

Would like to cast Hunter's Mark please on the creature.

As she weaves her way through the trees, she prepares her bow and arrow, fixes on the creature as she walks, and stays wordless as she focusses.
May 23, 2017 11:07 am
"Wait, who's that down there?" Felor motions the party to a halt, pointing out the figure further down the hill.

Can I tell it's Terra from this distance?
May 23, 2017 2:49 pm
Mordred continues to advance on the peak, keeping as stealthy as possible.

Rolls

Stealth - (1d20+6)

(8) + 6 = 14

May 23, 2017 4:07 pm
Zangua is too far ahead to see Felor's gesture, and continues rushing up the hillside towards the conflagration.
May 23, 2017 4:14 pm
Felor squints at the figure in the distance.

Rolls

Perception check - (1d20+3)

(19) + 3 = 22

May 23, 2017 4:17 pm
If Felor's eyes don't deceive him, that's Terra down there.
May 23, 2017 4:45 pm
"Is that- is that Terra? The outlander from the ship? Why..." Felor trails off as he sees the others pressing ahead towards the fiery battle. He quickly waves at Terra, then follows the rest of the party up the hill.
May 23, 2017 5:05 pm
"What would make somebody...leave...relative safety and...charge into this madness?" Domarc pants as they head up the hill, giving Felor a wink and a grin.
May 23, 2017 5:12 pm
OOC:
Can you give me a sense of what Terra can see from her angle of the creatures? Are there any visible weak spots she can take a shot at?

She's not dealt with any of these creatures before (I'm presuming the rest of the team has had SOME prior contact. She's cant Hunter's Mark - can you tell me on which creature, successfully?
May 24, 2017 4:31 pm
Terra can see a dark bluish-gray giant with white hair standing about three quarters of the way up the hill, and a roiling, undulating sheet of flame flying above it. Both creatures are out of longbow range (and can't be Hunter's Marked yet).

She sees Felor, up ahead and to her right, stop and wave at her.

Zangua is far out ahead of the others, closing to about 100 yards of the jinn. He watches as the flame creature twists itself into a spinning cone and flies like a dart down at the jinn, who cartwheels away, but not quickly enough. Smoke and molten stones fly from the impact as the flame creature expands itself into a wide sheet and rises up again; the jinn gets back up on her feet, steam rolling off her back. She crouches down and leaps up, thrusting her weapon at her fiery enemy with all her strength, but again, a split second too late.
May 24, 2017 5:28 pm
Zangua presses onward, rushing through the jungle towards the two elemental beings.
May 24, 2017 8:57 pm
Terra spotted Felor waving - she ignores him... until she feels a pang of social guilt for not responding (she blames all that time she's spent with them on the ship for the irrational response) and raises her hand in an awkward and stiff hail. She supposes they need to know it's her... yes, that will be it. She sees the movement up ahead where the jinn in, and makes her way closer. Terra cannot decipher who is on whose side just yet. But, as far as she is concerned, anyone burning a forest to the ground makes them the baddies.

How much closer does she need to get to be able to use Hunters Mark?
May 24, 2017 10:28 pm
OOC:
Hunter's Mark has a range of 90 feet. I think Zangua is ahead of you, and he's 100 yards away from the creatures.
May 25, 2017 5:00 pm
Terra and the others converge under a bent, lonely tree on the hillside about 150 yards below the jinn. Zangua is about fifty yards ahead, closer to the action. Smoke streams from charred earth and vegetation and pours out of cavernous openings on the rocky hilltop. The jinn waits in a ready stance, spear held loosely in her hand, as she watches the fire creature elongate into a twisting ribbon encircling the summit.
May 25, 2017 5:11 pm
"What are you doing here? Did something happen to the ship?" Mordred whispers to Terra.

Are there any smaller, Pafthinel-shaped figures out on the hilltop?
Last edited May 25, 2017 5:11 pm

Rolls

Perception - (1d20)

(11) = 11

May 25, 2017 5:46 pm
"Whatever...we're going...to...do," gasps Domarc, bent over with his hands on his knees. "We should...do...it...fast. We...already...lost...one person...to that...jinn. Don't want...to see...Zangua...disappear again."

Rolls

Perception - (1d20+3)

(4) + 3 = 7

May 25, 2017 6:25 pm
Terra spoke quietly through thin lips, a little irritated at the gasping Domarc. Mouth breathers. "The ship is fine. The captain will wait. Vhezyen's owl found me." She left out the part where facing danger on land was more preferable to facing danger over a deep dark abyss of monsters and oblivion. "I've cut a clear path to this point but that thing will burn everything to the ground if it isn't stopped soon. Who pissed it off it?"

Presumptuous, isn't she?
May 25, 2017 8:37 pm
"An elementalist imprisoned the water jinn, and now the jinn wants revenge. The problem is, the elementalist is who we're here to find, and if she kills him... well, it would be a wasted journey."
May 25, 2017 9:09 pm
You can see no other figures on the hilltop.
May 26, 2017 9:36 am
Terra kept her mouth shut for a moment. The way she saw it, fire in a forest is always a bad, bad thing. "Sand puts out fire quickly." She looked at the party. "Sand makes water heavy." She gave each of the party an impatient look. "Can we get them to sand, or sand to them?"
May 26, 2017 2:43 pm
"I don't know how easy it will be to divert the jinn," Domarc says, straightening up and taking a deep breath. "She is very focused on getting to Pafthinel. Unless the message Zangua carries distracts her."
May 26, 2017 3:35 pm
"I think we have to go help. Now. We had her running scared earlier, and she only managed to get away because we tried to stop and reason with her once she killed Vhezyen and... did whatever she did to Zangua. Now that we've got the fire creature on our side, we might be able to put her down."

Mordred draws his rapier and runs up the hill, screaming, "This is for Vhezyen, you damp little shit!"

Hoping she will attack me so I can get a Hellish Rebuke off in Reaction.
May 26, 2017 3:40 pm
Terra tenses and follows a couple of feet behind Mordred.

On call to use Hunter's Mark and Ensnaring Strike - ... somehow.
May 26, 2017 3:46 pm
Felor takes a deep breath and follows the others up the hill.
May 26, 2017 3:47 pm
Zangua continues forward at speed, trying to close the distance as quickly as possible. The bracelet around his wrist flashes with reflected fire from the creature above.
May 26, 2017 4:07 pm
Domarc sighs, and charges up the hill again.
May 26, 2017 4:34 pm
Are you all entering into combat vs the jinn?

Also, just to clarify: there's not really a danger of a forest fire at this point; the hilltop is not densely vegetated.
May 26, 2017 5:03 pm
CancerMan sent a note to BullOctorok
May 26, 2017 6:43 pm
My intention is to support Zangua, who seems to be on a mission. If that means combat, then that's what I do - maybe I can Mock her to death.
May 26, 2017 9:48 pm
Zangua, you're close enough to shout at her.
May 26, 2017 10:02 pm
Zangua shouts as he runs, making no effort to hide his bold approach. "Oy! Water girl!" he calls out. "Your Bag Cousin Fast Wally of the Upper Out wants to give you something!"
May 26, 2017 10:04 pm
"What... in the... Werld...?" huffs Felor as he trails behind Zangua.
May 26, 2017 10:33 pm
The jinn turns her head just enough to see Zangua out of the corner of her eye and does the slightest of double-takes, but remains in her ready crouch as the fire creature turns into a tight spiral before spreading itself out into a broad square sheet, hovering a hundred meters above the crest of the hill.
May 27, 2017 12:00 am
BullOctorok says:
Are you all entering into combat vs the jinn?
Terra is.
May 27, 2017 4:18 am
OOC:
Sorry for the absence! Busy week.


Leth huffs and puffs as he keeps up with the group as the ascend the hill. He's surprised by the newcomer, but now is not the time for questions. He glances up at the two elemental creatures and draws his bow, mentally steeling himself for round 2 against the Jinn.
May 27, 2017 10:04 pm
BullOctorok says:
Are you all entering into combat vs the jinn?
Felor is watching what Zangua is up to, and not actively attacking the jinn yet.
Last edited May 27, 2017 10:04 pm
May 27, 2017 10:59 pm
Zangua continues to run towards the water jinn, now keeping half his attention on the sheet of fire in the sky. "Said you can go home!" the warrior calls out. "Put a good word in with your Paddy!"
May 30, 2017 4:48 pm
Your Bag Cousin Fast Wally of the Upper Out wants to give you something!

Pretty sure CancerMan is just playing the middle button game at this point.


Mordred stops short at Zangua's words. He puts out an arm in front of Terra, as if to suggest she hold her fire. "Zangua knows something. Let's wait and see what he does here. We don't want to tangle with this creature again if it can be avoided."
May 30, 2017 5:00 pm
Perception checks, everybody!
May 30, 2017 5:07 pm
Zangua keeps closing in, making a beeline for the jinn.

Rolls

Perception - (1d20+6)

(15) + 6 = 21

May 30, 2017 5:12 pm
I'm bad at this! Why did I configure my Rogue to be bad at Perception?

Rolls

Perception - (1d20)

(9) = 9

May 30, 2017 5:16 pm
Hopefully she might of some use!

Rolls

Perception check - (1d20+2)

(10) + 2 = 12

May 30, 2017 6:50 pm
As Zangua draws closer, he notices, a little higher up from where the jinn is standing but below the smoke-emitting holes in at the crown of the hill, a small brick archway framing a cavern entrance into the hill.

The jinn spares one brief, quizzical glance toward Zangua before turning her attention back toward the fire creature, which now folds and unfolds itself as it tumbles down toward the hill.
May 30, 2017 6:54 pm
Zangua hustles, zipping across the underbrush.
May 30, 2017 7:17 pm
Domarc stops with Mordred and Terra, watching and listening.

"I don't know what kind of a game he's trying to run on the jinn, but it looks like it's confusing her more than anything."
May 30, 2017 8:23 pm
The fire creature divebombs the jinn.

Edit: The jinn sidesteps, pivots, and stretches her entire body to lunge with her spear in a counterattack.

Edit 2: The flames of the creature's body sputter angrily where the spear pierces it. The flame creature spreads like a carpet on the hillside, moving rapidly down in the direction of the party.

What actions would everyone like to take at this point?

Rolls

Fire creature attack vs jinn - (1d20+6)

(1) + 6 = 7

Damage, if applicable - (2d6+3)

(31) + 3 = 7

Jinn attack vs fire creature - (1d20+10)

(4) + 10 = 14

Damage, if applicable - (2d6+6)

(23) + 6 = 11

May 30, 2017 8:54 pm
Zangua will try to Dodge or otherwise avoid the flame creature while making his way to the jinn.

Rolls

Dexterity Save? - (1d20+2)

(5) + 2 = 7

May 30, 2017 9:08 pm
Not sure how close we are at this point, but Leth would try and get a shot or two off at the water Jinn if he can.
Last edited May 30, 2017 9:09 pm

Rolls

Attack 1 - (1d20+8, 1d8+4)

1d20+8 : (8) + 8 = 16

1d8+4 : (3) + 4 = 7

Attack 2 - (1d20+8, 1d8+4)

1d20+8 : (14) + 8 = 22

1d8+4 : (5) + 4 = 9

Colossus Slayer? (I'm guessing it's not at full health) - (1d8)

(7) = 7

I also guess you're gonna need initiative - (1d20+3)

(17) + 3 = 20

May 31, 2017 12:04 pm
Felor will also attempt to avoid the oncoming flames.

Rolls

DEX save? - (1d20+1)

(5) + 1 = 6

May 31, 2017 1:11 pm
"Leth, wait! I think Zangua is on to something!"

Mordred attempts to dodge the cascading flames, and the fire that he cannot evade seems to roll off his reddish skin.

Mord has Fire Resistance (1/2 damage) and will use Uncanny Dodge as a Reaction (1/2 damage). Do those stack for 1/4 damage? Also, not sure if the flames count as an "Attack" for the purposes of Uncanny Dodge:

When an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
Last edited May 31, 2017 1:12 pm
May 31, 2017 3:06 pm
Domarc will also attempt to dodge the flames.

Rolls

Dex Save? - (1d20+6)

(19) + 6 = 25

May 31, 2017 4:24 pm
Anyone who wants to get out of the way of the carpet of flame can do so.

Leth's first arrow flies wide, but the second slams into the jinn's shoulder. She doesn't even flinch, but plucks it out with two fingers while keeping a grip on her spear. She throws a quick glance at the brick archway, then crab-walks toward the rolling fire-carpet, following in its smoky wake.

Everyone but Leth can still take an action.
May 31, 2017 4:32 pm
OOC:
How close am I to the jinn?
May 31, 2017 4:43 pm
"He's confusing me. Who is in charge here?!" Terra mutters.
May 31, 2017 6:35 pm
Has Mordred and the rest of the party noticed the archway yet?
May 31, 2017 6:52 pm
Sure, you're all aware of the archway by now.
May 31, 2017 7:09 pm
Mordred dashes for the archway. "Let's see if anyone is at home."
May 31, 2017 7:16 pm
"I like the way you think," Domarc says, following along.
Jun 1, 2017 7:38 am
GirlGeekWriter says:
"He's confusing me. Who is in charge here?!" Terra mutters.
"We, uh, tend to operate by group consensus," explains Felor before following the others towards the arch.
Jun 1, 2017 2:55 pm
"We should probably try to make sure Zangua doesn't get killed while we make a break for the entrance," Domarc says.
Jun 1, 2017 4:21 pm
Good thinking, nubs.

Mordred will approach the arch and look inside to see if there is anyone or anything of interest immediately apparent, but not enter until the jinn is dealt with.

If he has an Action available after moving all the way over there, he will Ready a Fire Bolt at the jinn if she makes an aggressive move towards Zangua or the rest of the party.

EDIT: Krakathoom! Now I'm kind of hoping she attacks!
Last edited June 1, 2017 4:26 pm

Rolls

Readied Fire Bolt attack - (1d20+4)

(17) + 4 = 21

Readied Fire Bolt damage - (2d10)

(1010) = 20

Jun 1, 2017 4:31 pm
Behind the party, the sheet of flame rears up like a cresting wave. On the other side of them, the jinn crouches at the ready. Mordred reaches the archway and finds the opening occluded with a thick gray haze, like dense smoke frozen in place. It's the same color as the smoke pouring out of the holes on the top of the hill.

The jinn sucks in her breath, and a mist swiftly forms around her, condensing into fat droplets that spatter on the ground. The top of the fire creature dips forward, and it becomes a rolling wheel of flame, charging directly at the jinn.

Anybody who would like to intervene before the jinn and the fire elemental collide, please roll initiative. A roll of 15 or better means you can go ahead and take an action before the impact.
Jun 1, 2017 4:46 pm
Initiative!

If it's permissible, I'll hang on to that Readied Fire Bolt, at least until my next turn rolls around.

Rolls

Initiative! - (1d20+3)

(8) + 3 = 11

Jun 1, 2017 5:09 pm
Not sure what to do that might be helpful, Domarc looks at the smoke, wondering if it's another trap like the ice one at the other hill.

Rolls

Perception - (1d20+3)

(20) + 3 = 23

Jun 1, 2017 5:12 pm
Zangua tries to get as close as possible to the jinn.
OOC:
Not sure how far away I am after Dashing prior to this.

Rolls

Initiative - (1d20+2)

(14) + 2 = 16

Jun 2, 2017 4:11 am
Leth is just gonna try and take some cover, if he can. Idk if that needs an initiative roll or not

Rolls

initiative - (1d20+3)

(6) + 3 = 9

Jun 2, 2017 4:30 pm
Domarc's common sense tells him the smoke door is probably a trap of some kind.

Last chance to take an action before the jinn and elemental collide! Who can say if either one of them will survive this clash!?
Jun 2, 2017 4:42 pm
Zangua yells, "You wanna go home? Here!" and he forcefully tries to jam the bracelet around the jinn's wrist, or at the very least into her hand.

Rolls

Athletics? - (1d20+7)

(17) + 7 = 24

Jun 2, 2017 7:38 pm
"It's a trap," Domarc muses. For a moment he thinks he sees a squid like head in the smoke door, and then turns to watch the action with Zangua.

Edit - as a bonus action, Domarc will inspire Zangua, giving him an additional d8 on his attempt to do...whatever he's doing.

"He's back from his watery grave,
Goodbye unto you we wave!"
Last edited June 2, 2017 7:45 pm
Jun 2, 2017 10:19 pm
Somehow, Zangua manages to swing the bracelet onto the stump of the jinn's severed hand as she charges past, but with a quick flick, she flings it off, sending it rolling and bouncing down the hill.

Steam screeches and flames roar as the jinn and the fire creature collide, the jinn blocking the spinning wheel of conflagration with her spear and trying to twist the point into it, so that the fire creature's spinning momentum causes it to shred itself apart against the weapon, while the fire creature tries to bear its bulk down on the jinn, engulfing her arms and head in its flames, trying to consume her...

Edit: The spinning wheel of flame wobbles as the jinn stands her ground. Does anyone want to take an action or intervene at this point?

Rolls

Jinn rapid attacks! - (1d20+10, 1d20+10, 1d20+10)

1d20+10 : (11) + 10 = 21

1d20+10 : (12) + 10 = 22

1d20+10 : (8) + 10 = 18

Fire creature rapid attacks - (1d20+6, 1d20+6, 1d20+6)

1d20+6 : (6) + 6 = 12

1d20+6 : (3) + 6 = 9

1d20+6 : (3) + 6 = 9

Damage - (6d6+18)

Jun 3, 2017 5:07 pm
Zangua brings the blade of his glaive about, trying to carve through the fire. "Damn, girl! Your cousin gave me that to give to you!" he growls, referring to the lost bracelet.

Rolls

Glaive vs Wheel in the Sky Keep on Burning - (1d20+7, 1d10+4)

1d20+7 : (12) + 7 = 19

1d10+4 : (6) + 4 = 10

Extra Attack - (1d20+7, 1d10+4)

1d20+7 : (9) + 7 = 16

1d10+4 : (1) + 4 = 5

Bonus Attack - (1d20+7, 1d4+4)

1d20+7 : (14) + 7 = 21

1d4+4 : (3) + 4 = 7

Jun 5, 2017 5:16 pm
As Zangua unleashes his fury on the spinning wheel of flame, it begins to lose integrity, sending embers and fragments of flame flying into the air and skidding down the hillside, finally passing in a great belch of smoke over the jinn, fading and dissipating into nothingness, carried away by the breeze and mingling with the smoke still pouring steadily from the holes on top of the hill.

The jinn stands there for a moment, looking down at Zangua. "My cousin," she finally asks, "sent you back here?"
Jun 5, 2017 5:24 pm
Zangua plants his glaive into the ground. "Yes," he answers, glaring up at the jinn. He jerks his thumb over his shoulder. "That thing was your ticket home. It's not like I like you or anything, but your cousin helped me out, so I owed him."

He sighs. "I did what he asked. Ain't my fault you chucked it into the brush." Squinting up at the jinn, Zangua chews on his words for a moment, in serious contemplation.
Jun 5, 2017 6:55 pm
"He serves his own ends," the jinn says with a dismissive nod. She turns to stare at the archway and the smoke-choked passage it frames. "But I will reward the assistance you tried to give me. I will allow you to question Pafthinel before I kill him."
Jun 5, 2017 6:59 pm
"How's about you go get that bracelet?" counters Zangua. "In that time, my companions will meet and talk to the elf. Once you have what your cousin wanted you to have, you make the choice to either follow us or activate that thing and go home. Or follow us, then activate the thing."
Jun 6, 2017 9:09 am
Felor watches the dying embers on the hillside and breaths a sigh of relief. He'd had quite enough of battling elementals for one day.

"Good work, Zangua," he says, nodding at him, before heading over to examine the smoke door. "Don't like the looks of this, after what happened on the other hill." Felor turns to Terra to explain: "The entrance to the tunnels over there was boobytrapped with elemental water magic. Damn near killed Vhezyen." Felor sighs. "Well, I suppose the water got him in the end."
Jun 6, 2017 6:03 pm
The jinn raises her hand and shoots a jet of water into the smoke, which disperses out into the air. Her concern for the bracelet appears to be nil. "Go on and enter," she says. "I will be close behind you." With a faint smile, she folds her arms over her chest, and in the blink of an eye dissolves into a fine mist that pools onto the hillside, swirling in eddies around the party's feet.
Jun 6, 2017 6:18 pm
Zangua would shrug, but pressed for time heads for the archway. He spares only a passing glance at the newcomer Terra as he moves on.
Jun 7, 2017 4:50 pm
Absolutely.

Mordred looks from the jinn to Zangua and back to the jinn, quizzically, as he follows through the archway. Zangua has some explaining to do.

Nice job, CancerMan.
Jun 7, 2017 5:53 pm
Domarc nods at Zangua as he passes by, and then follows him into the archway.
Jun 7, 2017 9:23 pm
"Oh." Leth says after a moment upon seeing Zangua's exchange with the elemental. "You... You literally had something to give her. I thought that was all bravado revenge-speak." He mumbles a bit sheepishly, mostly to himself. "Well, I uh... let's get this over with."
Jun 7, 2017 11:42 pm
The party squeezes through the narrow passage single-file. It opens to an irregularly-shaped vestibule about forty feet wide, with passages branching off to the southwest, the south, and the northeast. The southwest and northeast exits seem to lead to long, narrow corridors; the south passage leads up a curving inclined passage.

It's strangely warm in here, a marked contrast to the chill of the jinn in mist-form as she pools around your feet and ankles.
Jun 8, 2017 4:11 pm
So the jinn is still hanging around, so to speak? If so, we should probably figure out a plan if we need to get Pafthinel off the island...

I'm inclined to start with the south passage, if it's all the same to everyone else.
Last edited June 8, 2017 4:12 pm
Jun 8, 2017 4:32 pm
"So what? Do we just call out his name?" asks Zangua.
Jun 8, 2017 6:22 pm
The jinn turned herself into a mist and is following you, yes.
Jun 9, 2017 3:26 pm
"We could try that, I suppose," Domarc says, eyeing the mist warily. "Might be better than surprising him, though I have a hard time believing that he doesn't know someone or something is here."

Domarc raises his voice and calls out in Elven: "Pafthinel! We mean no harm! We seek only information!"
Jun 9, 2017 4:23 pm
"Maybe we need to tell him what exactly we want," suggests Zangua.
Jun 9, 2017 7:04 pm
"Pafthinel! We seek knowledge about the Iron Sphere of Sthombo!"
Jun 12, 2017 9:23 am
Felor gestures in the air, and a light appears on the end of his sphere. He examines the room for signs of recent activity.

Rolls

Perception check - (1d20+3)

(13) + 3 = 16

Jun 12, 2017 4:06 pm
There is no answer.

Felor can see faint impressions of footprints on the cavern floor.
Jun 12, 2017 4:11 pm
Mordred nods to the footprints and suggests they follow them.

Rolls

Stealth - (1d20+6)

(7) + 6 = 13

Jun 12, 2017 4:19 pm
The prints seem to head from the southwest exit to the south passage that leads upward.
Jun 12, 2017 4:46 pm
Felor makes an "after you" gesture to Mordred.
Jun 12, 2017 5:27 pm
Mordred goes first, as quietly as possible.
Jun 12, 2017 6:34 pm
"What are you doing?" Zangua asks aloud. "He already knows we're here."
Jun 13, 2017 12:06 am
The south tunnel corkscrews steeply upwards at a gentle curve. The air in here feels hot. Whatever is causing smoke to pour from the hilltop, the source of it must be up here.
Jun 13, 2017 5:26 pm
Zangua continues upward, jogging to cover as much distance as possible. "Path-finel!" he grunts, accidentally mispronouncing the name. "Stay your hand! We want to talk about the Iron Ball!"
Jun 13, 2017 5:36 pm
Zangua squints as the air before him grows hotter and drier. An amber glow illuminates the ascending tunnel as it curves around to face eastward.

Zangua emerges into a dome-shaped chamber about 40' across and reflexively raises his arms to shield himself from the intense heat radiating from inside it. In the center of the chamber is a shallow pit about 8' wide. Four small, crude statues stand around the edges of the pit, spewing jets of flame from their round mouths toward a figure squatting in the middle of the pit, where the flames converge into a towering column of fire that rises up about 50' to the ceiling, feeding a roiling, smoking fireball, vented by several holes near the top of the dome.

The squatting figure is naked and hairless and very gaunt. It is hard to see any of its physical features clearly through the flames surrounding it. To the right of the entrance to this chamber, a chest made of plain gray stone rests against the wall.
Jun 13, 2017 5:56 pm
Mordred (and his fire resistance) approaches the pit, getting as close as possible to the figure. "Are you Pafthinel?" he asks?
Jun 13, 2017 6:11 pm
Zangua moves aside to clear the entranceway, feeling along the wall as he shields his eyes from the fire and flame.
Jun 13, 2017 6:22 pm
The figure in the flames does not respond in any way.

The misty form of the jinn lingers at the entrance, seemingly repelled by the intense dry heat inside the dome chamber.
Jun 13, 2017 8:44 pm
Domarc squints at the figure in the fire, trying to determine if it is an elf or not. "Pafthinel!" he calls in Elven.
Jun 14, 2017 12:18 am
It certainly could be an elf. Feel free to try a Perception roll.

The person squatting in the flames does not seem to hear you.
Jun 14, 2017 5:44 am
BullOctorok says:
It certainly could be an elf. Feel free to try a Perception roll.

The person squatting in the flames does not seem to hear you.
Terra, who's been loitering in the back out of the way, checks the scene.

Apologies for the silence - life was kicking my ass.

Can Terra help with Find Trap in addition to a Perception roll?
Last edited June 14, 2017 5:45 am

Rolls

Assistive perception roll - (1d20+2)

(11) + 2 = 13

Jun 14, 2017 3:21 pm
Domarc squints into the flames.

Rolls

Perception - (1d20+3)

(12) + 3 = 15

Jun 14, 2017 4:07 pm
BullOctorok sent a note to GirlGeekWriter
BullOctorok sent a note to nubs
Terra can go ahead and make a separate roll to look for traps.
Jun 14, 2017 6:45 pm
"I think it might be him!" Domarc cries. "Can we remove him from the flames?"

Domarc looks at the statues emitting the fire jets. Do they have an off switch, or could we topple them or are they carved into the floor/walls? Use whichever roll seems appropriate.

Edit: This is definitely an investigation thing, right? Right?
Last edited June 14, 2017 6:45 pm

Rolls

Perception check - (1d20+3)

(2) + 3 = 5

Investigation check - (1d20+4)

(16) + 4 = 20

Jun 14, 2017 6:51 pm
The statues seem to be attached to the ground. They each have two empty holes for eyes and the mouth hole from which the fire is emitted. There is no obvious way to "turn them off" or otherwise control the flame jets.

Edit: For a visual reference imagine something like haniwa, but without the posed arms. They're about two feet tall.
Jun 15, 2017 6:01 pm
Domarc eyes the figure in the flames again. "This seems odd to me; I don't think this was his plan!"

Arcana check to see if I have any idea what might be going on here or if there's a way to shut it down

Rolls

Arcane check - (1d20+4)

(4) + 4 = 8

Jun 15, 2017 6:06 pm
No obvious solutions come to mind for Domarc.
Jun 15, 2017 6:09 pm
Do the figures mean anything to Mordred? Perhaps some Infernal connection? He cautiously waves his hand close to one of the flame jets, to get a sense of how hot it is.

Rolls

Perception - (1d20)

(15) = 15

Jun 15, 2017 6:35 pm
It's very hot. The entire chamber is uncomfortably hot for anyone without fire resistance; standing by the edge of the pit, the heat is nearly unbearable.

The statues don't look like anything to Mordred, they're too simple and crude to be clearly representational, and the style isn't anything he's seen before.
Jun 15, 2017 10:03 pm
Fjorgyn's teeth! It was sweltering in here! Barely able to see the center of the room over the waves of scorching heat, Felor asks his companions "Maybe we should smash the small figures?"
Jun 16, 2017 5:14 am
Zangua tries to see if there's anything else in this chamber that might be used, even if it's as simple as opening a window to let in some air.

Rolls

Perception - (1d20+6)

(3) + 6 = 9

Jun 16, 2017 12:08 pm
BullOctorok says:
Terra can go ahead and make a separate roll to look for traps.
Terra cursed. More fire. Suddenly being surrounded by water didn't seem like such a terrible curse, earlier. She scans quickly for traps as Felor suggests breaking the statues. "Wait... we have no idea if they're booby trapped." She concentrates...
Last edited June 16, 2017 12:09 pm
Jun 16, 2017 3:31 pm
Could I pour water into the eyes of the figure?
Jun 16, 2017 3:39 pm
There are no windows in this cavern. Yes, you can pour water into the eyes if you'd like.
Jun 16, 2017 4:15 pm
Zangua mutters, "Probably another one of them elementals. Break 'em free just like we did the water girl."
Jun 16, 2017 4:30 pm
"Has anyone checked the chest?" Domarc asks, heading over to it. "Let's not run about like our hair's on fire...because it's not. Yet."

Inspecting the chest for signs of traps

Edit - investigation, I mean
Last edited June 16, 2017 4:30 pm

Rolls

Inspect - (1d20+4)

(20) + 4 = 24

Jun 16, 2017 4:40 pm
A careful inspection reveals no signs of traps on the outside of the chest, and gingerly lifting the lid a few centimeters suggests that there are no locks or traps hidden inside.
Jun 16, 2017 5:26 pm
Totally forgot about the chest. I'll hold off on the water for now.
Jun 19, 2017 7:04 am
Zangua looks back at the entranceway and the mist lingering there. "Is that the elf?" he asks, pointing at the kneeling figure and trying to be heard above the spewing flames.
Jun 19, 2017 11:11 am
CancerMan says:
Zangua looks back at the entranceway and the mist lingering there. "Is that the elf?" he asks, pointing at the kneeling figure and trying to be heard above the spewing flames.
Terra confirms: "I see elf like ears - is there more than one elf involved in this debacle?"
Jun 19, 2017 3:50 pm
"Just one," Domarc confirms, humming "one is the loneliest number" as he opens up the chest to see what is inside.
Jun 19, 2017 3:53 pm
The mist swirls around rapidly in what sort of seems like what would be the mist-based body language for an affirmative response.
Jun 19, 2017 3:54 pm
Inside the chest, Domarc finds a neatly folded brown roughspun tunic, two balled-up stockings, a pair of well-worn leather boots, and a small canvas satchel.
Jun 19, 2017 3:57 pm
"Hm. Maybe this wasn't as unintended as I thought," Domarc says. "He at least took his clothes off. Maybe he decided it was better to burn out than to fade away."

Domarc opens up the satchel.
Jun 19, 2017 4:29 pm
OOC:
Is that the laundry hamper?
Felor attempts to attract the elementalist's attention by altering the flames surrounding him using a cantrip.

Cast Thaumaturgy to cause the flames surrounding the elf to flicker, if that's possible with magical(?) flames.
Last edited June 19, 2017 4:29 pm
Jun 19, 2017 9:05 pm
Inside the satchel, Domarc finds a small waterskin, two stoppered clay vials, a small piece of silver shaped like a finger, an octagonal-cut ruby about an inch wide, and a handful of nuts, dried roots, and dried berries wrapped in a small piece of cloth.

The fire burning around the elf is large and fierce enough that any thaumaturgical effects played upon it would be very hard to notice. At any rate, Felor's messing with it does not cause the elf to stir.
Jun 19, 2017 9:43 pm
Domarc surveys the items, not sure what to do with them. Watching Felor's attempts to create colour in the fire gives him an idea, though.

He sets down the bag and casts Message at the figure in the fire. In Elven (interestingly, the spell doesn't seem to care about language): "Are you Pafthinel? We have come seeking you and the knowledge you have about the Iron Sphere. We need your knowledge and then we will leave you in peace."
Quote:
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a
straight line and can travel freely around corners or through openings.
Last edited June 19, 2017 9:44 pm
Jun 19, 2017 9:52 pm
The figure in the flames does not respond.
Jun 19, 2017 10:03 pm
Domarc returns to examining the contents of the bag. "It looks like his lunch and some knicknacks," Domarc says. "Anyone have any ideas?"
Jun 19, 2017 10:40 pm
Zangua curses. The warriors sucks in a rapid succession of heavy breaths, leg tamping down in preparation and psyching himself up with memories of glaciers, cold, and ice. He drops his glaive and runs forward, intent on bull-rushing the kneeling figure and tackling it out of the flames.

Rolls

Athletics - (1d20+7)

(20) + 7 = 27

Jun 19, 2017 10:58 pm
Zangua sprints into the column of fire, catching the elf in a flying tackle, and tumbles out the other side with the elf splayed beneath him. He rolls away, smoking, patting down the small burning spots on his clothes.

The elf's eyes snap wide open and he arches his back, his legs convulsing, as he draws in a long, sharp, ragged breath. One by one, the statues stop spewing flames, and the chamber goes dark, save for the enchanted light from Felor's spear.

The elf scrabbles backwards on his feet and elbow, edging back against the wall. His head jerks back and forth and he looks at you all, still taking hard, rasping breaths.

Though he possesses some of that ageless aspect for which elves are known, there is something old and worn about the looks of this elf. His skin is tanned, his eyes deep-set in dark hollows, his hands and feet knobby. He huffs and puffs a few more times before saying, in a strained voice: "Who--who are you?"

The misty form of the jinn circles languidly around the perimeter of the chamber.

Rolls

Zangua fire damage - (1d10)

(4) = 4

Jun 19, 2017 11:44 pm
OOC:
Nice, Zangua!
Felor repeats what Domarc had just said: "Are you Pafthinel? We have come seeking you and the knowledge you have about the Iron Sphere. We need your knowledge and then we will leave you in peace." Felor's voice falters slightly over the last few words. "We" not including the jinn, he thinks.
Jun 19, 2017 11:51 pm
The elf looks terrified, confused, and in considerable physical distress. "I--yes, I am he...the iron what? Please, water--and my tincture..." he leans toward the open chest with a reaching gesture.
Jun 20, 2017 12:13 am
Felor gestures to Domarc: "Domarc, the satchel." He turns back to the elf. "The Iron Sphere of Sthombo - we were told you might know of its purpose or properties. It is of grave importance we find out this information, a great many lives hang in the balance."
Jun 20, 2017 4:37 am
OOC:
So sorry for the delay! I took up second job during the summer, and the whole two-job thing is... taking some getting used to. Feel free to move Leth along with the party if you have to.


How long has he been trapped in there? Leth wonders to himself, staring quizzically at the trapped man prior to his emancipation by Zangua's... unconventional, if not straightforward, method of freeing him.

As Pafthinel begins to speak and asks for his water and tincture, Leth will move a little closer - but not so close as to frighten him - and try to see whether or not the elf needs medical aid.
OOC:
I think those poultices I made haven't quite expired yet; I could use some of them on Pafthinel?
Jun 20, 2017 4:59 am
There aren't any visible wounds on him. He looks a bit leathery, but he isn't burned.
Jun 20, 2017 8:15 am
Zangua stands, double-checking that he has put out all the fires. As the smell of burnt hair assaults his nostrils, he makes a mental note to shave himself bald when he has a chance.

He keeps a special eye on the mist lingering at the edge.
Jun 20, 2017 10:40 pm
Pafthinel seems to be quite fixated on getting some water and his "tinctures," and so far nobody has affirmatively stated that they're giving them to him.
Jun 20, 2017 11:47 pm
Seeing that Pafthinel looks unharmed, Leth moves to help Domarc retrieve the requested items and get them to the elf.
Last edited June 20, 2017 11:47 pm
Jun 20, 2017 11:54 pm
The elf takes the waterskin from Leth's hands as soon as he can reach it and greedily chugs down everything in it, then pops open one of the clay vials and swallows its contents in one gulp. He takes a deep breath and sits up a little straighter, crossing his legs under him. He seems calmer now, but no less wary, and looks at each of you again in turn. "Thank you," he says, his voice clearer. "Now I must ask you, who are you, and how did you come to find me here?" He presses his left palm against the ground and moves it around slightly.

The mist, meanwhile, circles around behind him and stops, gently pooling into a faint cloud.
Jun 21, 2017 3:23 am
(In Elven)

"My name is Domarc, and my companions and I come from Bload. A cult seeks the Iron Sphere to perform a foul ritual, and we would stop them if we could. But we do not know how the Sphere works. A friend of ours suggested that you had studied the Sphere during your time in Hazard, and might know of its purpose and function.

We searched for the manifest of the ship that carried you, and deduced from it that you had come here and so we came to seek you out, in the hopes that you yet lived."


Domarc will also cast Message at Paftinel - again in Elvish. "We come with company that is not pleased with you."

Domarc watches the mist closely.
Jun 21, 2017 4:32 am
OOC:
I want to ready an action in case the Djinn tries to attack Pafthinel, but I'm not sure exactly what action I need to ready. Something that will protect him or move him out of harms way; perhaps a diving tackle like what Zangua did to get him out of the flames? What options are available to me that would work by the rules?
thedandyman sent a note to notinventedhere,rocksteady,CancerMan,nubs,GirlGeekWriter
Jun 21, 2017 5:02 am
Pafthinel stiffens as Domarc begins to speak. His eyes narrow as Domarc concludes.

"Bload. An evil land," he says in Elvish. "There is a rot at its heart. The elements were disordered there. I am glad that I dwelt there for a time, that I breathed its air, that I drank its water, that I warmed myself at its fires and stood upon its earth. There is always much to learn from wrongness." He continues massaging the ground with his left hand. "You must forgive me...my mind wanders. You have torn me from a deep dream. Bload...I would never return there. There is a sickness upon that land, and yet, men vie for it, as they do. My work upon the sphere you speak of was mercenary in nature. At times, crude wealth is required to further my studies. I did what I was paid to do. It comes as no surprise that the work might have brought displeasure to some...a lump of honest metal it was, whatever purpose and function is has is only what I gave it. A low and cruel purpose. Beneath me. But the old human families of that city, so swollen with riches...it is not the worst thing I have done...I will answer for it all someday, perhaps...perhaps not. There are those who believe the afterlife of the soul is but another form of dreaming, and that in the true death we return to the elements...I have sought knowledge of this...I have dreamed..." He trails off, his voice going quieter as he wanders off the subject, then abruptly snaps back to attention. "Forgive me. My mind. It is here, and then it is not. Now, before I say any more, I must know how you came to enter this sanctum. Did...did not the Soilchild waylay you?"

As the jinn is currently in mistform, it's not clear what readied actions might be prepared to interdict her should she make a move on Pafthinel.
Jun 21, 2017 5:38 am
Zangua goes to retrieve his glaive, as it occupies his time while the conversation continues in a language he does not understand.
Jun 21, 2017 9:23 am
"We did encounter a large... beast made of earth, yes. Some smaller mud creatures goaded it into attacking us and we had to defend ourselves. But please, tell us, what was the purpose and function you gave the sphere? It is important we know, so as to try and stop the foul deeds which are planned. Many lives hang in the balance.

Felor watches intently has the elementalist massages the ground. Arcana check: Is he trying to do some elementaling or summon the earth golem?
notinventedhere sent a note to thedandyman
Last edited June 21, 2017 9:23 am

Rolls

Arcana check - (1d20+1)

(14) + 1 = 15

Jun 21, 2017 9:51 am
Terra is present but has little to offer but a watchful gaze on their surroundings. She listens to the elf with interest, filling in the blanks on purpose of their journey. A hand steadies her bow resting on her shoulder, the other against a dagger on her hip as she studies their surroundings and the mist.

GirlGeekWriter sent a note to CancerMan
Last edited June 21, 2017 9:57 am

Rolls

Survival check - searching for gut feeling on where the next threat is - (1d20+5)

(11) + 5 = 16

Jun 21, 2017 4:02 pm
Domarc circles to put himself between the mist and the elf, making sure to keep his hands away from all weapons.

(In Elven)
"We apologize for the inadvertent damage we have caused to your servants and possibly your...experiments. We have no wish to cause harm to anything or anyone here. Your Soilchild was reluctant to attack us, but as my friend has said, it was goaded by the mudmen. We have lost a companion on the way, and nearly lost a second to a watery fate. We wish nothing more than to leave this place.

We would not have come if the need was not urgent. Do I understand you to mean that the House of Orjo hired you to enchant the Sphere? To what end?"
Jun 21, 2017 4:02 pm
Pafthinel abruptly draws up his left hand. "Defend yourselves--you mean--he's dead, isn't he? You killed him."

Felor had the sense he was trying to do something with those hand motions, but just what, he's not sure.

Terra doesn't get a sense that Pafthinel is likely to attack them--at least, not in any obvious physical way--but the jinn's lurking presence unsettles her. Even now, it drifts around Pafthinel's seated form in a slow, barely perceptible embrace.

Edit: Crossposted with Domarc, stand by for update...
Jun 21, 2017 4:22 pm
Erk! Sorry. Sometimes I have a sense I should just keep my mouth shut.
Jun 21, 2017 5:42 pm
Domarc paces awkwardly behind Pafthinel as he speaks, but the mist flows easily through and around his legs.

"I see," Pafthinel says. "This saddens me. The Soilchild...I had grown attached to him." He takes a deep breath and sighs. "The House of Orjo. Yes. That was my employer. They showed me the Sphere, this great trophy they had taken, so sure they were that it contained puissant secrets...and yet it was nothing more than crudely-worked sky iron. Impressive in size, certainly, but that was all. At that point in my studies, sky iron held nothing more to interest me.

"It was the youth, the little one they were raising up to serve as the child-lord of Hazard, who came up with the idea, I believe. Do you know the story of the Troian Bull? That must have been where he got the germ of it. Hazard was making peace with their rival, that old city on the coast they took the Sphere from--I forget the name of it--and the Orjo clan found this peace necessary but humiliating. How bitterly they complained about it at night, while by day they sat in the negotiations that were making it possible! And the young one heard all this, little Bapdis Orjo, and he went to his grandfather with the plot he had devised. He suggested that they return the Sphere to the rival city as a gift of peace and reconciliation, but that they enchant it in such a way that when the time was right, they could use it to strike back in revenge.

"Of course, they dismissed this plan at first. Any such enchantment would be easy to detect, and the peace would be spoiled as soon as the Sphere was handed over. But the elders of the Orjo clan relished the concept and spoke of how they wished they could make the plan feasible. I...I took it up as an intriguing challenge, and...I had my own interests to look after. I told them I could find a way, if they would provide funds for further research and acquisition of materials. In truth, I had thought of a solution very quickly after I set my mind to it. But the Orjos used me as little more than a court mage, they did not understand what I was capable of.

"So I put my theory into practice, and on one moonless night we put it to the test, and it worked. They sent Bapdis Orjo's gift back home to their rivals the very next morning. It was a very clever solution, if I may be permitted to speak so highly of myself, in that it did not require enchanting the Sphere at all. Through my explorations of the Elemental Plane of Earth, I became aware of the existence of the Demi-Plane of Magnetism, and so I was able to attune the Sphere to a fixed point in the Werld. A proper arrangement of ordinary magnetic stones at that point would collapse the magnetic field around the Sphere into a vortex, creating a conduit between the two from anywhere in the Multiverse. Of course, the Orjos were of limited imagination, and only plotted to march an army through it one day and sack the city, just as Troia was sacked by the warriors hidden in the belly of the wooden bull.

"As I said, I take little pride in facilitating acts of war, but what the Orjos paid me enabled me to go about my work independently, here in this place, freed at last from any Werldly concerns. I suppose now they see the time as right to open the conduit and make war. If you would put a stop to it...you could destroy the Sphere. That would suffice. Or simply remove it to an unexpected location. Under the sea, perhaps. I am proud of the planar and elemental magic I worked with the Sphere, I feel it was quite innovative. But I have no desire to see it used for its intended purpose, and now that you know what that is, you should be able to thwart it easily. I hope you will leave this place now, leave me to grieve my Soilchild, and leave me to return to my pursuit of knowledge."

At the end of this explanation, you all notice that the mist has settled around him and rises nearly up to his chest, swirling under his breath.
Jun 21, 2017 6:06 pm
Domarc pauses to cast Message at Paftinel again - "Ware the mist!"

"The House of Orjo is long fallen, and the group that seeks to use the Sphere seems to believe it is somehow linked to a prophecy about the downfall of Bload, and a crown and the tomb of the Old. Does any of that have meaning to you?"

Domarc pauses again, eyeing the mist anxiously.

"Is the Shrine of Culsu the point you attuned the Sphere to, Pafthinel? Could...could it be used to open portals to places you did not intend?"
Jun 21, 2017 6:07 pm
"You getting your answers?" Zangua says to Domarc, gauging how the conversation is going since he doesn't understand the language. "How's about you explain to the rest of us, 'cause maybe some of us got more... questions."
Jun 21, 2017 6:27 pm
Pafthinel glances down, seeming to notice the mist for the first time, and frowns. He slowly gets up to a standing position. The mist rises with him.

"I know nothing of prophecies. The inexactitude of divinatory magic has always frustrated me. The shrine, yes...that was the place. That end of the conduit is tied to that spot in the Werld, the other end is aligned with the natural magnetic field projected by the sky-iron of the Sphere--it goes where the Sphere goes. One fixed point, one movable, and one conduit between them." He inhales some of the mist and waves his hand in front of his face. "This vapor, what is it?"
Jun 21, 2017 8:19 pm
"A jinn who seeks revenge on you, inadvertently freed," Domarc says, concerned that it seems Pafthinel was not getting the magical warnings. "Apologies, Zangua - the Sphere was enchanted by Pafthinel to be the end point of a portal that could be opened in the Shrine of Culsu; a means of transporting an army from Hazard to wherever the Sphere is."

"What happens if the Sphere was brought to the Shrine?"
Last edited June 21, 2017 8:21 pm
Jun 21, 2017 8:27 pm
"A jinn--what--the marid? She is loose!?" Pafthinel staggers back, waving his arms in the air before him. His mouth hangs open; the mist rushes in, he clamps his mouth shut. There is a look of panic in his eyes. He covers his mouth with his hand and shakes his head as the mist swirls around him.
Jun 21, 2017 9:09 pm
Zangua stands where he is, listening to the explanation. At the change in the elf's behavior, Zangua shifts his attention to the mist. His expression is impassive.
Jun 21, 2017 9:30 pm
Domarc watches Pafthinel, concerned but uncertain as to how to help - he has no spells left, and swords are no use against mist. His mind is cluttered with thoughts and possibilities of the nature of the Sphere. A conduit, he thinks, for an invading army. That was the intent. But why assume the direction of travel was only one way? Why couldn't someone - or something - use the Sphere to enter the Shrine?

"Pafthinel! Does the conduit run in both directions?"
Jun 21, 2017 9:36 pm
Pafthinel finally opens his mouth again to scream, "GET HER OUT OF ME! PLEASE!" as the mist clings to him, seeping into his ears, eyes, nose, and mouth, while he reels around the chamber.

He does not address your question, but go ahead and assume that the Elvish word for "conduit" that he used implies a two-way passage.
Jun 21, 2017 10:51 pm
"I don't think he liked that question," Zangua observes, imagining what they're talking about.
Jun 22, 2017 8:34 pm
Anybody gonna try intervening here?
Jun 22, 2017 8:38 pm
Zangua remains where he is. He does not understand what's being spoken and while he can see that the mist is surrounding the elf, he also doesn't know what that means.
Jun 22, 2017 9:43 pm
"We have what we need. And I think the jinn does too. We should make haste back to the mainland."
Jun 23, 2017 2:01 pm
Sorry, y'all, super busy lately, but you have been doing great without me.

"He may yet be useful, Felor."

Mordred launches a Fire Bolt into the steam near Pafthinel, to see if it has any effect on the mist at all.
Jun 23, 2017 2:53 pm
"Marid! We are not yet done with him!" Domarc yells. He casts Vicious Mockery at the cloud of mist, to see if it has any effect.
Quote:
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next Attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Last edited June 23, 2017 2:57 pm
Jun 23, 2017 3:44 pm
At the sudden verbal and magical outcry, the jinn seems to stop forcing its way into Pafthinel, but holds itself around him like a pulsating, transparent shroud. The elf leans crookedly against the wall, holding his breath, staring out at you all with a look of profound terror in his eyes. He says nothing.

Rolls

Jinn saving throw - (1d20+7)

(7) + 7 = 14

Damage - (2d4)

(43) = 7

Jun 23, 2017 4:25 pm
"Just keep asking him questions," Zangua states, as if it should be obvious. However, he doesn't move from his spot, and seems unimpressed with the theatrics before him.
Last edited June 23, 2017 4:27 pm
Jun 23, 2017 5:55 pm
(Switching to commmon, for the benefit of all)

"Could the conduit between the Sphere and the Shrine could work in both directions? Keep talking. Everything you can share helps us all."

(back to Elven)

"I tried to warn you, but I think my spells have been blocked. She is too powerful for us and I think there is little we can do."
Jun 23, 2017 6:02 pm
Pafthinel gives a slight affirmative nod, then doubles over and starts forcing himself to cough. He holds his breath after, but cannot resist one small gasp, sucking in yet more of the jinn. His eyes dart from the passage out of the chamber to the stone chest, and back again.
Jun 23, 2017 6:09 pm
Does Pafthinel have the other things from the chest? The ruby and silver thing in particular, or did we just give him the water and tincture? If not...

Mordred reaches into the chest, and if anything is in there, he passes it to Pafthinel immediately.
Jun 23, 2017 9:23 pm
While Mordred retrieves the items from the chest, Pafthinel's belly, chest, and throat begin to swell. He reaches feebly for the items Mordred hands him, dropping the silver object and trying to position the ruby between his fingers.

Anybody who wants to take any action at this point, please make a straight up Dexterity check.
Jun 24, 2017 3:14 am
Leth watches in horror, his bow now drawn, as the scene unfolds in front of him... but he doesn't move, completely at a loss as to what he should do.
OOC:
busy again :( doesn't seem like there's much I could have done/can do, anyways. Anybody got a spell that lets them blow a moderate gust of wind?
Jun 24, 2017 12:02 pm
Terra takes in the story told in elvish and upon seeing the warrior Zangua cannot do much, she gives a piercing shrill and prolonged whistle and calls in her owl, hoping it can make it through the heat.

Assuming I have any control of my owl beast, would like him swoop in and flap his wings to disperse the mist away from our elven informant.

"Come away from the wall, elf!" She calls out in elvish, extending her hand it ask him to exit the enclosed area.
Last edited June 24, 2017 12:02 pm

Rolls

Dexterity - (1d20+3)

(8) + 3 = 11

Jun 25, 2017 4:50 am
OOC:
You know what? Why not; let's try something.
An idea dawns on Leth as he sees Terra call for her owl. He drops his bow, unclasps his cloak and begins to flap it in a large, billowing motion, hoping to disperse the jinn-mist a bit and give Pafthinel a moment to breathe.
OOC:
Unless, of course, that's too much action in one turn.
Last edited June 25, 2017 4:51 am

Rolls

Dex roll - (1d20+3)

(12) + 3 = 15

Jun 25, 2017 6:53 pm
Terra whistles shrilly while Leth unclasps his cloak. Pafthinel lets out a low, strange moan. Then he explodes.

Blood, gore and bone spray over the chamber and everyone in it, leaving the jinn squatting in her full bodily form where Pafthinel just was. "We had an agreement, but you kept trying to warn him of me. Such behavior is why the mortal races are so distrusted," she says with evident annoyance in her tone. She stands up, spins on her heel, and vanishes in a foamy, collapsing column of water.

Terra's owl descends through one of the holes in the chamber's ceiling and lights on her shoulder. It nibbles on a small piece of Pafthinel it finds there.
Jun 25, 2017 8:40 pm
Zangua seems undisturbed by the events. In fact, he appears impressed with the whole ordeal, enough that he gives just a cursory glance about the chamber before heading to the exit.
Jun 26, 2017 7:40 am
Terra is a little shell-shocked by the whole ordeal. She picks off pieces of the elf and gulps as her owl feasts. She follows behind Zangua. "I never thought I'd say this but: can we get back to the ship now?"
Jun 26, 2017 9:29 am
"Hell's teeth..." mutters Felor, grimacing. "This is what you get for attempting to control the elements - such things are the domain of gods. And here," he gestures around them, "inside a mountain. Fjorgyn's realm." He shakes his head. "May Fjorgyn judge his soul with mercy in the next life."
Jun 26, 2017 2:52 pm
"Well," Domarc says. He carefully picks some of the pieces of Pafthinel off himself and surveys the room. "So that happened."

He picks up the ruby and the silver finger. "I'm in favour of returning to the boat, myself. I'm not sure any good can come of further exploration. And we learned what we came for; if we can get our hands on the Sphere..."
Jun 26, 2017 4:18 pm
At the entrance to the cave, Zangua remains on alert. The last thing he needs is a large bird with sharp teeth on the prowl. Noticing that Terra has followed, he asks without looking at her, "You speak the elf-tongue, too?"
Jun 26, 2017 4:37 pm
OOC:
Is it still night? Might I suggest we hole up and rest for a bit then, so we're not traipsing through the jungle in the dark?

And while my bias is to leave the island, does anyone want to explore/loot? I feel like the urgency of our quest means moving on.

And just to try to create a convenient summary for everyone (assume that Domarc shares this if we camp or when we get back to the boat):

-The Iron Sphere had no special properties
-Pafthinel was hired by the House of Orjo to enchant the stone so that it could be used as a bit of a "trojan horse" to enable an invasion of Sthrumbo
-the Stone acts as one end of a portal - it can be moved to wherever
-the second end of the portal is the Shrine of Culsu in Hazard; the proper arrangement of magnetic stones in the Shrine will open the portal to wherever the Stone is.
-But the portal is bi-directional; it could be used to send whatever is at the Stone's location to the Shrine. I think we should assume that the 6PC has the knowledge to open the portal.
-Destroying the Stone is our best bet - Pafthinel also suggested dropping it in the ocean, but my fear with that would be that the portal can still be opened and let in the ocean/a Kraken, etc.
-Moving to speculation, I think the Cult's plan is to open the portal once the Stone is act a location that would cause both a natural disaster (flooding) and possibly one that involves a large magical beast that will wreak havoc
Jun 26, 2017 9:21 pm
What's the plan?

a) make camp (where)?
b) continue exploring this cavern system?
c) head back to the boat?
Jun 27, 2017 11:38 am
How long have we been on the island? I'm thinking it's been a day or less, so I'm inclined to spend the night here and do at least a cursory exploration of these caves in the morning, to see if Pafthinel left behind any magical goodies. I think we can spare a day or so, as long as we have plenty of time to get back to the ship. That said, if consensus is back to the boat right away, I'm OK with that too.
Jun 27, 2017 2:07 pm
I'd also like to loot, er, explore the rest of the caves in this hill before heading back to the boat.
Jun 27, 2017 3:47 pm
I think we are in the middle of our first night on the island
Jun 27, 2017 5:49 pm
Yes, it's late night/early morning of you first day. Where do you want to make camp? This chamber is useable but pretty gross now.
Jun 27, 2017 6:35 pm
Perhaps the vestibule, rather than in Pafthinel's cremation chamber of exploding people
Jun 28, 2017 4:18 pm
The party makes camp in the vestibule and the night passes uneventfully.

Daybreak brings a few curious rat-like creatures eager to explore the opening to the cave that had been sealed off by an unnatural smoke barrier for so long, but they scurry off when they catch sight of the party members waking up.

It's morning, day two on Vorch. You've made good time by finding, interrogating, and arranging the death of the person you came here to question on your very first day. What now, party?
Jun 28, 2017 4:53 pm
Yeah, busy day.

What is the layout of the chamber we are in again?
Jun 28, 2017 5:29 pm
CancerMan says:
At the entrance to the cave, Zangua remains on alert. The last thing he needs is a large bird with sharp teeth on the prowl. Noticing that Terra has followed, he asks without looking at her, "You speak the elf-tongue, too?"
Terra steps up beside Zangua and picks off another piece of the elf and grimaces. "Yes. Learnt it when I was young." She doesn't offer any more information. "How do you know the group?"
BullOctorok says:
The party makes camp in the vestibule and the night passes uneventfully.

Daybreak brings a few curious rat-like creatures eager to explore the opening to the cave that had been sealed off by an unnatural smoke barrier for so long, but they scurry off when they catch sight of the party members waking up.

It's morning, day two on Vorch. You've made good time by finding, interrogating, and arranging the death of the person you came here to question on your very first day. What now, party?
Terra's first objective is to scout the outside of the cave, see if the clearing she'd made back to the shore is clear and if the ship is still there. Not one to spend more time than is absolutely necessary in a cave that held the remains of exploded elf, Terra made her way to the opening.
Last edited June 28, 2017 5:30 pm
Jun 28, 2017 5:57 pm
Zangua answers Terra's question from the night before, "Met 'em when they was running from the cult that wants the iron ball. They helped me and a friend out in a tense moment, so we stuck around. My friend left back on the mainland, but I figured there's enough still going on that I'll stay."
Jun 28, 2017 6:17 pm
The vestibule: cave opening is to the northwest, passage you took to reach Pafthinel's death chamber was to the southeast, unexplored passages to the southwest and northeast.

Terra can see the Swiftness of Camazotz anchored where she left it. The morning is cool and breezy; there are a few cries here and there from the beasts of the island, but overall, it seems quiet.
Jun 28, 2017 7:48 pm
Did this count as a long rest, asks the guy with no spell slots left

"Well," Domarc says, getting up and stretching. "What mayhem shall we cause today? For the sake of suggesting a direction, I say northeast."
Last edited June 28, 2017 7:48 pm
Jun 30, 2017 4:23 pm
Do you guys want to explore the cavern or head back to the ship?
Jun 30, 2017 4:42 pm
How did a whole day get away from us like that?

Let's head into the cavern.

"Northeast it is, Domarc." Mordred scouts out the passage.
Last edited June 30, 2017 4:42 pm

Rolls

Perceptio - (1d20)

(19) = 19

Stealthio - (1d20+6)

(8) + 6 = 14

Jun 30, 2017 4:52 pm
As part of his morning rituals, Zangua shaved his head bald to remove the burnt areas. "Are we expecting to find another elf?" he asks as he dons his armor and gathers his gear.
Last edited June 30, 2017 4:53 pm
Jun 30, 2017 4:54 pm
The northeast passage leads to a massive, irregularly-shaped cavern, around 100' x 150'. The floor, walls, and ceiling are blackened by soot and ash. To the north is an alcove containing a massive stone basin, in the middle of the chamber is a large stone table upon which a strange and complex array of brass vessels, tubes, bottles, and implements are set, some loose and others connected, along with a variety of glass containers, hand tools, tablets, and other miscellany. A single high stool stands near the table. A large lacquered cabinet and two long stone chests stand along the east wall near the table. Along the south wall is a large stone trough full of glowing coals; a few brass bowls and other strangely-shaped vessels rest on the ground in front of it. There is a wide hole in the floor in the the southwest quadrant of the chamber with a narrow stairway spiraling down its sides.
Jun 30, 2017 5:00 pm
Can Mordred make any sense of the Honeydew Labs setup on the table?

Rolls

Arcana and/or Investigation - (1d20+1)

(13) + 1 = 14

Jun 30, 2017 5:12 pm
It looks like an alchemist's lab or a madman's idea of a distillery, but far more intricate than any such setups Mordred has seen. Most of the vessels are brass, but there are some glass and ceramic pieces as well. Some of the ones you can see into contain liquids.
Jun 30, 2017 6:43 pm
"I think we're more hoping for treasure," Domarc says to Zangua. "I think we're done with Elves here, and hopefully also jinns and the like."

Surveying the room, Domarc heads over towards the trough and inspects the brass bowls and other vessels there, taking care not to touch them.
Jun 30, 2017 6:47 pm
Mordred sighs audibly. "Be careful, all. Given what happened in the last cave, I don't what anyone casually touching any of this. If you recognize something, and want to take it, check with the rest of us first. Otherwise, let's move on."

Mordred peers down the hole.
Last edited June 30, 2017 6:48 pm
Jun 30, 2017 6:51 pm
There are ashes and char marks in the vessels; it looks like quite a lot of things have been burned up in this chamber.

Mordred looks down the hole. The pit and stairs appear to descend to another chamber below, maybe sixty feet down. A faint orange glow emanates from this lower chamber.
Jul 1, 2017 4:40 am
Still a bit shocked and, truth be told, a little irritated at the way events on this island had unfolded, Leth keeps to himself towards the back of the group, letting the more treasure-hungry members of the party lead the way. For now he simply keeps watch, weapon drawn, eyes roaming around the room, looking for anything particularly interesting or dangerous.
OOC:
I really am trying to keep up, but it may be more difficult than I thought. I've been having to pick up a lot of last-minute extra hours covering for my co-worker, who's neck deep in a custody battle.

Also, I am a *little* bit miffed that Pafthinel died and the Jinn got away, but I also haven't exactly been the most active participant in moving the story along recently, so I suppose I don't have much room to complain :P

Rolls

perception - (1d20+6)

(12) + 6 = 18

Jul 3, 2017 7:35 pm
Nothing of note catches Leth's attention.

Anybody wanna go down the hole?
Jul 4, 2017 3:20 pm
Domarc starts humming "Way Down in the Hole" as he moves past the top of the hole and heads towards the cabinet, trying to inspect for traps.

Rolls

Investigation - (1d20+4)

(6) + 4 = 10

Jul 5, 2017 12:15 pm
Mordred follows Domarc closely.

Rolls

Perception - (1d20)

(18) = 18

Jul 5, 2017 3:48 pm
Domarc finds no evidence of traps on the cabinet. Nothing seems out of the ordinary to Mordred, the general strangeness of the place notwithstanding.
Jul 5, 2017 4:43 pm
Domarc will open the cabinet and look inside.
OOC:
thedandyman, I too am a little miffed/frustrated at how things turned out with Pafthinel, but such is the game at times - we don't win them all! I'm also not sure how great of a person Pafthinel was; while the Jinn was also not a nice being, Paftheinel was pretty busy here with the summonings and the bindings (and dissections) of other creatures...so, sometimes things come back to bite you.
Jul 5, 2017 4:53 pm
Zangua keeps watch, patiently waiting while the others conduct their investigations.
Jul 6, 2017 2:12 pm
Terra does a peripheral wandering of the large open space to see what she can find. Her owl scouts and flaps around searching for a safe place to settle and keep an eye on things.

I'd like Terra to have a good look around the room for any fallen items, doors, foot prints or suggestions as to what has been burned in here before.
Last edited July 6, 2017 2:12 pm

Rolls

Investigation check - (1D20+3)

(16) + 3 = 19

Jul 10, 2017 5:54 pm
Back to regular updates shortly, sorry
Jul 10, 2017 6:00 pm
No worries, Octo. Summer is weird.
Jul 11, 2017 9:15 am
No worries Octo!

While the others inspect the cabinet, Felor warily inspects the various vessels, tubes, and bottles on the stone table. He attempts to, without touching anything, see if anything is labelled or if he can identify any potions that could be of use.

Rolls

Investigation or Arcana (same modifier) - (1d20+1)

(19) + 1 = 20

Jul 12, 2017 5:07 pm
Nothing is labeled and nothing looks potable. Felor recognizes the smell of accelerants.
Jul 13, 2017 12:03 pm
Yeah, Mordred is of the opinion that Pafthinel got his comeuppance here. He was (literally and figuratively) playing with fire.
Jul 13, 2017 12:22 pm
Felor has a healthy disdain for wizards and those who seek magic for its power (rather than as a reward for the faithful), and was only interested in keeping the elf alive until he'd given them the information they needed. He was happy to let Paftheinel's experiments get their revenge after that.
Jul 13, 2017 4:22 pm
Terra finds no doors or fallen objects. There are scuffs and suggestions of footprints on the soot-covered floor, some small like the tracks of an animal, others consistent with the tracks Pafthinel would leave.
Jul 13, 2017 4:37 pm
Zangua takes a moment to look out and down into the jungle, gauging where that bracelet might have landed after being thrown the day before.

Rolls

Investigation - (1d20)

(8) = 8

Jul 13, 2017 4:39 pm
Zangua can hazard a guess as to the general direction the bracelet would have tumbled down, but finding it would probably take some time and methodical searching.
Jul 13, 2017 5:38 pm
Let's go down the hole!

Mordred quietly heads down the stairs.

EDIT: That Stealth roll should be +6, if it matters.
Last edited July 13, 2017 5:39 pm

Rolls

Stealth - (1d20+5)

(7) + 5 = 12

Jul 13, 2017 5:49 pm
Mordred descends the spiraling steps to a chamber about 25' wide and 50' long. There is a firepit in the center of this chamber, full of glowing coals that flicker with low, timid flames. At the far end of the chamber, a small, blackened figure, like the charred remnants of a doll or mannequin, leans against the wall, in a seated position with its head resting on its knees.
Jul 13, 2017 6:05 pm
nothing of interest in the cabinet then?

Domarc watches Mordred head down the stairs with some apprehension.
Jul 13, 2017 7:53 pm
Missed that, sorry!

There are more brass and glass bowls, bottles, and other vessels and containers in the cabinet, some empty, some stoppered and full of liquids. There is also a small wooden box full of ashes, six scroll cases, two bound books, a stack of clay tablets, a brass ring, an iron rod about 18" long, a pair of oilskin gloves, a curved knife with a gem-studded handle, and a large red egg on a metal trivet.
Jul 13, 2017 11:39 pm
Very carefully, Domarc will pull out the containers that have liquid in them, the scroll
cases, the books, the clay tablets, the ring, the rod, the knife, the gloves and the metal trivet with the egg on it and place them on one of the tables in the room for closer inspection.

"Lots here for curious folks," he says, "but I do wish there were warning labels..."
Jul 14, 2017 12:20 pm
Mordred waits and watches, both for his friends to join him in the hole and to see if the figure moves or otherwise seems "alive."

How small are we talking? Does it appear to be alive/animated, or is it clearly dead/inert?

Rolls

Perception - (1d20)

(17) = 17

Jul 14, 2017 4:14 pm
Zangua remains top-side, maintaining his watch over the vicinity. Let the investigators poke their noses and fingers into dark corners; he'll come running when the screaming starts.
Jul 14, 2017 4:38 pm
The figure would be maybe four feet tall if it stood to full height. It isn't moving at all.
Jul 17, 2017 2:57 pm
Domarc will examine the books and the clay tablet.
Jul 18, 2017 12:47 pm
Sigh.

Mordred pokes the figure gently with his rapier.

Sorry y'all.
Jul 18, 2017 2:15 pm
Poking things that should be left unpoked is what adventurers do
Jul 18, 2017 4:50 pm
That's our party motto right there. The Iron Sphere Crew: Poking things that should be left unpoked. Someone translate it into Latin Old High Mezian.
Jul 19, 2017 9:00 am
Tᴀᴄᴛᴜs Isᴛᴜs Iʟʟɪᴄɪᴛᴜs
(fake Latin for "handling that which is forbidden")
Last edited July 19, 2017 9:00 am
Jul 19, 2017 5:17 pm
The books seem to be treatises on the nature of fire; the tablets appear to be notes on experiments, written in Pafthinel's cryptic shorthand.

The charred figure twitches and scrabbles a few feet away when Mordred pokes it. It swivels its head towards him and makes a crackling, hissing sound with its mouth.
Jul 19, 2017 5:25 pm
Upstairs, Zangua fights back a yawn. He rolls his neck and waits.
Jul 19, 2017 6:20 pm
"Heads up!" Mordred calls up the stairs.

"Easy, friend. We mean you no harm." Mordred repeats himself in Common and Infernal, sheathing his rapier and holding up his empty hands in a gesture of peace.
Last edited July 19, 2017 6:21 pm

Rolls

Persuasion - (1d20+5)

(18) + 5 = 23

Jul 19, 2017 6:25 pm
Zangua looks around, then looks to the stairs, expecting something to come up.
Jul 19, 2017 9:33 pm
Felor sighs. "Don't tell me you opened something!" he calls as he approaches the top of the stairs.
Jul 20, 2017 3:55 pm
The charred creatures responds to Mordred in its incomprehensible crackle-hiss language, and maintains a wary posture.
Jul 20, 2017 4:24 pm
Any chance I can recognize what this is?

"Erm. There's a little creature down here. Doesn't appear to be dangerous. Yet. Wait up there for now so we don't spook it."

I'm tempted to show it some fire magic, because if it is a fire creature, it might help to make a connection. Alternatively, maybe it has been hurt by fire magic, and such a display would make it hostile. Thoughts?
Last edited July 20, 2017 4:27 pm

Rolls

Nature/Arcana/History/Investigation - (1d20+1)

(15) + 1 = 16

Jul 20, 2017 4:40 pm
Domarc leaves his investigation of the items on the table and heads over the stairs at the top of the pit.

"Would a translator help? Perhaps you should dance for it, or Zangua can draw?"
Jul 20, 2017 4:42 pm
Zangua mutters, "Water don't look dangerous until you wake it up." He remains topside and listens for further calls.
Jul 21, 2017 3:44 pm
Mordred wonders if the creature might be some elemental kin to the mud-beings in the other cave.
Jul 21, 2017 3:59 pm
"I have a feeling it's another version of those mud things in the other cave. I'm going to back away and see if it will just leave us alone."

He backs slowly up the stairs, making calming gestures to the little creature.
Jul 21, 2017 4:50 pm
A reminder that only the west wing of this cave complex remains unexplored.
Jul 24, 2017 3:47 pm
Do you guys just wanna sweep the area for treasure and fast-forward to getting back to the ship and moving on to the next chapter? There's some odds and ends to explore here but the major events/challenges have been dealt with.
Jul 24, 2017 4:39 pm
I'd be happy with that - I'm good with saying that we grab up the interesting bits from the cabinet Domarc emptied and then move on, but I also know that I'm more story driven and others might want the chance to finish some dungeon crawling
Jul 24, 2017 5:55 pm
Yeah, I'm also OK either way, but fast forward sounds good to me.
Jul 24, 2017 6:24 pm
Zangua waits while Mordred returns, peering below to see if anything follows.
OOC:
I'm fine with jumping ahead. Zangua isn't interested in picking through the belongings of (in his mind) a mad wizard, and would follow while the party investigates the complex. Sweeping for treasure and heading back to the ship sounds like a good plan.
Jul 24, 2017 6:51 pm
OOC:
Since they've got the information they came for, Leth is probably in favor of getting off the island sooner rather than later. A quick sweep of the cave and then departure works for me.
Jul 25, 2017 9:44 pm
OK, if there's no objections before tomorrow, I will post a wrap-up for this chapter.
Jul 26, 2017 9:26 pm
The party opts to leave the charred creature alone, and takes such items as look useful from Pafthinel's laboratory of fire before moving on to the west wing of the cavern.

Loot haul from the fire chambers: 1 potion of fire breath, 1 potion of fire giant strength, 2 potions of fire resistance, 1 ring of fire resistance, 2 scrolls of burning hands, 1 scroll of flaming sphere, 3 scrolls of fireball, 1 scroll of wall of fire, and a dagger +2. You take the iron rod and the red egg as well, but their purposes are unknown.

The west wing of the cavern consists of a spacious chamber with hoops and pinwheels set into the ground and suspended from the walls and ceiling. There are holes in this chamber through which air seems to flow and circulate. Strange, small creatures made of gas slip in and out of them, watching you fearfully as you examine the chamber, always keeping their distance and hiding when scrutinized. This chamber also connects to a large cavern that appears to be living quarters for Pafthinel, cluttered with all sorts of mundane furniture and personal effects as well as books and notes and scholarly equipment and all sorts of eccentric nonsense. The party loots what it can.

Loot haul from the air chambers/Pafthinel's room: 3 potions of healing, 2 potions of flying, 2 scrolls of fly, 1 scroll of contact other plane, 1 ring of feather falling, 1 cloak of protection +1, 1 wind fan, 10 silver-tipped arrows +2, a suit of leather armor +2, a longsword +1, and a spear +1. The party also finds an iridescent feather floating inside a small glass sphere, and takes that as well.

Your return to the ship is uneventful; Cornflower and his crew were gravely concerned when they saw the warring elementals the night before and are glad to see you all safely returned, save for Vhezyen.

This concludes Chapter Five of The Secret History of Bload. All player characters should advance their characters to the sixth experience level.

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