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17:16, 2nd May 2024 (GMT+0)

The Dead Isle: Part 1 - Find Streleka.

Posted by DM RyanFor group 0
Herr Johannes
player, 312 posts
HP: 93/93/93(SQ:--) AC:21
Cloak,Tunic,FullPlate
Sat 28 Oct 2017
at 20:52
  • msg #145

The Town of Kirilyth; Day 3; part 2 (morning)

Post:
"Oh, there was one other thing I had to do," I speak to Crispin, as I remember one of my most important friends.  "I need to summon my mount."

I then walk to the near to where the fire was in front of the cottage to summon my mount.  I pray to myself, with hands folded.  "I pray that once again the heavenly realms may open and my most faithful steed would once again join my side!  Fury! It is time to wake again, and let us ride forth into the maws of battel but shielded by Gods own hand to make right the wickedness of his world and bring light to the dark places."  A portal of light, through which a green dell and blue sky, can be seen.  Heavenly music quietly pervades the eerie stillness of the town as Fury trots through the opening to my side.

I pet his head as he comes next to me and I feed him a small treat of honey covered grain.  "Good to see you again boy, I hope you slept well."  Perry then squaks on my shoulder  "Good boy, good boy, good boy."  He happily hops on the back of fury who neighs glad to see him as well.  I toss the parrot who has been so quiet and out of the way a small piece of bread.  "Certainly a beautiful specimen, aren't you.  Sorry I have not had much time for you Perry, but glad you stayed with us."  "Beautiful specimen, beautiful specimen!" he squaks back, before going back to hopping on the horse's back.

I ponder to myself, "A contrasting scene to see in a place like this, but this is what we do right?  Bring a little piece of heaven with us, transforming each place we visit to be better than it was before."

I then decide to speak a bit further with Andriel.  "Andriel, I want to speak to you a moment.  I know first hand that many rules imposed on us, do not tend toward something that is productive, efficient, or even right.  Some rules are made by those who do not understand or even by those who seek to do us harm.  Rules are not what determines right and wrong, for they are made by man.  That being said, remember that because 1 rule is incorrect, not all rules are wrong, simply because we find 1 is.  We must assess each rule ourselves, and with those we trust, in the context of what we have committed ourselves to, and in view of those we represent and influence.

I never realized your previous master was hypocritical like that, and restricted your path, without offering the choice even.  I mean with his reputation a person would not think he would be like that, but I do know that often those in power have bent the rules to claim their place in history, society, or power, and those actions are well hidden from those who follow them with blind devotion.
Many do not realize the choices a soldier is faced with, orders that may endanger his life, and the lives of his men.  Places where rules, if followed absolutely, may jeopardize the lives of his soldiers.  The image is presented of the faultless soldier with unbending virtue, yet times in combat those rules are thrown aside- like the rule to never hurt a prisoner but if he will not call off his forces- you hear your friends being cut to pieces.
What do you do?  It is often not as clear as we may like.  That is why I have come to see that I cannot rely solely on my own judgment, solely on my own decisions of what is right and wrong.  I am pragmatic, that we do what will give us an advantage on our enemies and do what is necessary to win, yet I do not want to become wicked like them in the process. I thus rely on the consensus of organizations, and certain accepted morals, but those are really subservient to relying on the judgment of a being higher than myself.  I trust God for direction from his spirit on matters that are unclear.  Things can be too complex for a mere mortal.  I am pleased to see that you wish to do good with the power we each have been given, thanks for being engaged and on it in the last battle.
"

I then depart to return to the group.

Actions:
Summon and feed mount, and feed my parrot.

Rolls:
None
Cabrakan
Player, 14 posts
Sun 29 Oct 2017
at 04:42
  • msg #146

The Town of Kirilyth; Day 3; part 2 (morning)

Cabrakan stood eyeing in the scenery. The feeding of animals, the momentary glee of ziv reminding him of his daughter, the undead companions lurching about in the distance: Almost reminded hm of hone

(Except for that last part)

It was almost distracting for a moment, the lovely morning. All but made him forget where he was. With the sudden and aggressive reminder of the red flowers and the creature behind them. An enchanted bell and lands full to the brim with danger. The cleric clutched his shield a little bit tighter from that moment. Reminding himself to make frequent checks on all those in his party. He would be dammed if anyone was isolated and would only be dammed further if any harm were to befall them on his watch
DM Ryan
GM, 626 posts
Sun 29 Oct 2017
at 14:45
  • msg #147

The Town of Kirilyth

Day 3, Morning

Andriel's skeletal servants returned from the forest dragging charcoal-black clubs behind them. The great clubs had been fashioned from the trunks of young trees and hacked along the sides to form a more wieldy shape; the trees here, however, were dead and brittle, and the weapons they had made from them were crude at best, though weapons all the same. They lined up before Andriel, their master, who gazed upon her creations proudly. She approached her most recent creation, which was an oddly ash-colored skeleton that stood at the fore of the group; the creature was donned in rusted halfplate and held a battleaxe loosely at its side. It did not react to the approach of its mistress.

"I think I will call you Ashe," said Andriel, observing its color. "Ashe, you are the strongest of your brothers, and they will look to you to lead them in battle. Can I trust you with this responsibility?"

Of course the skeleton said nothing, and it continued staring blankly into oblivion.

"Thank you, Ashe," Andriel replied, continuing the pretend conversation; she smiled at the small game she had played. Andriel then regrouped with her companions at the belltower, who were busily discussing whether or not they should ring the mysterious bell.

"We really don't know what will happen," said Alacor, "Though it sure is tempting to find out."

"It could be dangerous," warned Johannes.

"It's the Dead Isle," remarked Crispin. "Everything here is dangerous."

"This situation reminds of a story, actually," continued Alacor, "The story of a wizard named Habadazzer. This wizard was working on a potion to cure his acne, but, as you know, acne is one of those tricky things that is strangely impervious to magic. However, after collecting the skull of a gargoyle, a lion's liver, and a turnip, he went about-"

While Alacor launched into his boring story (which certainly had some sort of moral to it in the end), Ziv approached the base of the belltower and eyed the rope that hung from a narrow cavity. She gazed up at the bronze-colored bell above, which was visible through the apertures that perforated the upper part of the tower. It was a beautiful bell, all things considered.

Ziv shrugged. "What the hell, let's do this." She grabbed the end of the rope and pulled.

The bell chimed, sending a deep metallic sound through the town and likely for miles beyond, breaking the silence of the dead world. The sound was both haunting and beautiful, both foreboding and a comfort. Alacor stopped talking, the party stopped moving, and everybody listened.

In those moments, the party could easily imagine the sound of the bell in days long past: Chiming over a small elven town as children played in the river, celebrating a wedding held upon the bridge with the whole village in attendance, a call to gather everyone for a town meeting, a warning of approaching danger. It was a bell that had seen life and yet had not been heard by the living for over a century. Ziv rang it for a sixth time and let go of the rope, letting the powerful sound drift and echo through the world. The party felt the resonance of the sixth chime vibrate their very souls, sending a tingling sensation beneath their skin. The echo was beautiful, angelic even, at first, but then began to lose its key and grow dissonant. The hairs on the back of their necks stood on end. And the ground began tremble.

Lights appeared in the center of town, tracing out sigils and patterns on the ground, as though illuminating what was already there but hidden from mortal eyes. It illumined a large, glowing circle filled with esoteric symbols and, upon completion, glowed violently. A pillar of red light rose into the sky, the earth shaking, and up from the surface of the earth, as though the soil had become merely water, rose a figure. When the figure had fully risen, the red light vanished, the earth stopped shaking, but the glowing sigils on the ground remained.

Standing in the center of town was a skeleton donned in some of the most fiercesome armor the party had ever seen. Spikes rose from its shoulders and helm, while many of its metal plates were etched with decorative symbols. The creature also carried two jagged scimitar that were permanently stained red, the blood of enemies that would never wash away until the end of time.


The creature faced them, and the party felt the warmth drain from their bodies.

"Flesh. . ." it whispered, its voice both hollow and chilling, the voice of nightmares. "Flesh of the living. . . Die. . ."

Suddenly powerful magic pulsed from the creature, surrounding it with a flurry of spells. All at once, the creature was enclosed by a transparent sphere of a blue light, a ring of fire, and its body was encased in a thin layer of stone, though that did nothing to hinder it from taking a step towered the party with scimitars in hand. The dead grass burned to ashes beneath the ring of fire.


Spoiler text: (Highlight or hover over the text to view)
Skeleton cast an unknown spell
Skeleton cast an unknown spell
Skeleton cast an unknown spell
Skeleton cast an unknown spell



A drop of cold sweat fell from Cabrakan's brow to the ground and was readily welcomed by the damp, dead earth.

-----Combat Rounds have begun-----


This message was last edited by the GM at 15:52, Sun 29 Oct 2017.
Lerdeth Kiensc
Player, 10 posts
Sun 5 Nov 2017
at 01:18
  • msg #148

The Town of Kirilyth

"As much as I would like to fight, I think our losses would be to great. We should come back when we are properly prepared and have an advantage. Everyone, lets go!" With that Lerdeth quickly mounts his horse, and begins to ride off, watching to make sure the others keep up.
This message was last edited by the player at 01:54, Sun 05 Nov 2017.
Ziv
player, 25 posts
Sun 5 Nov 2017
at 01:20
  • msg #149

The Town of Kirilyth

Ziv heeded Johannes's warning and ran towards the direction in which he stated they retreat to. Stupid, seriously stupid! Why did I do that??
This message was last edited by the player at 01:47, Sun 05 Nov 2017.
Cabrakan
Player, 15 posts
Sun 5 Nov 2017
at 02:04
  • msg #150

The Town of Kirilyth

There truly was no rest for the wicked...
As powerful the urge for Cabrakan to flee was, he waited as long as he could, swallowing down the fierce desire to run in terror. Though he took a step back... he had never seen such a creature nor felt it's evil...

The cleric firmly held his shield in one hand and held out the other. His extended arm working as a flag toward the others pointing out where to run while he followed closely behind. With the frantic waving of the other hand, he felt unable to speak, but wished so dearly for them to speed up...

He followed east as well with his companions making a swift get away
Andriel
Cohort, 27 posts
HP 60/60
AC 19
Sun 5 Nov 2017
at 02:47
  • msg #151

The Town of Kirilyth, Day 3, the Skeleton of Kirilyth

In Character Chat:
Ziv
...I didn't expect that. Cover your ears, guys!

Alacor
I guess we probably should have saw something like that coming...

Alacor
12:43, Today: Alacor rolled 35 using 1d20+19.  Spellcraft check; Identify spell 4.
12:43, Today: Alacor rolled 22 using 1d20+19.  Spellcraft check; Identify spell 3.
12:42, Today: Alacor rolled 20 using 1d20+19.  Spellcraft check; Identify spell 2.
12:42, Today: Alacor rolled 22 using 1d20+19.  Spellcraft check; Identify spell 1.

12:51, Today: Alacor rolled 29 using 1d20+9.  Knowledge adventure; Skeleton. {Nat 20!}


DM Ryan
Alacor's Spellcraft Results ~ Alacor swiftly put his mind to work.
Spell 1 =  Ancient Spell Trigger: The first spell that occured was some sort of contingency spell, of a kind unknown to magic users of this age. This magic brought forth a sequence of enchantments upon the target.
Spell 2 = Unknown
Spell 3 = Fire Shield (Fire Type)
Spell 4 = Stoneskin

Alacor's Knowledge Adventure Results {Natural 20!}~
The target creature is a Wizard-Fighter multiclass of Impossible Difficulty, with a powerful focus on Two-Weapon Fighting. Several feats, such as Improved Two-Weapon Fighting, Two-Weapon Rend, and Improved Critical, stand out among the deadly skills that you can discern from the mere poise with which it holds its weapons; and based on the spells at its disposal, you assume that it can also cast spells as a Level 13 Wizard at the least. Alacor ponders if it's a good occasion to wet himself.

Johannes
The sound of that bell could have just alerted armies of the undead, we must leave now!  Do not delay!  WE MAKE FOR THE EAST, NOW!

Ziv
Aye! Make way!

Andriel:
Those flames will hurt anyone who strikes the skeleton in close melee, and the stone skin will make it more difficult to damage him with all but adamantine weapons.  I will see if I can tell what the other spell is Alacor!

Johannes:
Andriel, have your skeletons take up the rear, his spells and weapons will have greater difficulty damaging them than us.

Johannes:
Tactically we are at a neutral to disadvantaged position, this is not the time to test that.

Andriel:
Aye Johannes!, Ashe!, Skeleton Minions!, To me!  Defend your creator!
Crispin
Player, 15 posts
HP: 56/56
AC: 19
Sun 5 Nov 2017
at 03:22
  • msg #152

The Town of Kirilyth

The party had reached a consesus that Crispin agreed with: Let's not die.
He retreated as calmy as he could with the rest of the party, panic washed away with the realization that terrifyingly powerful beings would become a natural part of their stay on the Dead Isle.
Alacor
Player, 17 posts
42/42 HP
Sun 5 Nov 2017
at 03:50
  • msg #153

The Town of Kirilyth, Day 3, the Skeleton of Kirilyth

The wizard quickly packed away his spell book and set off with the others to the cottage. Attempting to leave the skeleton behind.
Herr Johannes
player, 313 posts
HP: 93/93/93(SQ:--) AC:21
Cloak,Tunic,FullPlate
Sun 5 Nov 2017
at 03:57
  • msg #154

The Town of Kirilyth, Day 3, the Skeleton of Kirilyth

Post:
I considered the words of Alacor, to myself, determining the spells and enchantments just cast, and the power of the foe before us.  Those words, as well as the look on his face, (combined with the wet spot now formed on his pants crotch... just kidding LOL),  lead me to believe that retreat may be our best option.  I remembered the battles we fought on our first journey to the Dead Isle and compared them: the first we fought a priest, though weaker by a good deal than the dread knight later, proved to be a considerable fight, nearly leaving me to continue living in the heavenly realms.  Why was this?  I saw 2 aspects, field position and the element of surprise.  I had to run to my mount and then travel over the terribly corrupted terrain that horribly hindered my mount and myself.  The knight we were prepared for and had cornered.  Hadric disarmed him and dismounted him, while our wizard took control of his mount and our cleric, Imbellum (God protect him wherever he is), dispelled some of his magic and healed us.

We are now on an equal footing or a disadvantage when it came to surprise, he was now covered in enchantments and ready to attack, while we were not yet even warded for the day as usual, nor were we mounted.  The enemy had no real bearing on us finding Streleka, the town had been looted, and the clues had been extracted as best we could.  She was not here and we were packed to leave.

The words of a former Sargent of mine came to my mind. Sgt Nickelson, a warrior of many battles and a man of honor, who choose to deny promotion and knighthood so he could remain with his troops.  He had been awarded by the King for his skill leading his section and skill in his soldierly profession, called the Kings 20, given to the best men of the annual tournament.  The words surprised me after the chivalry I had ingrained in me.  "A fair fight is the one you lose."  The words had been seconded in a book I read about a great druid, in my studies of Celts and their mythos, the Tuatha De Danan, by a great Druid, Siodhachan O'Suileabhain.  "War is no place for sport," he told his animal companion (an Irish wolfhound) when he asked about his invisibility spell.

I saw our best choice was clear, retreat and continue our mission.

"Everyone, we must retreat to the east!  Let us fight this opponent on the grounds of our choosing, now MOVE!

Andriel, you must cover our retreat with your skeletal army, they are more resistant to our foes spells and they are not living.

Lerdeth, you must lead the party out.  Alacor, make sure he knows where to go, I will follow up the rear with Andriel.  Everyone go!  Ziv, Cabrakan, Crispin, run to the east forest and follow Lerdeth, stick together and wait for us.
"

Actions:
fast mount fury (success)
move to the east via
start (ef-22,23), going by the front right corner: 23g-h-i, 22j, then straight east.
stay close to Andriel (retreat with her)

Rolls:
{23:00, Today: Herr Johannes rolled 22 using 1d20+9.  Ride, fast mount (acp = 6, accounted for); tDI.  (SUCCESS!)
22:49, Today: Herr Johannes rolled 4 using 1d20+1.  Spellcraft, on the Skeleton Terror's 2nd spell; tDI.
}
This message was last edited by the player at 04:15, Sun 05 Nov 2017.
Andriel
Cohort, 28 posts
HP 60/60
AC 19
Sun 5 Nov 2017
at 04:13
  • msg #155

The Town of Kirilyth, Day 3, the Skeleton of Kirilyth

Post:
Andriel saw the skeletal creature, the terror as Johannes put it, and was amazed, but also concerned.  If only Alacor could turn it to fight for us, or even if Andriel could, it could once again perform its true bidding, to protect its land, and in essence its people.  Andriel was quite sure this was beyond her ability... for now.  Andriel realized also his people's bones (if he was, in fact, the man mentioned on the plaque) were possibly with Andriel.  "I wonder if he would have the sense to not hurt them?  Assuming this is an intelligent undead?" she thought to herself.

She considered the spells being cast listening closely to Alacor afterward muttering to himself about what was cast.

Then the words of Herr Johannes came to her ears and she spoke in agreement, "Aye, you go ahead, and I will follow close behind.  Don't leave me in the dust, I can't keep up with your horse," she said with some concern.

She directed her undead as she moved eastward with the party.  "My minions, follow me and protect me, stay between me and that skeleton over there.  We are leaving, take your items with you!"  With that, she moved as fast as she could eastward, while her party of undead followed behind her.  "Ashe, you stay closest to me and protect me!"

She moved east with the party behind the building, doing her best to navigate the rubble.  She did not want to be left behind.  She was pretty sure she knew the spell Alacor could not see, but she could tell them that later.  She felt a bit concerned about the skeletal remains they left behind, hoping that this new skeleton would not somehow raise them anew from the dead to fight on.  Herr Johannes had made a good point about that earlier...  concerns for another time, now was time to run.

Actions:
direct undead to follow her and stay between her and the skeleton summoned
move eastward with the party as fast as possible.  (retreat)

Rolls:
{22:50, Today: Herr Johannes rolled 23 using 1d20+8.  Spellcraft, on the Skeleton Terror's 2nd spell; tDI. (*Note: In the log, this says Herr Johannes made this check, but it was using Andriel's bonus because it was, in fact, her check, just forgot to change the drop-down menu.)}
This message was last edited by the player at 04:20, Sun 05 Nov 2017.
DM Ryan
GM, 627 posts
Sun 5 Nov 2017
at 17:46
  • msg #156

The Town of Kirilyth, Day 3

Day 3


"FOLLOW ME!" bellowed Lerdeth, his deep, booming voice resonating like a seventh chime of the bell. The barbarian-knight threw himself atop his horse and launched into a gallop east alongside the crumbling bridge, leading the way out of town. Those of the party who were on-foot followed at full sprint.

"GO! GO!" cried Johannes, lingering near the rear, separated from their dangerous foe by only Andriel's skeletal minions. His top concern was making sure that no party member was left behind, and he hurriedly counted the heads of his companions to ensure that all were accounted for. He glanced back over his shoulder at their enemy; it steadily advanced in their direction, emanating an overwhelming aura of power. Johannes snapped the reigns of his horse and hastily followed the party.

Together the adventurers fled into the trees east of town and traveled fifty yards or so before they paused to see if they were followed – however, there was no sign of the creature. Suddenly, the great bell of Kirilyth chimed, as though hailing their departure, and a pillar of red light once again appeared in the sky; only this time, the pillar descended from the clouds to the earth rather than from the earth to the clouds, and a high-pitch shriek from the town split the air. The shriek, however, lasted for only a moment before fading into silence. Whatever, or whoever, that undead horror was, it seemed to have been unsummoned, drawn back into whatever plane of the dead it normally resided in – until it was called for once again.

The party breathed a heavy sigh of relief.

"That was scary," said Ziv, breathing heavily. "Why did I ring that bell!?"

"Don't worry about it," comforted Alacor. "At least now we know that thing is there, and that we can go back and ring the bell again when we're ready to take it on. I mean, did you see some of the magical equipment that thing was wearing!? Some of those things must have been worth at least 50,000 gold pieces!"

"I agree with Alacor," added Johannes, riding up next to them on his steed. "But for now, let us continue east to the cabin by the pond. We must not lose sight of our main mission of finding Streleka."

"Good idea," Ziv replied. "Alright. Onward!"

Putting their frightening experience behind them, the party continued traveling east through the forest, navigating their way through the gnarled, black branches and occasionally around the enormous tree trunk. But although the trees here were just as dead as anywhere else, traveling along the north side of the forest was notably more scenic due to the mountains that spanned across the northern horizon. The party traveled for nearly six hours before stopping, getting close to their goal; Alacor called the party to a halt in order to check their map.


The wizard buried his nose in the large piece of paper. "Hmm. . . I see," he muttered, counting the miles they had traveled. "The pond should be nearby. A half-mile east of us, if I'm not mistaken. Should we send a scout?"

Crispin stepped forward and donned a smirk. "My time to shine. . ." he said, putting up his hood as stylishly as possible. At that, he vanished into the shadows.

Crispin dashed forward through the trees, moving as silent as a ghost across the barren forest floor. Before long, the forest ended at the border of a large pond, as Alacor had predicted; the pond was large enough that it could have been called a small lake. He glanced around the shores of the pond and looked for signs of a cabin, but he didn't see anything obvious. He continued making his way along the edge of the pond, examining the water as he did so; it was black and utterly still, impenetrable to see through – he made a mental note never to drink it.

After a few minutes, Crispin noticed a clearing up ahead. Excited, he assumed maximum stealth and approached it, and he found exactly what he was hoping for. In the clearing was a cabin, a simple one that contained no more than two or three rooms and was only one story high. It was an excellent place to build a cabin, he noted, as the clearing and cabin were positioned in such a way that they would be almost invisible from any other point around the pond – a good place to hide, something Crispin could appreciate.

Suddenly Crispin heard a sound, and his body went still. He froze as the door of the cabin opened, and out from the cabin came a sight that filled him with excitement, an elven woman!

The elven woman, like all elves, was tall – perhaps 6' 3" – with long, dark brown hair, and she wore a well-fitted studded-leather armor over a purple top and black trousers; she also had a bow and longsword strapped to her back.

"Streleka!" whispered Crispin in delight. The woman sat down on a stump near the cabin where some half-finished arrows sat in a pile; she picked one up and began adding the feathers to it. "I can't believe it!" thought Crispin. "We found Streleka! And- Woah. Nobody mentioned that Streleka was such babe! I mean, look at those curves, and those-. . but that's not important right now. I've got to tell the others!"

Like the night at the approach of dawn, Crispin slipped away into the shadows; and he reappeared a few minutes later at the party's resting place and related all he had seen.

"We did it then; we've found Streleka!" said Alacor after Crispin had finished his report.

"Perhaps," said Johannes hesitantly.

"Hm? Why do you say that?" asked Ziv. "It certainly sounds like her."

"It could be," admitted Johannes. "But I hesitate because that's not usually how quests work. Trust me – nothing ever gets handed to us on a silver platter. We'll probably get attacked by a boss or something the moment we talk to her; you'll see."

The party, following Crispin's lead, then traveled to the cabin and stepped into the clearing. When they reached there, however, the elven woman was no where to be seen, and all that remained was a silent, old cabin.

"Should we knock?" asked Cabrakan.

Calmly, the party began to cross the clearing.

"STOP! EVERYBODY STOP!" shouted Crispin suddenly, waving his hands wildly, his voice full of alarm. The party obeyed and stopped where they were on a dime.

"What is it!?" cried Johannes.

Crispin breathed a sigh of relief. "All over the ground. . . We are surrounded by traps!" {Reactive Search Check ~ Success}

The door of the cabin abruptly opened and out came the elven woman with a loaded bow, aimed squarely at the party; and from around the corner of the cabin appeared another cloaked figure with a loaded bow, aimed at them as well. Johannes' eyes quickly fell upon the elven woman's face, and he knew in an instant that, no, it was not Streleka; he knew this to be a fact, because the face was familiar to him.

"Hello, Pyrra," he said. "It's been a long time."

"Johannes," she replied, not lowering the bow; her face was stern and unmoving.

The paladin then nodded toward the cloaked figure. "Then that must be Adwonus."

The cloaked figure removed his hood, revealing the green face of a half-orc with small tusks. "Aye," he answered.

Neither lowered their weapons, and the party found themselves in a tense stand-off.

---A Chatroom has been opened; A live chat will be held on Wednesday 11/8/17, at 9:00pm---



This message was last edited by the GM at 18:46, Sun 05 Nov 2017.
DM Ryan
GM, 628 posts
Thu 9 Nov 2017
at 14:51
  • msg #157

The Town of Kirilyth, Day 3

---Start of Chatroom---

Pyrra: {cough}

Cabrakan: Please lower your weapons! We mean no harm.

Pyrra: So you say. . . but words can be deceiving.

Cabrakan: You have my word elven miss. In a place of the dead, the living must band together.

Alacor: Johannes, do you just know everyone?

Ziv: Well, hey look. An elf and orc man! I would have never put such a pair together...What's with the tension? (Glances between Johannes and Pyrra) My God, Johannes, how many people are after you?

Cabrakan: We don't know if anyone is after anyone, we just bumped into a protective party is all.

Ziv: Oh really? Why are their weapons still up? (Draws out a dagger per each hand)

Cabrakan: This can be defused miss ziv. Don't make anything worse and show our peaceful nature by putting your weapons away...

Ziv: I will once they will. I'm tired of being threatened by parties that don't know who they're messing with.

Cabrakan: We don't know either... pit them away.

Ziv: (Narrows eyes.)

Cabrakan: Think more. First with the bell and now with this. Do you not for a moment stop and think of things before you do them? You aren't putting your life and health at risk, but everyone else here. I will keep you from harming yourself, but I will be damned if I allow you to put the lives of anyone else in harms way. Curb your ego, put your weapons away, and breathe. We are all here for you. Be here for us.

Ziv: I am here for us! I'll be damned if any ONE of us is threatened by another party. If they put their weapons down, I'll be happy to put mine down.

Cabrakan: Hostility meeting hostility results in bloodshed. I say we come in peace you show war. Which will it be?

Ziv: (Rolled a 17 intimidate. To Pyrra and Adwonus:) Do not cross me. Put down your weapons, and I swear to you we'll put down ours.

Cabrakan: (Shakes head and looks down)

Johannes: Everyone, that is enough, absolutely enough. Ziv, you will -not- attack unless I give the order, and we have no quarrel with these people. Pyrra, Adwonus, we came here expecting you were someone else. We are looking for another elven woman, described like you.  Streleka, in case you heard of her. We have no quarrel with you. Her brother sent us to help her. Not hurt her. If we wanted to attack you, we would not have strolled into your courtyard. Think about it, we would have surrounded the cabin.

Ziv: (Sheaths daggers.)

Johannes: We would rather work with you than against you.  We are too far from the fort to make up conflict.

DM Ryan: {Ziv's Intimidate: 17, failed vs DC 24}

Adwonus: {Pyrra and Adwonus exchanged glances} If I can claim to know anything, it's that the bloody paladin doesn't lie {He and Pyrra slowly lowered their weapons}. I always figured you'd come after us someday, after Larlben and all. I'm guessing today's not that day.

Ziv: Larlben...? (Confused, Doesn't know much about names outside of her humble village.)

Johannes: It's another story Ziv- the faction wars, had to be put behind us. Too many things to look ahead at, to be concerned too much with the past.

Ziv: ..Alright.

Adwonus: The past for you, but the present for us. Larlben's widow has not forgotten, that's for sure. . . but since you're not here for that, I suppose it can be put aside. I suppose we'd better talk on friendlier terms, too. Pyrra, can you get the trap? {Pyrra stepped near the party and slipped her hand down what looked like an old rabbit hole; she fiddled with something unseen and, after an audible click, removed her hand shortly after}.

Pyrra: You can approach the cabin now, but don't wander around the yard - unless you want to die. {She said without any sign that she was joking}

Andriel: Phew, good job on seeing that trap Crispin.

Ziv: (Approaches cabin cautiously.)

Pyrra: {The party approaches, and they gather around the front of the cabin. Pyrra leans against the outer wall} So. . . you're looking for Streleka then. . . What do you want with her?

Ziv: A safe return to her brother.

Johannes: Yes, her brother feared for her and did not want to lose what little family he had left.

Ziv: You (to Pyrra) sound like you have interest in this person. How do you know her?

Pyrra: She was here yesterday. She said she had been trying to get into Kirilyth for something, but that there were too many undead. So she left.

Ziv: What direction did she take?

Pyrra: I don't think that's any business of yours. You'd do better to just leave the isle.

Johannes: That bad eh? Did she decide to leave the item and go to the center of the Isle? I believe I know what she was trying to get from Kirilyth, and per her brother's instructions, would be glad to help her acquire it.

Pyrra: It so happens I know exactly where Streleka is right now. But Streleka has a noble and honorable goal trying to reach our kin in the center of Estraeus, and it seems to me that you just plan to get in her way. So go find another quest and leave us elves alone.

Cabrakan: That is fair. However her brother as brought up before worries for her safety.

Johannes: You assume we are merely here to block her attempt. Her brother sent us here to help her. He reinforced to us how few of your people are left.

Cabrakan: We simply need to see her for ourselves to know she is well.

Pyrra: Oh? {She raises an eyebrow} And how, 'exactly', does her brother want you to help her? You seem to forget, Johannes, that I was the Spymaster of all Herrod. I know what it means to dance around information. You plan to just 'check up on her' and leave? I find that hard to believe.

Johannes: We might be outsiders, but that does not mean could not be convinced to help. I was not interested to return to this Isle again after my first expedition, her brother talked to us personally about the events that transpired her and offered us a sizable sum of money to help her.

Cabrakan: He worries for her safety Is all. He thinks she may be dead.

Johannes: Thus I raised this party and embarked on this journey. He wants us to help protect her. I will not lie to you though, he was concerned the reports of Estraens in the center of the Isle could be false, merely a Galian trick to bring all that is left to their final demise. However, what if the reports are true, then what option do we have left but to ensure her success and safety?

Cabrakan: I don't know much about the ways of the elves, but I do know full well about the ways of family. We are simply here to ease the mind of a frightened brother.

Pyrra: I wouldn't expect an outsider to understand. I tell you that she's alive and healthy. I can give you my word on that. And now you can leave.

Johannes: I would ask you seriously if you think that the rumors could be a Galian trick? I myself wonder. A lie you want to be true is harder to prove false. However, the lives at stake in the center of the Isle could be too important to ignore it, even if likely a trick.

Cabrakan: Pardon my rudeness, but we were instructed to lay eyes upon her ourselves. That is our contract and I'm afraid I can not take the word of a stranger to heart. We need to see her and we will depart from this island. That is our goal and I intend to make it home to my daughter alive and not inside of a box.

DM Ryan: {Cabrakan Bluff Check: 6, failed vs DC 14}

Pyrra: That last part I might believe, but if you expect me to think you traveled all the way across Mercia to check up on someone, then you must think me a fool. As for the Galian's, they would do something so underhanded, but I think you underestimate the resiliency of my people.

Ziv: I think there is a fool among us, but I'll overlook it. We're going to help her finish her own quest, and then escort her back to her brother. She isn't doing the honorable thing by going against what he said... (Shrugs.) But I'm familiar with that pattern. The more I keep finding out about her, the more I feel like I can identify with her.

Adwonus: Pyrra, can I talk to you a second? {She nods, and they briefly enter the cabin to talk in private, temporarily leaving the chat}

DM Ryan: {The party is alone, for the moment}

DM Ryan: {Adwonus and Pyrra return from the cabin}

Pyrra: So. . . You claim you want to help Streleka, and are apparently pretty desperate to find her. And I know where she is. . . I'm willing to make a deal.

Ziv: ...At what cost?

Cabrakan: A deal?... this hardly seems like the time or place, but let's hear it

Johannes: Even if they are skeptical, I am open to it.

Alacor: I would be as well.

Johannes:
{18:54, Today: Herr Johannes rolled 18 using 1d20+1.  Sense Motive, on Pyrra - is she actually willing to help us find Streleka or is this some kind... of ruse?; tDI.
18:56, Today: Herr Johannes rolled 22 using 1d20+5.  Knowledge (Adventure); on Adwonus, tDI.
18:56, Today: Herr Johannes rolled 15 using 1d20+5.  Knowledge (Adventure); on Pyrra, tDI.}


DM Ryan: {Herr Johannes's Sense Motive ~ You do not get the sense she is lying or trying to trick you.}

Pyrra: Yes, a deal. You see, we're not sitting here in this cabin because we're taking a vacation. There happens to be a tomb a half-hour north of here, built into the side of cliff at the base of the mountains. There's an item in that tomb we've been trying to get, since it'll be extremely useful for reaching the center of the isle - but we can't even get through the front door so far. That item is a famous magical rod, once belonging to a mage named Cerithil the Odd. Cerithil the Odd was hardly a successful mage, I should add, so don't expect it to be a dungeon or anything - one or two chambers at the most. But he was famous for winning a magical duel against a far-more powerful wizard because of that rod, and he had it buried with him. That's what we're trying to get. So here's the deal: If you get that rod for us, we'll tell you where Streleka is - and if you do it fast, I guarantee you'll find her.

Ziv: ...is Streleka alive?

Alacor: Hmm interesting. Why Haven't you been able to get farther than that?

Johannes: Do you know any more about this rod?

Pyrra: Only that it's a powerful weapon against mages. As for the door, it seems only a magic-user can open it, and, obviously, that's not us.

DM Ryan: {Ziv's Sense Motive Check ~ You cannot manage to glean anything from her expression}

Alacor:
{09:49, Today: Alacor rolled 24 using 1d20+18.  Knowledge arcana; Tomb.
09:48, Today: Alacor rolled 19 using 1d20+18.  Knowledge arcana; Cerithil's Rod.}


DM Ryan: {Alacor's Knowledge Arcana Check ~ Without seeing the objects in question, you cannot discern their specific properties, but it is not uncommon for mages to make special preparations for their burials, jealously guarding the arcane secrets that had in life.}

Johannes: Being this is the dead isle, how would you know if the wizard does not himself guard it as an undead corruption of his former self?

Pyrra: He just might. . . but then, Cerithil died well before the Galians came, so maybe not.

Cabrakan: Is the staff mandatory? We just so happen to have a magic user with us. Maybe he could give it a shot.

Ziv: Maybe his rod is what cast this undead spell... (Shrugs)

Adwonus: {Adwonus glances up at the sky as the clouds begin to part, making cracks of hazy blue} The sky is clearing up. . .

Johannes: What do you make of it Adwonus? As a ranger? That seems unusual to me.

Adwonus: {Adwonus does a Survival Check} It means no rain today. Which is good. I had no desire to melt.

Johannes: Hehe, Indeed, speaking of rain- have you seen any strange red flowers growing on the isle?

Pyrra: No, we haven't. Nothing grows anymore on this isle. Certainly, you were delusional.

Johannes: That might make a more pleasant description, but we have a sample still. Ziv? Hmm, she seems to have stepped off for a moment.

Pyrra: Good. An annoying human that one.

Johannes: Regardless, Adwonus, Pyrra, I know we had our differences in the faction wars, but I don't think carrying animosity serves us anymore. I apologize for the conflict that arose from it.  You have a good heart, Adwonus, and a noble cause, Pyrra. I offer to put those conflicts behind me. {21:16, Today: Herr Johannes rolled 29 using 1d20+10.  Diplomacy, on Pyrra and Adwonus to improve their attitude; tDI.} I think your deal sounds reasonable, but I need to know more. I want to know more about this rod, do you know how dangerous it is? Also, this mage, is there anything else you know about him and this area it is hidden?

DM Ryan: {Diplomacy Check: Adwonus - 14; Pyrra - 21. Johannes successfully improved their attitudes!}

Adwonus: An apology from the paladin. I never thought I'd see the day {He smirks, half-jesting with the remark}. Very well. I'll be content knowing you're not holding a grudge. If that's the case, I won't hold anything against you either.

Pyrra: {She sighed} There's no rewriting the past, even though I would have preferred Steyus to remain. But very well, paladin, we'll put it behind. As for the rod, there's not much more I can say. Obviously, we don't don't what the tomb is like, since we've never been inside, but Cerethil the Odd was known for being... wierd... so I would suspect his tomb will be too.

Johannes: Heh, yeah, it was a hard lesson learning I was not perfect Adwonus. {I jest, but with acknowledgement of his acceptance.} I appreciate it Pyrra, I had a hard time accepting that- the past being unchangeable. Anyways, what matters is that we have today and are here now.

DM Ryan: {Johannes' Knowledge Adventure Check ~ Pyrra is a Rogue/Fighter of Challenging Difficulty; Adwonus is a Ranger of Challenging Difficulty, with a focus on two-weapon fighting}

Johannes: Let me think a moment, I might remember something about this Cerethil from my studies.

{21:32, Today: Herr Johannes rolled 25 using 1d20+7.  Knowledge (Religion), on Cerethil the Odd's Rod; tDI.
21:32, Today: Herr Johannes rolled 17 using 1d20+7.  Knowledge (Religion), on Cerethil the Odd; tDI.
21:31, Today: Herr Johannes rolled 15 using 1d20+1.  Knowledge (Nobility and Royalty), on Cerethil the Odd; tDI.
21:31, Today: Herr Johannes rolled 11 using 1d20+1.  Knowledge (History), on Cerethil the Odd; tDI.}

Is the rod the only reason you are out here at this cottage?


DM Ryan: {Johannes' Knowledge Religion/Nobility & Royalty Checks ~ You do not recall the name of 'Cerithil the Odd' in these fields; Johannes' Knowledge History Check ~ You vaguely recall the name of an elf defeating a far more reknowned elf in a wizard's duel, but belonging to a different country, you paid little head to the story in your studies.}

Johannes: {examine check on Adwonus and Pyrra; I look over Adwonus and Pyrra from where I stand for wounds.}

Adwonus: I suppose you could say we're here cause of the annoying bounty hunters also, but the rod is more important. There are Skeleton Mages deeper in the isle that we can barely hurt with are bows. We can't seem to sneak around them either. So we came for this rod.

Johannes: {21:37, Today: Herr Johannes rolled 7 using 1d20+2.  Heal, on Pyrra and Adwonus, looking for wounds; tDI.} Hmm, are your bows magic?  You don't mean the Skeletal priests, do you?

DM Ryan: {Johannes' Examine ~ Adwonus and Pyrra appear Uninjured. Pyrra is currently wearing studded leather armor, with perhaps magical properties, and is carrying a longsword and longbow on her back. Adwonus is currently wearing studded leather armor with a pair of finely-crafted battleaxes on his back}

Adwonus: No. Skeleton MAGES. You won't see those bastards until you're at least 2 days deep.

Johannes: Hmm, drat, I had hoped it was just a generalization. But I thought with elves being known for their magic, amazed me that we had not found any yet. Concerning this rod, I really would want you to come along to explain more in person. Two of our party already had to return to the fort, and I did not want to face this short-handed if at all possible.

Pyrra: Adwonus can go with you, then. I need to stay here an watch the cabin. Also, if you don't comeback, someone will know where to look for you.

Adwonus: It'll be just like old times.

Andriel: {to Alacor} Did you hear that?! Skeletal mages! I really wish we had that spell now, think of how powerful they would be to control!

Johannes: {to Pyrra} Hmm, need to be here to meet someone? Or keep the cottage from being taken by the undead? {to Adwonus} Indeed heh, but we are wiser now. It will be good to have you around. I imagine you would really get along with one of our members that had to return to the fort. He had to escort a fellow party that was in dire danger back to the fort.

Andriel: Speaking of the undead, have you seen much around here?

Pyrra: Just to guard. Anyway, if you plan to accept our deal then, you better get moving, or it'll be dark before you get back.

Adwonus: We've seen enough. {He draws his axes} But they're all the same in the end.

Ziv: Oops, sorry. I was heavy in thought. Here. (Pulls out flower.)

Johannes: Oh, excuse me, I never introduced the rest of my party. This is Andriel, my aid.
..Oh {echem} you are right, we should not delay too long.


Adwonus: {Adwonus looks at the flower Ziv took out; Knowledge Nature Check ~ 14} I don't know it. But if you found it on the isle, don't touch it. I assume you knew that already though.

Johannes: A piece of advice, you may want to be aware of the dangers found in Kirilyth. We slew many of the undead there, but there is a terror that resides somehow trapped below in the town.  Lest Streleka or you or any of the rest of you go there. Be wary...

Adwonus: Noted.

Johannes: You could visit, but somehow the bell is tied to a great evil there. ...That was why we kept it in this jar, and never touched it directly. We found it in trails, and our scout spotted a sort of demon after which a trail of these seemed to appear where he walked. Then our house we summoned was covered in them in Kirilyth. Can you tell us more about how the tomb is secured?

Ziv: (Puts flower away.)

Johannes: Also, like Andriel said, what undead activity have you had in this area?

Adwonus: Can't you stay on one subject, paladin? We'll talk later. Now, we have work to do.

DM Ryan: {Adwonus and Pyrra have left the chat}

Johannes: {turns to the rest of the party with a smile} I think that went well, don't you?

Ziv: Mm-m

Johannes: Really wish he knew more about that flower.

Andriel: I meant to mention this earlier, but I did not get a chance. I know what spell that one you could not figure out Alacor. The one the skeletal horror cast. It was a form of Globe of Invulnerability I had never seen used before. The blue glow gave it away, but without the blurryness of blur.

{Andriel's Spellcraft Results ~ Personal Globe of Invulnerability. This spell functions like the spell 'Globe of Invulnerability' except that it travels with the caster, remaining centered on him/her; the sphere is only large enough to contain the caster.}

Ziv: I kind of wonder if this flower does anything to skeletons?

Andriel: If it does, I imagine it does not hurt them.

Ziv: Hmm. Are we gonna set up camp here, or what?

Andriel: Good question, it probably depends on how far it is to the tomb. I mean, how late is it now? {Looks up at the sun}

---End of Chatroom---

This message was last edited by the GM at 15:02, Thu 09 Nov 2017.
Andriel
Cohort, 29 posts
HP 60/60
AC 19
Sun 12 Nov 2017
at 05:27
  • msg #158

The Town of Kirilyth, Day 3

In Character Chat Additional:
Alacor: {11:06, Today: Alacor rolled 17 using 1d20+9.  Knowledge Local; Cerethil the Odd's.
11:06, Today: Alacor rolled 18 using 1d20+9.  Knowledge Local; Cerethil the Odd's Rod.
}

DM Ryan: {Alacor's Knowledge Local Check ~ You recollect a story of Cerethil the Odd and namely that he had a few screws loose in the head, if you know what I mean. He wrote a few papers here and there about polymorph spells, but other than that, his works were largely disregarded.}

Johannes: The tomb is only 30 minutes from here.  We may make camp here tonight, but be prepared to sleep at the mouth of the tomb if necessary.  We will be leaving in less than 30 min.  Ready yourselves.  Andriel, I don't think we need to bring the half plate with us there.

SQUAD! We make way for the tomb in less than 30 minutes.  Drop your extra gear here (i.e. the crude stuff we found) and prepare to step off.  Mind the traps as you leave your stuff here.

Pyrra, can we leave this stuff inside the cabin or would you prefer it outside to bait outsiders into your traps?


Alacor: I say we go to the tomb, the sooner the better.

Andriel:  Anyone able to help craft some great clubs for my skeletons, I think they could be improved.
Ziv
player, 26 posts
Sun 12 Nov 2017
at 05:41
  • msg #159

The Town of Kirilyth, Day 3

Ziv brushed her sleeves up and pulled out some of her daggers to sharpen them, purposefully not looking at anyone. Something felt...off. Though she knew not what it was, she simply kept her guard up, ears and eyes open, and her opinions to herself for once.
Andriel
Cohort, 30 posts
HP 60/60
AC 19
Sun 12 Nov 2017
at 06:07
  • msg #160

The Town of Kirilyth, Day 3

Post:
"Before we step off, I am going to improve these clubs my skeletons are using, they look a bit shabby.  I suppose they don't really have the wisdom to craft things well.  Let's see what we can do," Andriel said.  "But first, 1, 2, 3, 4 and Ashe, walk exactly where I tell you and drop off the extra armor you are carrying next to the door of the cabin (or inside if that is ok with you Pyrra?)."  She then observes their armor's condition and status, considering what will be best for each skeleton.  She decides there should be some changes, so she directs them.  "Ashe, remove the crude half-plate you are wearing and don the breastplate.  4, you remove the crude half-plate you are wearing as well and don the rusted chainmail.  1, 2, and 3, you help them do this, but do not walk anywhere but where I have told you to walk!"

Andriel then remarks to herself, Alacor, and Johannes.  "I never really realized how nimble and quick skeletons can be until I watched them as we walked here.  I always assumed they were slow and clumsy like zombies, but not so at all.  Quite fascinating getting to observe them this close."

After her skeletons do as she asks, she tells them to follow her as she walks a short way into the forest where they came from.  Looking about, she sees no one followed her to help craft, so she calls out, hoping for a better response the second time.  "Can anyone help me craft some clubs?"  Not waiting for help she begins to examine the great clubs of her skeletons and attempt to improve them or craft new ones as needed, so they each have a great club that is not so crude.

Actions:
Ashe, removes crude half-plate and dons breastplate.
4, removes crude half-plate and dons rusty chainmail.
Directs Skeletons to drop extra armor at the cottage, or in it if that is allowed by Pyrra.
Crafts/improves 5 great clubs.

Rolls:
{01:06, Today: Andriel rolled 12 using 1d20-1.  Craft (Weapon), greatclubs; tDI.
01:09, Today: Andriel rolled 22 using 1d20+3.  Survival, to check the time of day; tDI.
}
This message was last edited by the player at 06:10, Sun 12 Nov 2017.
Cabrakan
Player, 16 posts
Sun 12 Nov 2017
at 06:12
  • msg #161

The Town of Kirilyth, Day 3

It seemed everyone on this island was after something. Trust, it also seemed, was not given so easily. He could not understand why in such a place like this people would seperate and form their own groups with secret agendas. If everyone worked together, the undead would surely pose no threat...

But alas. The bargain was struck and a deal had been made. What other choice did he have but to follow the whims of strangers?
Herr Johannes
player, 314 posts
HP: 93/93/93(SQ:--) AC:21
Cloak,Tunic,FullPlate
Sun 12 Nov 2017
at 06:20
  • msg #162

The Town of Kirilyth, Day 3; Cabin

Post:
I speak with Adwonus and Pyrra a moment.  "Adwonus, Pyrra, if you have wounds, we can treat them.  I know how tough it can be when you do not have a priest as part of your group.  Not sure if you are hurt, but I wanted to offer.  Adwonus, since you are going with us, if you are hurt, make sure you tell Andriel or Cabrakan.  I do not want to see you go down by something so easily preventable."

"Pyrra, is it alright if we put any of our extra supplies in the cabin.  They are weighing us down.
Also, are there anymore traps we need to be aware of on the way to the tomb?  I assume Adwonus knows where they are?
"

I then address the squad before we step off.  "People, If you have any day long enchantments to cast, like mage armor, or magic vestment, now would be a good time to do it.  We are leaving shortly, so ready yourself."

I then hear Andriel's request and go to help her, cautious to take the same path we just entered on.

Actions:
I help Andriel craft 5 greatclubs.
If it is not going well, we take 2 minutes to do it right for each club.
I mount my horse again and prepare to leave.

Rolls:
{01:15, Today: Herr Johannes rolled 3 using 1d20.  Craft (Weapon), greatclubs; tDI.}
DM Ryan
GM, 629 posts
Sun 12 Nov 2017
at 15:19
  • msg #163

The Town of Kirilyth, Day 3; Cabin

Day 3, Late Afternoon

Andriel sat down with the tree branches that her skeletons had gathered to use as crude greatclubs and wondered if she could turn them into actual greatclubs; she glanced anxiously between her soft, un-tested hands and the pieces of wood, realizing that crafting was not her area of expertise.

"Andriel, what are you doing?" asked Lerdeth as he adjusted the saddle on his horse.

"Umm."

"If you're trying to craft something, don't bother. It would take you three days to make a greatclub using the old craft-skill rules, and it would take you four hours – and that's with help – to make a greatclub using the new craft-overhaul rules, which technically aren't released yet. So we don't have time for your little home-improvement right now. Try making something when you're on watch tonight; I'm sure he will let you use the new craft-overhaul rules."

"Oh. Okay," she replied, looking a little embarrassed at her ignorance. "Wait, who's he?"

"We don't ask that question," answered Lerdeth gruffly; his curtness took her by surprise and immediately put the subject to rest.

Meanwhile, Johannes asked Pyrra if they could store their heavier loot in the cabin, or if not in the cabin, outside it.

"You can store it outside," said Pyrra. "I like that idea you had about using them as bait. Perhaps one of our bounty hunters will see it and make a mistake."

"Alright, we'll do that. Thanks," Johannes replied.

Adwonus glanced at the sky, observing the slowly parting clouds. "It's late-afternoon, so we still have five hours 'til dark. We want to be back well before then though. Let's get moving."


Having finished their preparations – as well as a brief but unmentioned snack – the party began their sojourn north, following Adwonus through the woods. The half-orc ranger seemed very much at home in the wild, even if that wild had become a corruption of its former self; he walked with a natural stride that Johannes had rarely seen in the ranger during their time in the city of Herrod, back when they were traveling companions. Despite that being only six months ago, it seemed like it had been years.

The mountains grew large and looming as they drew closer, rising like the great spine of a dragon across the north. After a half-hour of walking the party reached the base of these mountains and were abruptly stopped at a vertical cliff-face. The trees were more sparse near the cliff, and some showed signs of having been knocked over or crushed by fallen boulders.

"This way," said Adwonus, continuing along the base of the ridge. Cabrakan cast worried glances at the top of the cliff as they walked, hoping some boulder wouldn't fall and crush them too.

The party traveled a couple minutes further, and, with Adwonus as their guide, they reached their destination, which became obvious the moment they laid eyes on it. In a narrow indent in the cliffside was a tomb, adorned with an entrance of stone bricks and decorative etchings. The party gazed upon the burial place with awe – it had been some time since they had done a classic tomb raid.


"Come on," said Adwonus, pressing the task at hand.

They followed him up to the entrance, whose front door was housed in a hollow, porch-like area of stone, sheltered from the rain and the threat of falling boulders from above. The door itself, like the rest of the entrance, was also made of stone, appearing to be one enormous, heavy slab – the party quickly realized why Adwonus and Pyrra couldn't enter on their own, for this kind of door could be neither picked nor forced open. The only solution was a magical one.

"There's an incription, too," said Adwnous. "Look."

He pointed at an inscription beside the door, which was written in the common tongue:

"A flare of fire won't leave a mark,
Winter's ray couldn't even sting.
But if entering my grave is what you intend,
A splash of acid could melt anything.
"

The party had encountered their first obstacle.
This message was last edited by the GM at 15:25, Sun 12 Nov 2017.
Ziv
player, 27 posts
Tue 14 Nov 2017
at 23:07
  • msg #164

The Town of Kirilyth, Day 3; Cabin

Ziv pondered the inscription and looked around at the spell users. "This isn't my area of expertise, guys," she mumbled, trying to shrug off her lack of knowledge about magic.
Alacor
Player, 18 posts
42/42 HP
Sat 18 Nov 2017
at 05:58
  • msg #165

The Town of Kirilyth, Day 3; Cabin

Alacor pondered the inscription with the others. "A splash of acid... if that could melt anything then could we just collect this acidic rain water? You'd think at some point someone would have tried that." He scratched his beard for a moment. "Well I do know just the spell for this!" Without waiting for a response from anyone quickly pulled the spell book out of his bag flipped it open to the page for acid splash.

The white haired wizard takes hold of his staff in one hand and positions the top of it in front of himself. With the other hand, he begins to circle around it in the air. A green glow starts to appear at the top of the staff and as it does he says, "Melt away all that is in our path." At the last word the small orb flashed and the wizard grasped the staff in both hands and pointed it at the doorway. The small orb flung its way to the door blocking their path, slowly arcing through the air as he waited in anticipation to see if the door would truly melt away.
Lerdeth Kiensc
Player, 11 posts
Sun 19 Nov 2017
at 01:59
  • msg #166

The Town of Kirilyth, Day 3; Cabin

"Hmm I got a bad feeling about this place. We should be ready when we try to open the door. Everyone should take cover in cade the trap is deadly." He readies his weapon and gets on his horse, and backs away looking for cover
This message was last edited by the player at 02:05, Sun 19 Nov 2017.
Crispin
Player, 16 posts
HP: 56/56
AC: 19
Sun 19 Nov 2017
at 02:41
  • msg #167

The Town of Kirilyth, Day 3; Cabin

Damn...yeah, only natural that a magical door would be accompanied by a magical trap...
Crispin pondered to himself after he had looked over the door to the tomb and noticed that there was some kind of magical trap set up.

"That's some keen intuition Lerdeth, something magically bad is rigged to happen when we get this door open and I don't think I can disarm the trap. Let's not be near this door when that happens..."

The rogue then joined the barbarian in the search of cover.
This message was last edited by the player at 02:43, Sun 19 Nov 2017.
Andriel
Cohort, 31 posts
HP 60/60
AC 19
Sun 19 Nov 2017
at 02:50
  • msg #168

The Town of Kirilyth, Day 3; Tomb, Chat

In Character Chat:
Ziv
(Daggers at the ready.) Wait, wait, Pyrra. Why, pray tell, do you not want us to go inside the cabin?
What's IN there..?

DM Ryan
{You are currently at the tomb dude!}

(Ryan said the dialogue is struck. I'm starting over)
------------------
Ziv
Hmm... Acid, huh?

Alacor
I do know a spell for acid splash, we can try that

Crispin
Waaiiit a second, this door is a set up! I'm not exactly sure what kind of trap but I am certain it's magical.

Alacor
Oh wow! I totally didn't see that!

If it's magical I might be able to dispel that let me take a look.


Andriel:
I was just going to say, we need to remember this is a regular dungeon or maze and we should thus follow procedure.  First thing being, check everything for a trap.   This wizard is known for being so strange made me think that is just too easy.

Johannes
Good point Andriel, I was just thinking that.  Dungeons I have had less experience with than Andriel, but I thought a man like this would have likely trapped everything and required some sort of strange riddle be solved in each place.  I also wonder how a -man- was buried on an -Elven- Isle like this.

For all we know, this trap is literally triggered by using acid splash.  It seems reasonable that he would do something like that.

Alacor, {@Michael Postma} you might want to wait on casting that spell, or at least we may want to stand far back when you do it.  I know we are on a timeline, but this could be really dangerous if we do not understand what is going to happen.  How far away can you cast that spell from?

Crispin {@Gino Dii}, is there any skill you have which could tell us more about this trap?  Can anyone here?  Adwonus?

Could you disarm it Crispin?


Andriel:
Even if he cannot disarm it, traps can be disarmed often other ways, like by destroying them or setting them off from a safe distance.

Johannes
It sounds like it might be too dangerous to disable.  We are probably best off disabling it via setting it off from maximum distance and taking cover.

Alacor {@Michael Postma} how far away can you cast that acid spell from?


Andriel:
Are there any enchantments anyone still has to cast on themselves for today?  Should probably do that first.

Alacor
I can reach it from 30 feet

Johannes
Hmm, no further than that?

That concerns me, with these boulders around.  I feel like they could be related.  Everyone, take cover and watch out for boulders.


Ziv
(Gives a thumbs up, that is.)

Andriel:
Well, we have this arch to stand under if we want to stand very close to the door when this happens.  Seems more risky with the trap on it though.
Herr Johannes
player, 315 posts
HP: 93/93/93(SQ:--) AC:21
Cloak,Tunic,FullPlate
Sun 19 Nov 2017
at 03:39
  • msg #169

The Town of Kirilyth, Day 3; Tomb, 1

Post:
"Well, traps are not my area of expertise, but from the sound of things, this would be too dangerous for Crispin to disarm it.  I recommend we take cover before Alacor uses his spell and I recommend Alacor cast it from as far away as he can before running away until the results of his spell are complete.

I think the time is too fleeting for us to wait and examine this further.  Thus I think we shall have Alacor cast his spell and the rest of us take cover if there is nothing further anyone can explain or discern from their previous studies.  {That is, you have no further knowledge you can acquire from various checks or spells}

Is there nothing further you know about this trap or tomb Adwonus?  Anything else you know about this could be quite important.

After that, we need to go over the procedures of tomb raids or dungeon crawls as they are more commonly known, Andriel informs me.  I have personally never heard that term, but regardless, remember to listen to what she has to say because it could save your life.


Actions:
I mount my horse and draw my lance and the shield in my saddle bags.
I ride some distance from the tomb and take cover behind a large boulder or tree along, especially with any overhang that would help protect us from falling debris.

Rolls:
{22:38, Today: Herr Johannes rolled 7 using 1d20+1.  Lore, on Cerethil the Odd's, his tomb, and his rod; tDI.
22:35, Today: Herr Johannes rolled 15 using 1d20+1.  Knowledge (Arcana), on Cerethil the Odd's tomb door; tDI.
22:35, Today: Herr Johannes rolled 5 using 1d20+1.  Knowledge (History), on Cerethil the Odd's tomb; tDI.
}
This message was last edited by the player at 03:40, Sun 19 Nov 2017.
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