The Wilderness
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Feb 16, 2018 1:24 pm
@Que:
OOC:
Most of the party have seen you fight as a tiger. The jig is pretty much up on keeping that quiet lol.Feb 17, 2018 12:43 pm
@Everyone except for Saris (unless you accept :) then it includes you too:
You stand at the entrance of the door to the next chamber. It is freezing cold but you see no alternative but to push ahead.
You feel the cold emanating from the next room before you even get to the door. As you pass through the portal you find yourself in a large space, slightly smaller than the cavern you are leaving behind. The floor is littered with old bones and broken weapons. Your attention is immediately drawn to some kind of layered hill in the center of the chamber. It’s quite large, you’d guess that it’s about fifteen feet high and maybe double that in circumference. You see a pale green light glowing from the top of the mound. In front of it you can make out some kind of strange symbol carved into the stone. Looking to the left of the mound, you see a large block of glowing blue ice. Surrounding the block of Ice is a 20 foot circle of water frozen to the ground. It is clearly the source of the freezing temperature of the room.
There is no obvious exit from the room.
What do you do?
The layered hill is obviously some kind of burial mound. You know that in many cultures great warriors are buried with the arms of their conquered foes. That probably accounts for the bones littering the ground. If that is the case then whoever was buried here must have been a mighty warrior indeed.
You stand at the entrance of the door to the next chamber. It is freezing cold but you see no alternative but to push ahead.
You feel the cold emanating from the next room before you even get to the door. As you pass through the portal you find yourself in a large space, slightly smaller than the cavern you are leaving behind. The floor is littered with old bones and broken weapons. Your attention is immediately drawn to some kind of layered hill in the center of the chamber. It’s quite large, you’d guess that it’s about fifteen feet high and maybe double that in circumference. You see a pale green light glowing from the top of the mound. In front of it you can make out some kind of strange symbol carved into the stone. Looking to the left of the mound, you see a large block of glowing blue ice. Surrounding the block of Ice is a 20 foot circle of water frozen to the ground. It is clearly the source of the freezing temperature of the room.
There is no obvious exit from the room.
What do you do?
[ +- ] Religion Check DC 11
The layered hill is obviously some kind of burial mound. You know that in many cultures great warriors are buried with the arms of their conquered foes. That probably accounts for the bones littering the ground. If that is the case then whoever was buried here must have been a mighty warrior indeed.
Feb 17, 2018 4:36 pm
Herod walks closer to the ice block to better inspect it.
Rolls
Investigation check on ice - (1d20+1)
(15) + 1 = 16
Feb 17, 2018 8:44 pm
Entering the room Harbek, takes in a deep breath and exhales slowly enjoying the show of his breath into the crisp air of the room. Making his way towards the symbol before him, he stands before it running his chin searching his memory for any thoughts on it.
Rolls
Religion Check (d20 +1) - (1d20+1)
(12) + 1 = 13
Feb 17, 2018 9:32 pm
Que heads for the top of the hill to look at the green light.
OOC:
They saw a tiger fight and then it left and Que showed and lied to them. So they wouldn’t know yet.Feb 18, 2018 12:01 pm
[ +- ] Harbek
The symbols are old, yet they don't seem to be as old as the other carvings you have seen elsewhere in the proving grounds. They seem somewhat out of place as they do not seem to serve any religious purpose. You think that this is quite strange considering the nature of the mound. The carvings seem more arcane in nature.
OOC:
Read the spolier above if you haven't already.If you wish to investigate the symbols further please give me an arcana or stonecunning check (Int+double proficiency) or both :)
[ +- ] Que
You make your way to the mound in the center of the chamber. It is clearly man-made or at least un-natural as the earth has been piled into two separate mounds one on top of the other. You walk up the mounds towards the source of the pale green light. On the very top, in the very center of the second tier of the mound is a stone pedastal. It is filled with intricate carvings and you see five glowing green lines pointing in different directions away from the mound. Floating about a foot above the pedastal is what appears to be a green, glowing shard of some kind of semi-translucent rock that you do not recognise. It is clearly magical.
[ +- ] Herod
You feel the room get even colder as you approach the glowing block of blue ice. The light intensifies to match the change in temperature and it is difficult to focus, let alone investigate.You think that touching the ice would not be a good idea. Being this close to something this cold causes you some discomfort but you steel your nerves, quiet your chattering teeth and peer inside. You make out some kind of object. But you have no idea what it is. It is simply too difficult to make out. It is definitely solid and maybe one foot long, possibly two. It is not moving soit is unlikely to be alive but it's difficult to tell anything else.
Feb 18, 2018 4:11 pm
Snowycoldfood sent a note to Arina
Last edited February 18, 2018 4:11 pm
Rolls
Religion - (1d20+2)
(4) + 2 = 6
Feb 18, 2018 5:04 pm
Glorendil follows the others up the hill, pulling his cloak around himself.
Rolls
religon check - (1d20)
(17) = 17
Feb 18, 2018 10:51 pm
[ +- ] Que
"Ooh it's so pretty!"Que reaches for the shard without a second thought.
Last edited February 18, 2018 10:53 pm
Rolls
Religion - (1d20+1)
(14) + 1 = 15
Feb 19, 2018 1:57 am
Arina sent a note to Snowycoldfood
Arina sent a note to CouchLord0510
OOC:
Harbek you are standing right next to one of them.OOC:
Take 1d6 bludgeoning damage Que@Herod: The green power slams into the ice and something triggers inside of it. The ice shatters sending fragments everywhere.
OOC:
Dex save please DC 13OOC:
@Everyone: Wisdom saving throws please: DC 10Rolls
@Que: Fall damage - (1D6)
(5) = 5
@Herod: exploding ice shards (dex save for half damage - (1D8)
(4) = 4
@Everyone: Necrotic damage from the pulsing energy (wisdom save for no damage) - (1D4)
(4) = 4
Feb 19, 2018 12:18 pm
Que picks herself up gingerly just as the necrotic wave hits her. Even though she is able to handily ward off the necrotic damage, as she hits the ground her head snaps back and she blacks out as the back of her head hits the stone floor.
CouchLord0510 sent a note to Arina
OOC:
Que is unconscious. 0/0 HP, assuming we didn't recover HP after leaving the water room.Last edited February 20, 2018 2:45 am
Rolls
Wisdom Save - (1d20+5)
(19) + 5 = 24
Feb 20, 2018 2:22 pm
OOC:
wis savetotally honest I have no idea what my hp was at...
Last edited February 20, 2018 2:23 pm
Rolls
Save - (1d20)
(4) = 4
Feb 20, 2018 2:41 pm
@Saris:@Que:
OOC:
to be totally honest neither do I. I'll look back through the wilderness posts and see what I can find.OOC:
I had no idea your hps were so low.Feb 20, 2018 3:06 pm
OOC:
My understanding is that:Harbek: you are at 12/13 hps and you're down to 1 spell slot.
Glòrendil: You are at full health.
Saris: You have used your healing hands but you are at 17 hps.
Que: To my knowledge the only damage Que has taken was in her Tiger form and when she touched the statue so she should have been at 9hps minus the fall damage. Unless I'm missing something?
Feb 20, 2018 3:43 pm
OOC:
Wis Save. If results are sufficient, he will check on Que after her fall.Rolls
Wis Save (d20 +5) - (1d20+5)
(17) + 5 = 22
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