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Sagar
6th July 2010, 08:05 AM
http://www.rpgtool2demo.org/maptool/scene.asp?ID=gxv3zil1e12k2kdh7npsd5pkxymtdcxx32647 b211cq14rfdix5i2j177gcczya4

As you near the western door, the air grows warmer and more arid. His Awesomeness pauses at the door.
"I should go in alone. It would be uncomfortable for you to be in his presence. You don't have my natural resistance to such things."

Asharad
6th July 2010, 09:10 AM
Generally speaking I think this dragon guy is on the level but let's all insight check him just to be sure.

Sagar
6th July 2010, 09:37 AM
You are almost positive he's a little dragon (insight 10). And he seems legit.

Shiz
6th July 2010, 09:55 AM
We will do as we are told for now.

Baladir, don't forget to hint at some point that we have more of this wood (well-hidden, of course) and would be willing to deliver it at some future date assuming we and the kids are alive and the Oni is dead, yadda, yadda...

Sagar
6th July 2010, 10:20 AM
The dragon noses the door open and goes inside. You feel warm, arid air wash out of the room.

From inside the room, you hear sounds. One is the dragon voice. The other is a VERY pleasant female voice. They are speaking in a language you don't begin to understand. (Passive insight). This discussion seems to get a bit .. heated. The dragon seems to be trying to argue on some point. Eventually, it capitulates.

The dragon returns and, sounding just a bit sullen, says...

"The God of Fire requests that at least one of you bring in a sample of the wood. The rest may stay here or enter, as you wish."

EricStratton
6th July 2010, 10:25 AM
I don't imagine any of us have any sort of fire resistance, eh? Or understand draconic? If not, I say Baladir goes him being the most diplomatic.

Shiz
6th July 2010, 10:30 AM
Baladir is at least a worshipper of Pelor, the sun god. Maybe that will help. Is the Polyglot Gem still active or has it been used or the day? That said, I expect a God can communicate with us if it wants to.

Baladir, take one piece of wood only for now.

Assuming Bal wants to go. Trask is willing if Bal isn't.

Lycos
6th July 2010, 10:36 AM
That's fine. Baladir will offer to be the one to go. He'll take one piece of wood.

I'll ask His Awesomeness, is there something wrong?

Insight. + 12 = 21

Sagar
6th July 2010, 10:57 AM
The little dragon puts on a happy face and says, "Oh no. Everything is great. Is it not my humble place to advise Gods on advisable behavior. Enter and be in awe of his greatness, the God of Fire."

You detect just the slightest bit of sarcasm when he says "advise GODS..."

The dragon noses the door open more and goes in.. pausing to see if you are coming.

The air coming from the room is certainly warm and uncomfortably dry, but certainly not unendurable. It's no worse than standing at the entrance to a smithy forge room.

Lycos
6th July 2010, 11:03 AM
I'm going IN. :)

Shiz
6th July 2010, 11:35 AM
Trask will attempt to get as close to the door as he can and keep it open a crack so he can relay what goes on.

Sagar
6th July 2010, 11:47 AM
Trask will attempt to get as close to the door as he can and keep it open a crack so he can relay what goes on.

The dragon does not shut the door behind Baladir. You can look in if you want.

(and if you do, I'll post in spoiler instead of in PMs.

Sagar
6th July 2010, 01:25 PM
Well, Baladir will try to activate the gem again. What the heck. If it doesn't work, I'll just use common and say that I don't understand your language. I'm sorry.

God of Fire, I have an offering of magic wood for you. *Baladir kneels and holds out the wood* My friends and I ask for your assistance in our fight with the Oni in exchange for this offering. May we discuss this further?

Obviously, I make sure that I do not make any aggressive moves, and I will react submissively if that seems appropraiate at the time.


Quote:
Originally Posted by Sagar
You follow the dragon into a 20'x30' room. The walls, floors, and ceiling are perfectly flat and perfectly square. All of these surfaces also contain patterns in the stone itself. You can't tell at a glance what those patterns might be.

There are only two items in the room. On the south end is a ceramic sink. There are two faucets and the drain seems to flow down through the central pillar holding it up.

In the north-west corner of the room stands a brazier. On the brazier, you see a small, brilliant point of light. The light is so bright, it brings tears to your cavern dimness-adjusted eyes.

The dragon walks over to the brazier and says in draconic, God of Fire, may I introduce Baladir, Paladin of Pelor.

From the brazier, a beautiful female voice emerges. The voice speaks a short phrase in a flowing, almost liquid language that you cannot begin to understand.

Sagar
6th July 2010, 01:32 PM
The gem is still working for you to understand draconic.

Baladir moves towards the brazier and kneels, offering the wood. He speaks in common, offereing the wood and asking for assistance.

After a moment, the God of Fire speaks. The dragon responds, apparently translating Baladir's speach. The GoF replies.

The dragon says to Baladir, "Please move the wood near the brazier."

Baladir does so and, with his eyes adjusting to the light, he makes out that the light is actually a small creature. It moves to the edge to stand on the lip of the brazier. A small, forked tongue flicks out to lick the wood, bringing forth blue flames from the spot touched. The figure retreats, leaving a small scorch mark on the log.

The GoF speaks again.

The dragon translates, "The God of Fire asks how much of this wood do you have?"

Lycos
6th July 2010, 01:41 PM
* I try the draconic tongue as well *

We have 4 pieces with us now. There are more close by and we also know where we can get more.

Sagar
6th July 2010, 01:59 PM
The dragon translates.

Your eyes have adjusted more and you can tell the creature looks like a small lizard made entirely of fire.

The creature seems to become excited. It runs over to look at the log again. It circles the brazier twice. It stops.

The female voice issues forth again, the tone now obviously excited.

The dragon translates, speaking towards the door. "The God of Fire requests that you all enter. He thinks there may be opportunites for all and would like to discuss the possibilities. He will try to endure extreme cold so that you may feel more at ease."

The fire lizard grows somewhat dimmer and the temperature in the room begins to drop slowly.

Lycos
6th July 2010, 02:20 PM
Baladir responds, "We thank the God of Fire for putting up with the discomfort. It is most gracious to welcome us in this way. We appreciate her kindness."

Baladir motions for everyone to come in.

*He waits for everyone to enter*

*He begins the introductions, nothing fancy, straight and to the point*

*He also fills the God of Fire in on the why we were sent out here to find the children and to make sure this never happens again by destroying the Oni*

Our offer is this. We will provide this wood as an offering. In exchange, we would like the children protected until we return from the fight with the Oni. And we are asking for (an extended rest) less than a days rest here in preparation for the battle. Also, I would like to ask if you know a way to attack the Oni while it is in gaseous form, or a way to capture it when it is in this form?

Sagar
6th July 2010, 02:59 PM
The dragon translates your words and then translates the answers back to you.

"We can arrange all these things you ask and more. But we have requests and needs as well. None of our needs should be too difficult for you but we would like them before you rest.

"First, we would like you to retrieve what wood of this kind that you possess. We ask that you bring all that is available.

"Second, we ask that you rescue our mate. It is nearby but not accessible to us.

"In exchange for these things, we will guard your children while you rest.

"We will also prevent the Oni from escaping.

"We will also show you how to harm the Oni while it is no longer solid.

"We will also tell you of things such as you would be eager to know.

"If you have questions, ask."

Lycos
6th July 2010, 03:02 PM
DM Question:

We have the piece of wood for Trask's bow. How hard would it be for us to find another one like it from where we got the other one?

Sagar
6th July 2010, 04:10 PM
You took all there was to take.
There is no more.

Asharad
6th July 2010, 04:16 PM
Mate?
No matter what happens to us the kids have to be returned to Defiance.
I don't mind giving up all the wood (hehe hehe he hehe).

EricStratton
6th July 2010, 04:35 PM
As much as Amaril would like a new wand made from this stuff, he can be happy w/ the two he has. He'll give up his small piece.

Lycos
6th July 2010, 04:47 PM
You took all there was to take.
There is no more.

Ah! I thought there was more. Ok, nix what I said before about knowing where to get more.

Shiz, Baladir is going to have to be honest about your piece as well. I'll try to save it.

Shiz
6th July 2010, 04:47 PM
Trask will give up his bowstave. The two of us who go get the rest of the wood - I suggest Brunhilde and Trask - should get a kobold escort through the tunnels, back to the Oni house in case we are waylaid.

While he is gone getting the wood, here are the questions he would ask:

Why has the Oni's presence been tolerated so far, seeing as he is splitting the kobolds?

Is Defiance in any danger from this kobold colony? How long has it been here?

Are there tunnels in these mines that lead out of the Defiance valley? If so, could we get some kind of token to let us pass peacefully should we ever find more of this wood in exchange for answers we may seek?

Have you heard of Malacon? If so, are you aware he is active. We are looking for him and seek advice on how to counter and destroy him.

We should be happy to free the "mate" and maybe should ask about potential magical item payment of some kind seeing as we planned to use the wood to supplement our own powers but realize it is most attractive to the God of Fire. Maybe he/she/it can "enchant" a blade and/or some armor with fire-y powers. Baladir can decide to not press our luck with that last part if he so chooses.

Lycos
6th July 2010, 04:52 PM
Baladir will speak to his Awesomeness.

Mate?

Can you fill us in on this? I did not realize that you had someone being held by the Oni. I am sorry to hear this.

*We wait to hear about this mate. Then Baladir brings up the other issue*

Also, we have no problem giving you the wood. However, I must be honest. There were two pieces that we were going to keep for some special items. One was for a wand for Amaril here, and the other was for a bow for Trask. Can we hold these two pieces back or perhaps you have something of equal value to trade for them?

*Also, Baladir will attempt to identify the being know as the God of Fire*

I'm not sure what to apply to this roll:

+3 for Arcana
+8 for Religion

Sagar
7th July 2010, 08:08 AM
The dragon translates all your questions and gives you the first of the GoF's replies, "You misunderstand. The Oni does not have my mate. She is trapped here in this complex in a place I cannot access. But the rest of you questions must wait until His Awesomeness returns."

The dragon tells Trask and Brunhilde, "Come with me. I'll need to tell the kobolds to escort you."

From the hallway, the dragon calls back, "If the rest of you would prefer to wait in the hallway, The God of Fire can return the room to a more reasonable temperature. Oh, and if you get bored, you are welcome to explore the room at the end of this hall. If you can get the door open. I would not attempt the other door, though, until your friends return."

With that, the dragon leads Trask and Brunhilde back to the cavern where the kids and kobolds are. The dragon glides back down to his position and, with a flicker, returns to his original grandness. The rope you use to climb up is still there.

(DC 10 to climb down. For Brun, this is automatic. I need and athletics roll for Trask)

Trask: Passive insight: The children look very nervous being left alone with all the kobolds. Buck, Buck, Nissa, Sweetbriar, Grog and Thomas have placed themselves casually between the kobolds and the kids.

Shiz
7th July 2010, 09:45 AM
Trask Athletics: 19

Trask will attempt to re-assure the kids that everything is going well. He will tell the about them "talking flame" that commands the kobolds has agreed to keep them safe fro the Oni. He will then tell them that he and Brun are going to get some supplies from their horses and will be back.

Lycos
7th July 2010, 09:53 AM
Of course, Amaril, Fandango and I will back out of the room to let the God of Fire put the room back to a more comfortable temperature.

We'll bow and leave the room.

We'll explore the "room at the end of the hall".

Fandango, you want to check the door for locks and traps and such?

Sagar
7th July 2010, 10:04 AM
The dragon's rumble fills the room as it turns it's majestic head in your direction and says, in common tongue:

"Perhaps the children would be more comfortable in the hallways above. They may be safer from the Oni's forces as well and the kobolds need not be grouped quite so heavily here. They may be better utilized keeping the Oni pinned down in it's lair until you are ready for it."

As it speaks, Trask vaults lightly down from the ledge and lands near Buck (the orc blooded one).

Asharad
7th July 2010, 10:04 AM
Certainly!

It does sorta beg the question though, we got a lot on our plate and I've even got two strikes, do three of us really want more trouble? Course, it could be a treasure room of riches.

Sagar
7th July 2010, 10:08 AM
(Perception 11) The door is a solid and thick, wooden with metal bands laid upon it in crisp, geometrical patterns. Runes are etched upon some of the bands. The door itself is in excellent shape.

Lycos
7th July 2010, 10:09 AM
Well, if it looks like its going to be a problem, we can leave it until Trask and Brun return. If it's unlocked, and trap free, perhaps its filled with hot beauties looking for a rogue to satisfy their every sexual need. ;)

Shiz
7th July 2010, 10:11 AM
The dragon's rumble fills the room as it turns it's majestic head in your direction and says, in common tongue:

"Perhaps the children would be more comfortable in the hallways above. They may be safer from the Oni's forces as well and the kobolds need not be grouped quite so heavily here. They may be better utilized keeping the Oni pinned down in it's lair until you are ready for it."

That would be great. Trask and Brun will help the kids up the ledge, but tell them not to wander around. He will then make the re-assurances I indicated.

Sagar
7th July 2010, 10:29 AM
The dragon looks at the children for a long moment and then says, "Here.. I'll help lead them."

With a silent pop, the large dragon vanishes and the smaller dragon flies up to the ledge. Thomas bows to it and, with Thomas and the dragon leading and Buck bringing up the rear, all of the children make their way up the ledge and disappear into the crevice.

Shiz
7th July 2010, 10:48 AM
Why am I getting a bad feeling....

Are Trask and Brun waiting for someone? Did the dragon tell the kobolds to escort us?

EricStratton
7th July 2010, 11:10 AM
A tad late but Amaril would like to Insight on the whole business of a place the GoF can't go and a door we can go explore. I'm with Trask, something doesn't feel right.

Insight: 9+9

Asharad
7th July 2010, 11:21 AM
Could you do an arcana check on this door that me and baladir are standing in front of? Runes scare me.

Lycos
7th July 2010, 11:47 AM
Baladir will do an Arcana check as well. +3

Oooooo.. 13 :D

DinbinFanfoom
7th July 2010, 12:13 PM
Brun wouldn't be surprised if something was setting us up a bit.

Dr. Stephen Franklin: It's all so brief, isn't it? Typical human lifespan is almost a hundred years, but it's barely a second compared to what's out there. It wouldn't be so bad if life didn't take so long to figure out. Seems you just start to get it right and then - it's over.
Lt. Cmdr. Susan Ivanova: Doesn't matter. If we lived 200 years we'd still be human, we'd still make the same mistakes.
Dr. Stephen Franklin: You're a pessimist.
Lt. Cmdr. Susan Ivanova: I'm Russian, doctor. We understand these things.

Sagar
7th July 2010, 01:41 PM
I do like to give pauses so I don't quite feel like I am leading you by the nose through everything. Sometimes I pause to give you a chance to discover stuff. Sometimes I pause because I have to go to a meeting or answer the phone or whatever.

This was the latter type of pause.

At the dragon's command (done before it left), a half dozen kobolds escort Brunhilde and Trask back to the house. The kobolds wait in the caverns while the two retreive the wood. When they get back to the battle cavern, they find more than a score of kobolds entrenched around the tunnel that leads to the Oni's lair.

They continue on back to the GoF's area. This trek will take a bit more than an hour.

During that time, the rest of the party...

Amaril.. insight..
There is something about the patterns in the GoF room and about the runes on the door. Perhaps a different kind of check would be useful.

Asharad
7th July 2010, 01:52 PM
Arcana! (You never know)

Correction- I never know.

Sagar
7th July 2010, 02:16 PM
Fandango checks out the runes.. and very nice runes they are, too.

EricStratton
7th July 2010, 02:50 PM
Arcana: 14+14

Checkin' those runes.

Sagar
7th July 2010, 03:13 PM
Arcana: 14+14

Checkin' those runes.

The ones on the door, I assume:

The runes are for preservation and protection. Given the nearly pristine condition of the door, you guess the preservation was for the door itself. There is a little bit of power left in those runes.

The protection runes are almost completely powerless, now.

Lycos
7th July 2010, 03:39 PM
Should we give it a shot?

Asking the DM, how do runes work in your world? Is there some special trigger to unpower them or are they handled magically in some other way?

Is there anything written on the door, besides the runes?

Shiz
7th July 2010, 03:45 PM
The DM said the runes are powerless. That is what Amaril's roll determined. Now you have to decide whether or not the door is locked since you are reasonably sure the runes aren't going to keep you out.

Lycos
7th July 2010, 03:54 PM
No, the DM said


The protection runes are almost completely powerless


Almost is a key word here which could mean anything.

Sagar
7th July 2010, 04:16 PM
Amaril says they shouldn't be able to do any damage any more.

And the door is locked. I forgot to mention that earlier.

Asharad
7th July 2010, 04:58 PM
I will examine the lock closely.

And if it looks relatively safe I will unlock it.
and if that doesn't work I will try and unlock it again.

Basically, if the lock isn't trapped I'll keep at it till it opens.

Sagar
7th July 2010, 05:09 PM
The lock is a nice one. Very complex and interesting. It was also trapped at some point in the past. That trap has been sprung - you see the needle poking out with old dried blood smearing part of the lock.

It appears the trap dissuaded someone in the past.

Fandandgo works on the lock, tongue sticking out sideways as he concentrates. Finally, with a grunt and a click, he steps away triumphantly. He reaches out and pulls... and the door is still locked (16 vs DC 21).

Asharad
7th July 2010, 05:22 PM
okay, again then

Sagar
8th July 2010, 08:31 AM
Fandango attacks the lock with renewed concentration. It takes a few minutes, but with a final deft twist, the lock turns and the door moves open a fraction.

Turning, Fandango finds his actions closely observed by a small dragon, a ghost and a whole passel of kids.

From the back of the pack, a single word wafts forward..."Cool!"

Opening the door reveals a very curious room. First of all, the room is cool and dry - perfect for storing a wide variety of things. Secondly, the room is divided into three, color coded areas. The first third of the room has a blue-hued floor. In this area, stacked with militant neatness, are cartons and containers of foodstuffs. Each container is labeled with it's contents. Fruit, Beef, Pork, Breads, Baked Goods, Ale, Mead, Wine, Honey-Milk, etc.

The second area has a green-hued floor and contains cloth goods. On the back wall, stacks of bedding lie neatly on shelves that extend up to the ceiling. Closer to you, clothing hangs in racks on the floor. One line of racks contain mens / boys clothing - all in the same shade of cobalt blue and all in the same style. The clothing seems to have been hung by size with the largest size farthest away and the smallest closer to you. The sizes seem to cover small child up to large human. A second set of racks contains women / girls clothing. Again, the styles are all the same, but in this case, there are two color choices: Solid ruby red and a pastel pattern of spring colors. The clothing is hung with alternating colors: Red, pastel, red, pastel.. again in ascending sizes. A lone chest sits in the center of the area.

The final area has a yellow-hued floor. In this area, in stacks and shelves, are stored paper and metal goods. Racks of books line the back wall, each shelf apparently organized by subject and each book placed by height and thickness. On the top shelf, however, is only one, lone, thin book. On tables and shelves in the rest of the area, you see other metal goods - pots, pans, utensils, cutting knives... and there is a lone chest against the near wall.

Surveying the whole room, Amaril chuckles. The placement of the permanent fixtures - shelves, tables, bins and chests - when looked at as a whole, make a magical rune of preservation.

Everything in the room looks pristine, fresh and new.

Shiz
8th July 2010, 09:54 AM
The kids are probably starving for good food.

Lycos
8th July 2010, 09:54 AM
*Keanu Reeves imitation*

Woah!

Lycos
8th July 2010, 09:55 AM
Yeah, first things first. Help the kids get what they need for now.

Once they are taken care of, we'll take care of ourselves for the extended rest. We'll try not to change the furniture to mess up the preservation rune.

At the very end, I would like to take a look at the books. Interesting...

Asharad
8th July 2010, 09:59 AM
Perception on the room from the door, looking for anything that looks out of place or dangerous.

Sagar
8th July 2010, 10:15 AM
There is enough food and beverage for all of you to have a good meal. The kids clothes are pretty ragged, overall and there is stuff to fit everyone here. The clothing style is a bit odd, but the materials are very high quality.

At one point, one of the kids accidentally bangs into a table.. only to discover it is firmly secured in place. All of the fixtures are.

Over the next 30 minutes, the kids (and adults?) get food and drink. The older kids also begin dragging bedding out into the hall. Buck explains, "When the food and warmth hit them, the little ones are gonna crash and hard. Just getting ready..."
You pretend not to notice his terrific yawn as he totes another bedroll out of the room.

Fandango checks the room carefully (perception 21) but doesn't find anything dangerous. In fact, he surmises that this is the storage location for all of the goods (except furniture) required to live in a small complex. It's almost like a packing up a beach cottage for the year.. except done with great mage style.

Amaril (passive Arcana 24) realizes that this rune used for preservation here has 3 magical focus points. In this room, those points would equate to the two chests and the bookshelf with the lone book on the top shelf.

Baladir checks the bookshelves and finds they are organized by subject: Cooking, History, Philosophy, Alchemy, Martial Arts (your types of fighting, not kung-fu), Religion, Stories and Fables. The shelves are all labeled but the words are in an archaic version of common. You can read them, but not easily. The book titles and contents are similiarly written in common in a form that is at least several hundred years old.

The book on the top shelf has a title Baladir cannot read. It seems to be in a different kind of writing.

Shiz
8th July 2010, 10:22 AM
Trask has Comprehend Languages ritual, fyi.

Asharad
8th July 2010, 11:08 AM
Is Your Awesomeness still here? If so, I'll ask him what this place (in the general sense) used to be. Are we in what is left of an old fortress or something? Where'd the stuff come from and how come it is untouched.

Amaril, in your judgement will messing with the focal points of the preservation rune do anything other than break the preservation spell?

Perception on the two chests, please. Twice for each.

Sagar
8th July 2010, 03:21 PM
Perception on chests: Both are locked. You don't see traps. You don't get to look again though you can be assisted.

The little dragon is here and, to your question, says, "As I understand it, this valley used to be a favored visiting spot for 3 great mages. Alexander, Mage of Order; Aethering, Mage of Creation; and Archibald McLeash, Mage of Adventure. This complex was a "summer home" for the Mage of Order. It has been dormant for over 500 years and most of it is now inaccessible due to cave-ins. I would guess that this is where the Mage stored his household goods while he was elsewhere. It's pretty ingenious. But then again, he WAS a great mage."

Sagar
8th July 2010, 03:21 PM
FYI: Trask and Brun will return in about 20 minutes.

Shiz
8th July 2010, 03:23 PM
The book on the top shelf has a title Baladir cannot read. It seems to be in a different kind of writing.

Someone grab this book and take a look.

Asharad
8th July 2010, 03:30 PM
Archibald McLeash, Mage of Adventure.

I bet he was a wild old wicked man.

So...guess I should open them, then.(29 and 30)

Sagar
8th July 2010, 03:41 PM
Someone grab this book and take a look.

Hush you.. you're still hiking with kobolds.

EricStratton
8th July 2010, 03:43 PM
Amaril, in your judgement will messing with the focal points of the preservation rune do anything other than break the preservation spell?
Gooood question. How much can we fiddle with the focal points before we disrupt the spell? Arcana 15+14

Quick Arcana check on the chests to make sure there's no magical traps Ash is about to trigger.

Arcana 20+14: Chest 1
Arcana 8+14: Chest 2

Sagar
8th July 2010, 03:55 PM
Focal Points: You're pretty sure moving a focal point will break the power of the rune. No damage, the spell will just no longer exist.

Chest 1: The bag is a bag of holding.
Chest 2: The gauntlets are Gaunlets of Frost

Both items are still in their chests (I assume you didn't move them during your examination).

Lycos
8th July 2010, 04:56 PM
I'm assuming the gauntlets are a melee item.

I think I was the last person to get a melee type item. Brun, if we can get to these gauntlets are you interested in them?

Sagar
8th July 2010, 08:36 PM
So now what?

Lycos
9th July 2010, 10:15 AM
We'll give the kids food and drink.
Get them set up with the beds and stuff like that.
We'll take care of ourselves after that.
Books are the latter activity.

And when His Awesomeness comes back, we'll deliver the wood.

We still have to agree on whether we can withhold the two pieces that we earmarked for Trask and Amaril.

Also, we need to ask permission to take the gauntlets and bag.

Sagar
9th July 2010, 10:57 AM
Status update:

The dragon is present with the kids.
The kids are feed and getting ready to crash.
The chests are open.
The book is taunting you.
Brun and Trask will be back in about 15 minutes.

Do you want to do anything before they return?

Asharad
9th July 2010, 11:02 AM
Are there any weapons in the room? Anything resembling armor (except the gauntlets)

EricStratton
9th July 2010, 11:03 AM
Amaril will, again, attempt to put his arcane knowledge to work and check out the book. He's not going to touch it yet. Just give it as good a magic-check as he can to determine if it's magical (outside of the preservation rune) and to try to determine exactly what *kind* of writing is on the cover.

Arcana 11+14 - Magic book?
Arcana 6+14 - Kind of writing?

Sagar
9th July 2010, 11:20 AM
Amaril has, to my knowledge, not checked the book before.

He moves over to look at it and finds the title written in basic magic runes "Elementary Nature Rituals".

Do you wish to pick it up and see what is inside?

EricStratton
9th July 2010, 11:25 AM
Amaril has, to my knowledge, not checked the book before.

He moves over to look at it and finds the title written in basic magic runes "Elementary Nature Rituals".

Do you wish to pick it up and see what is inside?
I meant, putting my arcane skills to work again. And check the books. Not again check the books. :D

Rituals, eh? I believe Trask is the only one that can learn and cast rituals so I'll leave it for when he gets back.

DinbinFanfoom
9th July 2010, 12:13 PM
*trudge* *trudge* *trudge*

To be honest, it was so long ago that I sent my "wish list" to Sagar that I have no idea if those would be Brun-centric or not.
I'd say any melee could use them, even Fandango, right? That said, they wouldn't be unwelcome.

Lycos
9th July 2010, 12:15 PM
May I talk to His Awesomeness, and ask if it would be ok for us to take the items in the chests and can we have this book, the ritual book.

Sagar
9th July 2010, 12:50 PM
Are there any weapons in the room? Anything resembling armor (except the gauntlets)

Nothing that you've been able to find, no.

Sagar
9th July 2010, 12:53 PM
*trudge* *trudge* *trudge*

To be honest, it was so long ago that I sent my "wish list" to Sagar that I have no idea if those would be Brun-centric or not.
I'd say any melee could use them, even Fandango, right? That said, they wouldn't be unwelcome.

To be honest, I couldn't find anyones' wish lists. I couldn't even find posts or PMs describing them...

So I just went through the books and picked out stuff I thought looked good :p

Sagar
9th July 2010, 12:56 PM
May I talk to His Awesomeness, and ask if it would be ok for us to take the items in the chests and can we have this book, the ritual book.

You may talk to the dragon, to the GoF, even to the wall if you wish...

Sebastion, High Priest of Fire and His Awesomeness, tells you, "As far as I am concerned, you can have them. We have no need for anything here."

Lycos
9th July 2010, 12:59 PM
You may talk to the dragon, to the GoF, even to the wall if you wish...

Sebastion, High Priest of Fire and His Awesomeness, tells you, "As far as I am concerned, you can have them. We have no need for anything here."


I'll thank His Awesomeness.

Have at them gentlemen.

The gauntlets I will save for Brun to claim if she wishes.

I'm assuming that our rogue and mage type person here will look to make sure they are not trapped first.

I'll pull them out once those checks are done.

Asharad
9th July 2010, 01:07 PM
I am going to pick up the bag of holding. When everyone gets back I am going to open it and see what it is holding.

I'm going to wait till everyone gets back in case it is holding an ogre.

Shiz
9th July 2010, 01:11 PM
Bag of Holding sounds like a good thing for our rogue to safeguard. We could stuff the bear rug into it, maybe.

As to the wishlists. I am sure anything we sent is out of date and under-level for us. Surprise magic items are more fun, actually, as long as they are useful to one of us. In my Sunday game, the DM gives out whatever treasure the module says, whether it is useful or not.

Sagar
9th July 2010, 01:41 PM
Baladir takes the gauntlets and, with an inaudible pop, the spell protecting the room is broken. The air in the room begins to feel warmer and a bit more stale. Other than that, though, you can sense no difference.

Fandango takes the Bag of Holding.

What about the book?

Bag of Holding

This item appears to be a simple sack of brown canvas.
Level: 5
Price: 1,000 gp
Wondrous Item

Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.


Frost Gauntlets

When you pick up your weapon, the ice crystal patterns etched into these gauntlets flare, coating the weapon in a thin sheet of frost.
Level: 7
Price: 2,600 gp
Item Slot: Hands

Power (Daily • Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter.
If you’ve reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.

Asharad
9th July 2010, 01:45 PM
While I am waiting to open my bag of holding, I'll look around the room for anything else that maybe hidden (28 perception)

Lycos
9th July 2010, 02:17 PM
Frost Gauntlets

When you pick up your weapon, the ice crystal patterns etched into these gauntlets flare, coating the weapon in a thin sheet of frost.
Level: 7
Price: 2,600 gp
Item Slot: Hands

Power (Daily • Cold): Free Action. Use this power when you make a melee attack. Change the damage type dealt by that attack to cold. On a hit, the target is also slowed until the end of your next turn. Also, you deal an extra 1 cold damage on successful melee attacks until the end of the encounter.
If you’ve reached at least one milestone today, instead gain an extra 2 cold damage on successful melee attacks until the end of the encounter.

Brun and I can now be known as FIRE and ICE! :D

KACHOW!!!

Sagar
9th July 2010, 04:31 PM
While I am waiting to open my bag of holding, I'll look around the room for anything else that maybe hidden (28 perception)


Ah HA!

The "Mage of Order" obviously missed this piece of lint here in this corner.

Sweetbriar walks in, grabs a large bowl and a towel, and walks out.

Time passes...

His Awesomeness says, "Well, since no one needs me here, I'm going to go watch for your compatriots. I'll be in the cave.. stretching my wings, as it were." The little dragon leaves.

Sagar
12th July 2010, 10:22 AM
(Since there has been no more action from the main group.. we'll move things forward a bit.)

Brunhilde and Trask, loaded down with wood, enter the dragon's cavern to find the large dragon reclining before the ledge, most of the kobolds gone, and the kids missing.

Seeing their rising alarm, the dragon explains, in it's deep, rumbling voice, that the kids have gone up to stay with the rest of the party. It yawns heroically and a bit of flame puffs out. It swings it's big head around and gazes at your haul. "That's a lot of wood. The God of Fire will be pleased."

"Shall we go back?" The dragon moves silently away from the ledge.

Time to get you and the wood up the ledge and back to the kids. Climbing rolls, please.

DinbinFanfoom
12th July 2010, 10:23 AM
Brun climbs up and tosses a rope down to haul Trask and the wood up (Athletics: 29).

Shiz
12th July 2010, 10:28 AM
Trask climb roll 5+5=10, just enough for a rope assist

Asharad
12th July 2010, 10:33 AM
When they get back I'll show them the bag of holding and then open it and look (reach, however that works) in.

Sagar
12th July 2010, 11:05 AM
Brunhilde tosses the wood up onto the ledge, grabs a protruding piece of stone and vaults up to the ledge. She then drops a rope and helps Trask scramble up.

From below, the big dragons sighs and disappears. A few moments later, the pseudodragon flies over the lip and leads the group back to the old mage's complex.

The two intrepid wood-toters enter the hallway to find kids sprawled on bedding all over the place. At the corner, they pass Sweetbriar cleaning some of the smaller kids with a big bowl of water and a wash cloth. The few clean kids you see sport oddly styled but colorful and well made clothing. Some of these are already fast asleep.

Reaching the T-intersection, you find the party in a room to the right. Baladir is still eating a nice bit of cold mutton and Fandango shows Trask what a REAL Bag of Holding looks like.

"Hey Trasky.. watch me pull a Weasel out of my Bag!"

Asharad
12th July 2010, 11:12 AM
"Seriously, if something pull me into this ****ing bag you guys gotta come in after me."

Lycos
12th July 2010, 11:13 AM
"Seriously, if something pull me into this ****ing bag you guys gotta come in after me."

If that happens, I'll tell your Mother that you're awesome and leave it at that. :D

Sagar
12th July 2010, 11:18 AM
I was SOOOOO tempted to put a giant demon weasel in the bag just for Shiz... but I thought of the kids and I didn't.

Fandango opens the bags, sticks his whole arm inside, waves it around, and pulls it out. The bag is empty.. but it definately IS a Bag of Holding.

Now what...

You had questions for the GoF, the book is still on the shelf, there are other books on the shelves, there is another door, you want to take a break...

Shiz
12th July 2010, 11:21 AM
While the kids sleep, Trask will peruse the Natural Rituals tome and he and Amaril will examine the rest of the books.

Bal, Brun and Fandango should go deliver the wood and ask the GoF our questions (which we need to consolidate and agree on).

Sagar
12th July 2010, 11:35 AM
In elementary magic runes, which you can easily read, the book contains the following rituals:

Call Ritual Guide
Animal Friendship
Tree Shape

As I said earliers, the other books are on a wide range of topics including history, nature, bedtime stories, astronomy, poetry, fighting arts, alchemy.. there is even a book called The Early Adventures of the Grey Mouser.

I am assuming you are just scanning titles. Let me know if you want to look at any in more detail (or a perception roll, if you prefer).

Shiz
12th July 2010, 11:59 AM
Trask will, in fact, make a Perception roll, looking for small and/or unmarked books in particular. He will take the ritual book from the shelf and throw it in his bag of "holding".

Perception: 22

DinbinFanfoom
12th July 2010, 12:06 PM
Brun will be sure to take her ding-rest while the kids sleep.

Sagar
12th July 2010, 12:33 PM
Trask will, in fact, make a Perception roll, looking for small and/or unmarked books in particular. He will take the ritual book from the shelf and throw it in his bag of "holding".

Perception: 22


The books on martial arts are quite detailed.

VERY detailed..

Like you could learn new skills, feats or whatever from them.

Say, like, maybe the DM would allow you to change more than one ability during this extended rest because of these references being available.

:D

Of course, had you not searched before your extended rest, this offer would not have been available....

Shiz
12th July 2010, 12:42 PM
YAY me! YAY DM!

Trask will share the martial tomes with his martial pals.

Nice touch on how you handled this, Sagar.

Lycos
12th July 2010, 12:44 PM
The books on martial arts are quite detailed.

VERY detailed..

Like you could learn new skills, feats or whatever from them.

Say, like, maybe the DM would allow you to change more than one ability during this extended rest because of these references being available.

:D

Of course, had you not searched before your extended rest, this offer would not have been available....

Oh really?

<Bal, could use a feat change as well as the skill change> :D

Sagar
13th July 2010, 07:58 AM
Before the party can get too distracted by Trask's discovery, His Awesomeness, Sebastion, gathers them together and leads them back to the God of Fire.

Trask and Brunhilde bring the wood forward and the fire elemental licks each piece as he did the first.

It speaks in its liquid language and the little dragon translates, "This is most excellent. I shall need the 8 larger pieces. The sticks will not be needed.

"Now, for the first of our bargain: I can light the smaller sticks to make special torches. With this wood and my nature, they will burn for hours. Their magical fire will cast strong light and if used against the Oni in it's insubstantial form, will do extra damage (Club, +1 to hit, full damage +5 vulnerability). I will do this when you are ready to fight the Oni.

Sagar
13th July 2010, 08:16 AM
The elemental continues and the dragon translates...

"Now for the second part of our bargain, you must hear my tale. At the time of the Bug Wars, three great mages had complexes in this valley:
Alexander, the Mage of Order (This name means nothing to any of you);
Aethering, Mage of Creation (For some reason, this rings a bell. You've heard that name before.);
and Archibald MacLeash, Mage of Curiosity - or Mage of Adventure, as he was called later. (THIS name you've all heard - he was a mage who grew frustrated that he never found a classic adventure like those he read about as a kid and went about making a fantastic dungeon complex with clever traps, exotic monsters and amazing treasures. It's something all adventurers dream of finding and people have been looking for it for hundreds of years.)

Alexander was very fond of creature comforts and caves are naturally chilled. So he created this Brazier of Warmth to keep this part of his complex comfortable. He summoned me from the Plane of Fire and bound me to this brazier. He crafted for me this voice as he found it pleasing. And for 200 years, I did nothing but warm this complex.

After some time, Alexander found a mistress. He brought her to the complex and fashioned for her a special area. He crafted a cavern with a lake and a picturesque patch around it. Past the lake, a corridor lead to her special chambers. My powers wouldn't extend past so large an accumulation of inimitable element so he crafted a second Brazier of Warmth and summoned my mate to fuel it.

It has been centuries since the mage last visited. The waters of the lake rose and the tunnel became flooded. When the magic on this brazier finally failed and I could be free of it, I could no longer reach my mate. She is trapped beyond the water.

Your task is to retrieve her. Find a way past the water, free my mate, and bring her here.
With the wood you have brought, we can generate enough energy to open a gate back to our plane.

In return, I will give you the key to the first door you saw when you entered the complex. It houses great magical treasures left here by the mage. I will warn you, though, that the mage left a guardian, "Adventurers Bane" I think he called it.

Now, if you have other questions....

DinbinFanfoom
13th July 2010, 08:39 AM
Brun makes a mental note to suggest changing our name from "Manchester's United" to "The Doers of Detours".

EricStratton
13th July 2010, 09:52 AM
Amaril raises his eyebrows. "So he meant 'mate' literally? I just thought he was a friend and our God here was from up north."

Shiz
13th July 2010, 10:03 AM
It sounds to me like this GoF doesn't care a wit about the kobolds. It just wants to go back to its plane.

Trask will step forward and ask:

We accept the task you set before us and appreciate your offer to grant us weapons against the Oni. As a resident of this plane for so long and one with connection to great wizards of old, have you ever heard of a malevolent spirit named Malacon? If so, can you tell us what you know of it? Pursuit of this being is what brought us to this valley.

Sagar
13th July 2010, 10:11 AM
The dragon translates and the salamander is silent for a time. Then it responds and the dragon says, "I do not recall any mention of a Malacon. Tell me something of this spirit."

You do so (I assume).

The elemental is silent again. It circles around the brazier twice, pauses, circles the other way, then stops and speaks. The pseudodragon translates:

"No. No mention of a Malacon. There was a being mentioned several times.. one Malacorian. The mages discussed it a few times. Supposedly, it's defeat triggered the Bug Wars - or so they believed. I have no idea if this relates, but it is all I can recall."

Asharad
13th July 2010, 10:14 AM
If he leaves are we going to be facing a bunch of angry kobolds?

Lycos
13th July 2010, 10:17 AM
It sounds to me like this GoF doesn't care a wit about the kobolds. It just wants to go back to its plane.

Yeah, it's just a way the hierarchy has been maintained.

Baladir will ask Sebastion, "What are you going to do when the kobold's find out their god is gone?"

To the GoF...

Do you know of any entities/beings/beasts who may try to hinder us on the way to and from your mate?

What do we do if we get there and your mate is still bound to his brazer?

Lycos
13th July 2010, 10:18 AM
Brun makes a mental note to suggest changing our name from "Manchester's United" to "The Doers of Detours".


Did you take the gauntlets?

Shiz
13th July 2010, 10:20 AM
Trask will ask:

Will you pledge to stay on this plane long enough for us to fight the Oni and return to attempt the treasure room and retrieve the children?

Sagar
13th July 2010, 10:24 AM
After translations, the elemental responds, "Assuredly. Our departure will cause some damage to this area of the complex. We have waited half a century. A few more hours are of no consequence. I would request that you retreive my mate before your rest. You should, perhaps consider whether to attempt the magic storeroom before or after the defeat of the Oni. I know not what this guardian is. But what it protects may be useful to you in your fight."

Shiz
13th July 2010, 10:29 AM
So when he goes, this area will melt into slag, I am guessing.

We agree to attempt to free your mate first, then rest.

Do you know if these caverns have other exits to the surface? How extensive are these caverns?

Lycos
13th July 2010, 10:36 AM
So when he goes, this area will melt into slag, I am guessing.


I'm guessing that it's going to get cold as hell in here. The heat from the fire elemental has kept this place artificially warm for centuries.

Sagar
13th July 2010, 10:54 AM
"The caverns used to be very extensive. As magics have failed over the centuries, however, the resulting tremors have caved in or isolated most of the areas near here. I know of no other way to the surface from here other than the way you came."

To Baladir, the elemental answers, "It will get cooler, certainly. But natural caverns exist at temperatures you have experience before (upper 50's). Cool, but not dangerous to your kind. The warm in this area (75ish) will dissipate over time, but it will not vanish all at once."

(Actually, its about 95-100 in the room now. The rest of the complex is in the mid 70s.)

Shiz
13th July 2010, 11:14 AM
Trask will ask Sebastian:

Have you tried to reach the other salamander? Forgive me if I am wrong, but I would be surprised if such a grand dragon could not swim through flooded tunnels, either in your true form or another form.

Sagar
13th July 2010, 11:59 AM
Sebastion gives Trask a withering look.

"My true form will not fit through the tunnel. But in this form, I have visited her several times to bring her fuel.

"Unfortunately, I did not have a way to bring her safely through the flooded tunnel. Direct immersion in a hostile element would be fatal to her."

Shiz
13th July 2010, 12:09 PM
I tried to be polite.

Shiz
13th July 2010, 12:09 PM
To Sebastian: How long is the submerged portion of the tunnel?

To GoF: Does your mate need to breathe air to live? I am unfamiliar with your race. If we could insulate her from the water, can she regulate her heat enough to keep from burning through a container? I assume she is your size or smaller. Is that correct? Also, is there some word or phrase we can use so she knows we come on your behalf and will trust us?

I am thinking that if we can swim it, we can put her in the bag of holding.

Asharad
13th July 2010, 12:42 PM
Will the bag of holding, hold her? is it fire/water proof? Do they have any suggestions as to transport options?

Shiz
13th July 2010, 12:45 PM
Will the bag of holding, hold her? is it fire/water proof? Do they have any suggestions as to transport options?

Who knows. It is an extra-dimensional space so she technically won't be touching any material.

Sagar
13th July 2010, 03:29 PM
"The submerged portion is about 100 feet long." says the little dragon. "And the elemental's mate cannot touch the water. She doesn't breathe as we do so short term lack of air is not a problem."

As for the question of the elemental in the bag, an Arcana check might help answer the question.

Shiz
13th July 2010, 03:30 PM
What about having some proof for her that we aren't villains.

I also have no idea what the swimming rule are. What kind of check is 100' of swimming? That is a not a short distance. I cannot think of a logical way to drain a flooded cavern without blowing a wall out or something equally dramatic.

Asharad
13th July 2010, 03:32 PM
Arcana on the bag as it relates to it being a suitable holding spot for a fire elemental...although my arcana sucks

Sagar
13th July 2010, 05:33 PM
What about having some proof for her that we aren't villains.

I also have no idea what the swimming rule are. What kind of check is 100' of swimming? That is a not a short distance. I cannot think of a logical way to drain a flooded cavern without blowing a wall out or something equally dramatic.

Swimming is an athletics check.
You can move half speed.
Failure = no move
After 3 rounds, if still submerged, must make endurance check.
Failure = loss of surge.
At 0 surges, failure = surge damage.

Sagar
13th July 2010, 05:36 PM
Arcana on the bag as it relates to it being a suitable holding spot for a fire elemental...although my arcana sucks

It's certainly BIG enough to hold a salamander. You reckon the bag is water tight. But it is fabric and they are hot. But there could be one of those transdimensional magical field thingies inside that.. well...

Honestly, you just don't know.

Asharad
13th July 2010, 05:38 PM
I was hoping one of our more arcana minded members would think it over...

Shiz
13th July 2010, 05:52 PM
Swimming is an athletics check.
You can move half speed.
Failure = no move
After 3 rounds, if still submerged, must make endurance check.
Failure = loss of surge.
At 0 surges, failure = surge damage.

So 15' per round at speed 6 means 7 rounds required minimum. Brun and Fandango are the only ones trained in Athletics and only Brun in trained in Endurance. The good news is she cannot fail a DC15 Athletics check and only needs a 2 on a DC 15 Endurance check.

If we have to send a swimmer, she is it - but it will be pitch black in the water...

DinbinFanfoom
13th July 2010, 05:53 PM
Brun could swim with the end of a 200' rope through to the other side then we could pull it back and forth, dragging one person through to Brun on each pass. She'll have to shed her armour to get speed 6 though.

She volunteers, of course.

Lycos
13th July 2010, 05:54 PM
Baladir is going to ask Sebastion. Do you have some idea of how we can carry the mate without it dying in the water? I think the bag of holding is risky.

Questions:

Do you have some idea of how we can carry the mate without it dying in the water?
Do you have knowledge of more places like this? The other caves that the other mages used?
Do you have any other knowledge of other magic that could be useful other than what you have already told us about the other room?

Did we ever get an answer on Malacon?

Shiz
13th July 2010, 05:54 PM
Let's focus on questions for now. Does anyone else have more questions? I feel like we are missing a real opportunity to learn stuff.

Asharad
13th July 2010, 06:19 PM
Everyone arcana check the bag to see if it will work. Can't hurt.

I'll ask Your Awesomeness, "What are you going to do when the fire god leaves?"

Also, "How are the kobolds going to react when the fire god leaves and the Oni is dead? Are we going to have a problem with them?"

EricStratton
13th July 2010, 06:26 PM
Brun could take my solar rod. I assume it's water proof.... Sagar, can the solar rod work underwater?

Arcana on the bag if it'll get Fandango off my ass 18+14

Sagar
13th July 2010, 08:14 PM
To Sebastian: How long is the submerged portion of the tunnel?

To GoF: Does your mate need to breathe air to live? I am unfamiliar with your race. If we could insulate her from the water, can she regulate her heat enough to keep from burning through a container? I assume she is your size or smaller. Is that correct? Also, is there some word or phrase we can use so she knows we come on your behalf and will trust us?

I am thinking that if we can swim it, we can put her in the bag of holding.

Sebastion says. "I will go along also to translate and vouch for whoever makes the swim."

Sagar
13th July 2010, 08:17 PM
The solar rod will work just fine under water.

Arcana 32: The bag of holding is indeed water and air tight. It should definitely get the elemental out in one piece. You are not sure if it will survive the trip, however. If the salamander can't get cold enough, it might irreparably damage the bag.

Sagar
13th July 2010, 08:19 PM
Everyone arcana check the bag to see if it will work. Can't hurt.

I'll ask Your Awesomeness, "What are you going to do when the fire god leaves?"



The pseudodragon stares at you when you ask this question. It's quite obvious that it hadn't considered the question.

"Ahem.. well.. I really don't know. As for the kobolds, they will probably be so glad to have their caverns, they should be no problem. They'll have enough to deal with here and they really don't like going on the surface."

Shiz
13th July 2010, 08:53 PM
The solar rod will work just fine under water.

Arcana 32: The bag of holding is indeed water and air tight. It should definitely get the elemental out in one piece. You are not sure if it will survive the trip, however. If the salamander can't get cold enough, it might irreparably damage the bag.

It is worth potentially sacrificing the bag. We aren't pirates hauling chests of booty around.

Lycos
13th July 2010, 09:51 PM
Baladir is going to ask Sebastion. Do you have some idea of how we can carry the mate without it dying in the water? I think the bag of holding is risky.

Questions:

Do you have some idea of how we can carry the mate without it dying in the water?
Do you have knowledge of more places like this? The other caves that the other mages used?
Do you have any other knowledge of other magic that could be useful other than what you have already told us about the other room?

Did we ever get an answer on Malacon?

Just in case, I'll ask these questions again.

Sorry Sagar, but sometimes, I can't tell if you just overlooked the questions or the NPC is just not answering me.

Sagar
13th July 2010, 10:36 PM
Baladir is going to ask Sebastion. Do you have some idea of how we can carry the mate without it dying in the water? I think the bag of holding is risky.

Questions:

Do you have some idea of how we can carry the mate without it dying in the water? Answered

Do you have knowledge of more places like this? The other caves that the other mages used? Aethering, Mage of Creation had a complex in this valley somewhere. He kept the entrance carefully hidden. I know not where it is. I suspect there is a connection to the Chaos Caverns of Archibald MacLeash somewhere here as well. Again, I do not know where.

Do you have any other knowledge of other magic that could be useful other than what you have already told us about the other room? None that I am aware of.

Did we ever get an answer on Malacon?

There you go

Sagar
13th July 2010, 10:37 PM
Just in case, I'll ask these questions again.

Sorry Sagar, but sometimes, I can't tell if you just overlooked the questions or the NPC is just not answering me.

Sometimes I answer the ones I can answer as time allows and wait on those requiring thought or more time to type in the response.

Sagar
14th July 2010, 08:59 AM
FYI:

Call Wilderness Guide

An animal native to the local wilderness answers your call,approaching you and then walking away. A moment later it pauses, looking over its shoulder as if to make sure you are following.
Component Cost: 144 gp
Market Price: 360 gp
Key Skill: NatureLevel: 6
Category: Exploration
Time: 30 minutes
Duration: Special
You call a nature spirit into your service to act as a guide. The guide takes the form of a Medium or smaller natural beast, with defenses equal to yours at the time you perform the ritual. The guide has 1 hit point, and a missed attack never damages it. It has a speed of 8, but it measures its pace so that you and your party can keep up with it.
The guide leads you to a location you name as you perform the ritual. The destination must be a specific place, such as Shathrax’s Lair or the Tower of Kettenor. The guide cannot lead you to a general location, such as “a cave full of treasure,” or to an unknown place, such as “the secret lair of the dragon Arrythis.” For the ritual’s duration, the guide leads you to the destination by the shortest (although not necessarily the safest) route.
Your Nature check determines how long the guide serves you. If you can’t reach the specified destination within the allotted time, the guide leads you as far as it can along the way and then vanishes.

Nature Check Result Duration
19 or lower 1 hour
20—29 4 hours
30—39 8 hours
40 or higher 16 hours


Animal Friendship

Component Cost: 50 gp
Market Price: 250 gp
Key Skill: NatureLevel: 5
Category: Binding
Time: 1 minute
Duration: Special
When you perform this ritual, choose a nonhostile Tiny natural beast, such as a cat, a fox, a fish, a mouse, or a sparrow. This animal must remain within 5 squares of you for the time necessary to perform the ritual. Once the ritual is complete, the animal regards you as a friend and performs simple tasks on your behalf. The tasks are limited to the options below, and assigning a task requires a standard action.
Fetch: The animal retrieves a Tiny object of 10 pounds or less that you and it can see. If the animal is unable to carry the object due to the item’s size or weight, the animal enlists the aid of other creatures of its kind to fulfill the task.
Perform: The animal performs a simple trick, such as rolling over or playing dead.
Seek: The animal scouts ahead and examines an area for anything that’s alive or animate. The animal can travel up to 20 squares away from you and uses your passive Perception check to determine if it notices hidden creatures in the area. When the animal returns, you learn from it whether a creature occupies the area. The animal cannot communicate any other information aside from the presence or absence of a creature.
Watch: The animal remains in its current location and watches that area. When you assign the animal the task, you designate creatures that are allowed to enter the location. If a creature that you have not designated enters the location, the watching animal informs you by coming to you and making a noise. If you move more than 20 squares away from the area, the animal leaves its post and rejoins you.
Unless otherwise commanded, the animal accompanies you for the ritual’s duration, perching on your shoulder, hiding in your pocket, or walking alongside you. The animal has AC 14, Fortitude 12, Reflex 12, and Will 12. The animal has 1 hit point, and a missed attack never damages the animal.
Your Nature check determines the length of time the animal remains in your service, but you can release an animal from your service as a minor action.

Nature Check Result Duration
19 or lower 1 hour
20—29 8 hours
30—39 1 day
40 or higher 1 week


Tree Shape

You assume the form of a tree, blending into the forest around you.
Component Cost: 20 gp
Market Price: 100 gp
Key Skill: Nature (no check)Level: 2
Category: Exploration
Time: 10 minutes
Duration: 6 hours
You transform into a Large tree or shrub. While you are in this state, you perceive everything around you as normal. You retain all of your statistics, though you cannot use powers or perform rituals. All your clothing and gear transforms along with you. The ritual ends and you revert to your normal form if you take any damage or take an action, or at the end of the ritual’s duration.

Sagar
14th July 2010, 09:01 AM
Another question you asked about earlier:

Why Oni tolerated:

The Oni is a sentient creature and has a right to exist and act as it will. Likewise, the kobolds. Some choose to follow the Oni. Others prefer to ally themselves with my friend, Sebastion. He has not bothered me directly nor Sebastion nor has he unduly abused those kobolds allied with him.

You also are sentient creatures and if the Oni's action bring the wrath of others upon him, well, this is a logical and predictable consequence he should have considered.

Asharad
14th July 2010, 09:22 AM
Arcana on the bag if it'll get Fandango off my ass 18+14

FINALLY!

GOSH!

Lycos
14th July 2010, 09:59 AM
Did you take the gauntlets?

I'm putting the gauntlets in Dinbins inventory because I don't want them to get lost and I know he is busy at work.

Lycos
14th July 2010, 10:01 AM
There you go

Questions:

Do you have some idea of how we can carry the mate without it dying in the water?

Not really answered by Sebastion, but answered by our own educated guesses. I would like to ask Sebastion about whether he has a better option that he knows of.

Sagar
14th July 2010, 11:25 AM
Sebastion says it sounds like a good plan to him.

Lycos
14th July 2010, 11:27 AM
Does Sebastion or GoF have a map of this complex and the Oni complex?

DinbinFanfoom
14th July 2010, 12:04 PM
Yeah, Brun will wear the gloves.

Sagar
14th July 2010, 03:49 PM
Does Sebastion or GoF have a map of this complex and the Oni complex?

Neither has a map nor do they know the details of the Oni complex.

Shiz
14th July 2010, 04:07 PM
I think we have worn out our questions.

1: Go save the mate
2: Rest
3: Treasure room
4: Oni

New Thread?

Sagar
14th July 2010, 05:09 PM
New thread after the mate / rest.

DinbinFanfoom
15th July 2010, 07:56 AM
OK, so I guess we go swimming then?

"Show me where to go!"

Lycos
15th July 2010, 09:26 AM
Yeah, me too. I guess I need some time to get this armor off. Anyone have a screwdriver? :mrgreen:

Shiz
15th July 2010, 09:33 AM
Baladir should not go swimming. His Endurance is insufficient. There is no reason to believe we need to send more than Brunhilde and the dragon.

Lycos
15th July 2010, 09:46 AM
ok

Shiz
15th July 2010, 10:01 AM
That was a bit abrupt, sorry. If Bal wants to make the attempt, it is up to him.

Asharad
15th July 2010, 10:16 AM
If brun needs an escort, I can go with. My athletics is 10 and my endurance is 6.

Having said that, there is no indication that there is anything other than the fire god's mate there and if a dragon and brun can't handle it...

DinbinFanfoom
15th July 2010, 10:23 AM
Didn't the GoF say something about some-mob guarding the mate? Or did I read that wrong?

Lycos
15th July 2010, 10:41 AM
That was a bit abrupt, sorry. If Bal wants to make the attempt, it is up to him.

If Sebastion says it should be safe, just a feat of strength and endurance, I'm fine with staying back.

I have to admit, if the ancient dragon cannot beat up anything you run into. You're dead anyway. :D

Lycos
15th July 2010, 10:42 AM
Hold up. If Sebastion can make this trip, how come he hasn't done this before?

Asharad
15th July 2010, 10:43 AM
Hold up. If Sebastion can make this trip, how come he hasn't done this before?

They didn't think of the bag of holding trick. I thought the GoF said that something was guarding the treasure room. We can ask if there are any mobs around the mate.

Shiz
15th July 2010, 10:47 AM
He has. He just has had no way of bringing the mate back.

Lycos
15th July 2010, 10:49 AM
He has. He just has had no way of bringing the mate back.



Sebastion gives Trask a withering look.

"My true form will not fit through the tunnel. But in this form, I have visited her several times to bring her fuel.

"Unfortunately, I did not have a way to bring her safely through the flooded tunnel. Direct immersion in a hostile element would be fatal to her."


Because in all these centuries, they never thought about getting a magic container to carry the mate in. :lowlol:

Shiz
15th July 2010, 10:51 AM
They didn't think of the bag of holding trick. I thought the GoF said that something was guarding the treasure room. We can ask if there are any mobs around the mate.

The mate is alone. The locked door has a guardian, not the mate.

Let's do this.

Brun needs:
1) Bag of Holding
2) Sun Rod

Trask suggests we all accompany her to the point as which she must swim and wait for her there. Baladir, what is the range of One Mind? 100' = range 20

Lycos
15th July 2010, 10:52 AM
Trask suggests we all accompany her to the point as which she must swim and wait for her there. Baladir, what is the range of One Mind? 100' = range 20

It's used up for the day.

Asharad
15th July 2010, 11:02 AM
Because in all these centuries, they never thought about getting a magic container to carry the mate in. :lowlol:


Well then what would we do?

Let's tie our ropes together as needed. Brun can tie the rope to herself, secure the sunrod on her person, swim, get the mate, retie the rope, swim back. Taht way in case she gets in trouble we can haul her out. Brun, make sure you connect the bag with the mate to you, somehow.

Shiz
15th July 2010, 11:19 AM
Good idea. We will use 3 50' ropes.

DinbinFanfoom
15th July 2010, 11:57 AM
"If I give you sree quick jerks on rope und you pull me out fast, OK?"

That way, you can haul her back faster than she can swim back, most likely. She'll jerk the rope 3x when she's ready to come back, or if she runs into trouble. Make sense? No sense swimming if you can haul her faster.

She will shed her armour here, for more speed... if we're SURE there are no mobs in there, she will leave her axe too. Otherwise, it's on her backstrap.

Shiz
15th July 2010, 12:21 PM
Fandango, give Brun your dagger. Better than an axe in the water.

Sagar
15th July 2010, 12:24 PM
Sebastion says there are no hostile creatures in the area. And they didn't know the bag of holding was in the stasis room.

Asharad
15th July 2010, 12:33 PM
I'll give Brun a non-magical dagger.

Then I'll stand off to the side, gently stroking my magic dagger, whispering "Don't worry baby, daddy's not ever going to let anyone else handle you."

DinbinFanfoom
15th July 2010, 12:34 PM
Brun looks lost in thought for a second.

"Vait a minute... vhy not ve tie a loop in za rope and let Sebastion take it ahead of me und tie it onto sompzing on other side. Then I do more climbing on rope than schvimming..."

Asharad
15th July 2010, 12:36 PM
I think it is six of one, half a dozen of the other. Athletics check either way.

Fandago slaps Brun on the ass. "Come on you big ox, gods know you could use a bath."

DinbinFanfoom
15th July 2010, 12:44 PM
I think it is six of one, half a dozen of the other. Athletics check either way.Yeah, but Brun can climb at full speed (6) instead of swim half. Depends on how Sagar views it though... is pulling yourself along a rope underwater swimming or climbing?

Fandago slaps Brun on the ass. "Come on you big ox, gods know you could use a bath."
In the middle of removing her armour, Brun tosses a sweaty scale-mail girdle over Fandango's head.

"Oopszh!"

Sagar
15th July 2010, 01:27 PM
Sebastion leads the group back down the corridors, passes the entrance and turns south at the western T-intersection.

http://www.rpgtool2demo.org/maptool/scene.asp?ID=gxv3zil1e12k2kdh7npsd5pkxymtdcxx32647 b211cq14rfdix5i2j177gcczya4
Looking north, you can see the tunnel in that direction has collapsed. You continue south for about 50' and then turn west into a large, open champer. About 10' below you is a large, subterranian pool. Around the southern end, a carefully created "natural looking" path circles and descends towards the pool. You can see that the western and northern ends of the pool used to be exposed. To the north, you can see what looks like part of a beach just below the water surface.

The western path continues into the water and leads directly to a passage, now mostly underwater, that continues to the north.

You are now standing at the entrance to the cavern...

Shiz
15th July 2010, 01:40 PM
Perception check = 37

Anything weird about the cavern or the water?

Sagar
15th July 2010, 02:48 PM
Perception, 37:

You see some very slight ripples in the water. As if the water had been disturbed in the very recent past...

Shiz
15th July 2010, 02:50 PM
Get out the ropes, attach 3 together (150'), tie one end around Brun, and give her a sun rod and the bag of holding.

The 4 guys will hold the rope, Bal anchoring, Trask in front.

Launch from B10?

Brun's game from here.

Shiz
15th July 2010, 02:54 PM
Separate Question for Sagar:

On the map, do I have these doors right?

M7: Locked door that Trask examined = TREASURE!
W3: Preservation room
T6: I don't think we have checked this one yet

Sagar
15th July 2010, 03:05 PM
M7 = Treasure room
W3 = Storage Stasis Room
T6 = Unknown. You have not talked about or looked through this door.

Lycos
15th July 2010, 03:06 PM
Map...

http://www.rpgtool2demo.org/maptool/...5i2j177gcczya4 (http://www.rpgtool2demo.org/maptool/scene.asp?ID=gxv3zil1e12k2kdh7npsd5pkxymtdcxx32647 b211cq14rfdix5i2j177gcczya4)

Lycos
15th July 2010, 03:07 PM
We hit T6 after we get the mate.

Assuming, that Trask tells us about the ripples, Baladir turns to Sebastion and as he begins to open his mouth...

Sagar
15th July 2010, 03:35 PM
Baladir turns to talk to Sebastion and sees Sweetbriar. She is carrying her large bowl of water and a dirty cloth.

"Excuse me," she says and she maneuvers past the party and trots down the path to the water's edge. There, she dumps the old water and refills her bowl. She also soaks the towel in the pool and wrings it out several times.

As she trots back towards the party, you see large ripples spreading out over the pond.

"One more kid left to clean and then I'll be done," She says as she passes on her way back towards the stasis room.

Shiz
15th July 2010, 03:36 PM
Trask laughs to himself and then turns to Brun expectantly.

DinbinFanfoom
15th July 2010, 03:59 PM
Trask laughs to himself and then turns to Brun expectantly.
*Brun shrugs*

Since it's kinda been ignored...

*Brun turns to Sebastion*

"Sir... vould it be more prudent for you to carry tza rope sroo to za uzzer end und tie it to sumpsing zere? I could zen just pull myself along sroo za vater to you... If you vish to be accompanied, I vill schvim wiss you, however."

Sagar
16th July 2010, 10:49 AM
The pseudodragon looks at Brun for a long moment, then back at the party.
"Sure, I can do that. Hand me the rope."

Brun and the little dragon head down to the waters edge. Brun quickly makes a loop in the end of the rope and holds it out. The dragon says, "I'll tug it 3 times when it's secure." Grabbing the loop, it dives into the water and begins swimming. It uses it's tail and legs to move through the water and slight movement of it's wings to adjust course. Within moments, its and the wall and dives into the water. Brunhilde plays out the rope.
The rope moves quickly at first, but as more and more of it enters the water, the pace slows and after about 80' stops. It vibrates and twitches just a bit over the next minute or two, and then gives 3 distinct tugs.

Sagar
16th July 2010, 10:53 AM
Each round, please give me an athletics check vs DC 17. Since you have the rope,
Success = move 6
Failure = move 3
After round 3, since you are exerting quite a bit of energy, you'll need an endurance check. Failure = lost surge.

Swim when ready.
You might as well start with 3 rolls.

DinbinFanfoom
16th July 2010, 02:32 PM
Swimming!

Round 1: 6+14=20
Round 2: 16+14=30
Round 3: 10+14=24

Sagar
16th July 2010, 10:09 PM
Brunhilde
Round 1.

The water is COLD! Very cold. And sooner out of the water, the better. You try walking but the bottom is slippery. You are glad you have the rope to pull on. Hand over hand, you pull yourself steadily along. (move 6)

Round 2:

You have the hang of this pull yourself easily though the water. The heat of your exertions don't overcome the water's chill, though.

Round 3:

Good thing you used to spend so much time in the cold. You are used to chilled muscles and, with the rope to aid you, continue moving easily through the water.
You are just starting to feel the urge to breath when you realize there is a water surface above you. A few more feet and you carefully raise your head out of the water.

Sebastion is waiting for you, dancing from one foot to the other in his happiness.

The voice in your head returns, "We did good, huh!?! Come.. this way. You'll feel warmer in her room."

Much like the GoF's room, the area is warmer and dryer than you would expect an underground complex to be.

http://www.rpgtool2demo.org/maptool/scene.asp?ID=icx3f3c7hw7t5m51qmz4slwhv7ngejcqw71sj 5zpniy2xopgfsun2dzqd42te5rk
(one square = 10 feet)

"Come.. she is this way." Sebastion leads you down the corridor and into a perfectly square antechamber. "The souther door is Hers. The other one goes to the garden."

DinbinFanfoom
17th July 2010, 12:47 AM
"Great work, mister Sebastion!"

Brun will move to and open the southern door.

"You haff a garden here? Vhat is in za garden?"

Sagar
17th July 2010, 11:30 AM
Brunhilde "Great work, mister Sebastion!"

Brun will move to and open the southern door.

"You haff a garden here? Vhat is in za garden?"

The voice in your mind answers, "The Mage made a garden underground for his consort. I think he did it just to show off his power. It's a bit ragged, now, though."

You open the southern door and a wave of hot, dry air wafts out. Given your dampness and chill, it actually feels good. A string of liquid syllables in a male voice drift out with the heat. Sebastion answers in the same kind of liquid syllables.

After a brief pause, the male voice speaks again.

The voice in your head says, "She asked who we were and warned us she could be dangerous. I told her that her mate sent us to retrieve her so they both could return home. I think we startled her. But she has bidden us enter."

DinbinFanfoom
19th July 2010, 08:08 AM
Brun will enter with Sebastion, and respectfully bow a little bit, unsure of the protocol.
"It is best you do za talking, I zink. Can you explain our plan to her? She vill be OK viss being in za bag?

Sagar
19th July 2010, 11:01 AM
Brunhilde

Sebastion has an extended discussion with the elemental. She replies in a deep, rich male voice that somehow manages to have a whiney, nasal undertone to it. They talk back a forth for a bit and then Sebastion turns back to you.

"She understands and thanks you for taking the time and effort to rescue her. She thinks the bag is a fine idea and will try very hard not to damage it while inside.

"She asks if there is anything she can do in repayment. I asked about money or magic. She said anything "valuable" was taken by the Order Mage's mistress when she left with the funny mage. So there's no treasure here.

"I was thinking, though. Didn't you have some questions you wanted to ask her?"

DinbinFanfoom
20th July 2010, 12:06 PM
"You are very generous viss your offer, madam. Za only qveschuns I can zink of at ziss point are:

"Have any creatures visited since za flooding, besides Sebastion?"
"Since you haff schpent more time here, vhat do you know about za garden?"
"Vhen did za cavern flood and vhat caused it?"
"Is zere anysing useful zat I should recover from za garden before ve go back sroo za vatter?"

"On za issue of repayment or of ozzer qveshcuns... I vill leave zose to my travelling companions vhen ve finish our schvim... zey may have some for you. I am but humble varrior of action... my comrades are more clever and able to talk of important things and zinkings."

Assuming these questions are answered and if she is ready to go, Brun will hold the bag out with it's mouth open. Brun will leave the rope-end looped onto a rock outcropping or something like that, so that we can return to this area if we need to. Brun will affix the bag to her belt and pull herself back through the tunnel on the rope, the way she came.

Sagar
20th July 2010, 04:37 PM
Dinbin
"You are very generous viss your offer, madam. Za only qveschuns I can zink of at ziss point are:

"Have any creatures visited since za flooding, besides Sebastion?"
"Since you haff schpent more time here, vhat do you know about za garden?"
"Vhen did za cavern flood and vhat caused it?"
"Is zere anysing useful zat I should recover from za garden before ve go back sroo za vatter?"

"On za issue of repayment or of ozzer qveshcuns... I vill leave zose to my travelling companions vhen ve finish our schvim... zey may have some for you. I am but humble varrior of action... my comrades are more clever and able to talk of important things and zinkings."

Assuming these questions are answered and if she is ready to go, Brun will hold the bag out with it's mouth open. Brun will leave the rope-end looped onto a rock outcropping or something like that, so that we can return to this area if we need to. Brun will affix the bag to her belt and pull herself back through the tunnel on the rope, the way she came.


"Since the flooding? No. No one has been here since the consort snuck out with her lover and the mage abandoned the complex. As for the waters, the mage forced the natural waters out when he made this area for his consort. When he left, the waters gradually rose back to their former levels, trapping me here.

The garden was mage by the Mage of Order for his consort when she began to complain of all the stone. He put in all that she might find pleasant.. including a super-lifesized statue of himself.

As for the garden, it has suffered in the years of neglect. The trees that once were there, I have consumed to stay alive. Likewise with the benches. There is only a pool and the statue and a few scraggly grasses."

Sebastion then says, "Oh! I remember. The rude one wanted to know about other exits." He turns to speak to the elemental. She responds. Sebastion turns to you and says, "There is a secret door in the garden that eventually leads to the Room of Doors. From what she understands, though, it is difficult to find and even more difficult to open."

DinbinFanfoom
21st July 2010, 01:00 PM
To the mate: "OK, madam. Zen vhe vill get you out of here as soon and as safe as possible... no need to keep you here longer zan you haff already endured."

Brun will set the bag on the floor, or give it to Sebastion, whichever is more appropriate.

Sagar
21st July 2010, 01:53 PM
Brunhilde opens the bag and holds it open in front of the brazier.

The elemental hops inside and Brunhilde closes the bag securely.

Are you heading out now? If so, please give me 3 more athletics rolls.

DinbinFanfoom
21st July 2010, 01:55 PM
I don't see why not. Once we get back I'll fill in the rest of the party and we'll decide what to do next. They may have more questions for the mate (did we ever get her name?). Brun will leave this end of the rope tied to something firm (doorframe, outcropping, etc.) Brun will affix the bag to her belt.

Swim 1: 17
Swim 2: 31
Swim 3: 22

Sagar
21st July 2010, 03:32 PM
Sebastion dives in and swims ahead. Brunhilde follows and starts pulling in the rope. Unfortunately, the party must not have been prepared (Swim 17 vs DC 18) and instead of pulling herself forward, she pushes the rope back. Floundering, she manages to move forward some. (move 3)

R2: Someone must have grabbed the rope because this time, when she pulls, she moves along briskly. (31 vs DC 18, move 6)

R3: Brunhilde continues to pull herself along briskly (22 vs DC 18, Move 6). At the end of the round, the tunnel is still completely submerged.

R4: (Only 10' left to go so no roll needed) Pulling some more, Brunhilde finally sees light overhead and swims to the surface. A few brisk strokes bring her back to the party and she climbs out of the water to rejoin them.

Shiz
21st July 2010, 03:36 PM
First we will tie off the rope, if possible, to something permanent. Second, we get the bag open. Third, we will get Brun's clothes back on!

DinbinFanfoom
21st July 2010, 03:48 PM
Brun quickly unties the bag from her belt and opens it. She will wait for the fire god mate to emerge before updating everyone on what she saw.

Sagar
21st July 2010, 05:17 PM
Are you planning on making the salamander sized fire elemental walk all the way to the GoF's room?

The party looks around but can't find any place to secure the rope.

Brunhilde shakes off and then opens the bag. The glow of the fire elemental is partially obscured by the smoke wafting up.

Shiz
21st July 2010, 05:23 PM
Ask Sebastion if she would like to be carried or if she would prefer to walk. Trask will hold the rope until people come back. Brun can hold it while a few of us try to use it to go examine the garden.

Sagar
21st July 2010, 05:38 PM
Sebastion says carried would be faster but she can walk if needed. (move 2)

Shiz
21st July 2010, 05:39 PM
If she isn't too uncomfortable, let's carry her then. Trask will wait with the rope.

Sagar
21st July 2010, 06:07 PM
Trask stays behind and the party moves briskly back to the GoF's room.
As you walk, more and more smoke comes from the bag. The light from the bag dims as the elemental tries to become even cooler. By the time you actually make it to the GoF's room, though, the bag is starting to smoulder. The elemental leaps out as quickly as she can but her tail touches the edge of the bag and it begins to burn.

(Bag of Holding ST failed).

The two elementals circle each other rapidly, growing closer and closer together.

You almost swear you hear Sebastion sniffle.

Questions? Actions before you return to Trask?

Shiz
21st July 2010, 06:16 PM
Oh boy....well, let's hope we find some other cool loot!

Sagar
22nd July 2010, 07:56 AM
I will be in a training class all day and won't have computer access. Please post any questions or actions you have and I'll resolve them later tonight.

Lycos
22nd July 2010, 10:31 AM
Toss the bag then.

Let's get the extended rest done. Baladir is going to want to wash up down at the water, etc.

Then we hit T6 and M7.

I don't have any important questions at this point.

Is GoF and mate going to be here for a little while?

Shiz
22nd July 2010, 11:02 AM
We don't want to rest until we can secure this rope so we can swim back to the garden after our rest. Find something heavy in the preservation room we can use.

Sagar
22nd July 2010, 08:54 PM
Sebastion looks at all of you just standing around. He turns and leaves the room.

Some minutes later, Buck and Buck show up at the pond toting a large stewpot with handles. Together, the two kids and Trask fill the pot with water and then tie the rope to one of the handles. Verifying it seems secure, all three return to the rest of the party.

With Trask's arrival, Sebastion says, "Honestly, I think you are all done in. You need some rest and now's the time to get it. Come, the older kids have made places for you."

Sebastion turns and heads out of the room, pausing in the doorway to see if you are all coming.

(if so, he leads you back to the preservation room where you find 5 pallets of bedding each with food and cool beer sitting beside it.

"Eat. Sleep. Thomas and I will keep watch."

Asharad
23rd July 2010, 08:44 AM
"It's been...long day," Fandango mumbles. "I died. It's...sleepy...time..."

He curls up on a pallet, sticks his thumb in his mouth, and goes to sleep.

DinbinFanfoom
23rd July 2010, 08:50 AM
Brun drinks Brun's beer and eats Brun's food and washes it all down with Fandango's beer.

"Goot night!" she mumbles, and flops down on a pallet, sleeping out of armour for the first time in... forever.

Shiz
23rd July 2010, 09:26 AM
We sleep.

Lycos
23rd July 2010, 10:07 AM
We sleep.

What he said. :D

Oh, except for what I do to Trask while he's sleeping. Please read the previous pm. Thanks.

EricStratton
23rd July 2010, 10:11 AM
What he said. :D

Oh, except for what I do to Trask while he's sleeping. Please read the previous pm. Thanks.

:eek!:

:evileye:

:throwup:

Lycos
23rd July 2010, 10:51 AM
:eek!:

:evileye:

:throwup:

Such the dirty mind. Tsk. Tsk. :D

Sagar
23rd July 2010, 12:16 PM
A couple of you flop down with books from the bookshelf (those changing more than one ability). The rest of the drop off hard. Except for Amaril who goes into a trance.

Brunhilde
During the "night" you feel something snuggle up against your leg. Assuming it's one of the kids, or perhaps Fandango, you reach out.. and touch cool scales. A scaley head tucks itself under your hand. Sensing no threat, you fall back to sleep.


Nine hours later, you all gradually awaken to sounds of activity. Nissa and Sweetbriar are pulling together stuff for the kids. Nissa brings food over for you all.

Sebastion comes in, "Good evening! Though I could say morning, I suppose, and it wouldn't really matter. The elementals say they will wait until you return with news of the Oni's defeat, or one day from now - whichever comes first - to depart. That should give you adequate time to finish your business in the caverns."

Sagar
23rd July 2010, 12:17 PM
Oh, and Trask finds his hand in a bowl of tepid water and his bedding is soiled....

Shiz
23rd July 2010, 01:01 PM
Ok then. Do we swim to the garden or try the unopened door (T6) first?

DinbinFanfoom
23rd July 2010, 01:11 PM
In the morning, Brun cracks an eye open and cranes her neck to look down to her hand.

"Vhat strange dream..."

Brun is game for exploring the garden again. Trask needs to air out, after all.

Asharad
23rd July 2010, 02:20 PM
Lots of good gear behind the door though, apparently.

DinbinFanfoom
23rd July 2010, 02:49 PM
OK, I assume all of us will be going through, this time... and we'll be needing our equipment this time. We shant go exploring without armour or weapons, I think. If it's easier to swim without them, maybe Brun can shuttle stuff back and forth... or Sebastion, though I'm not sure what he can carry...

Brun can also wait at the other end for quick jerks on the rope that indicate someone in trouble, then come back to help.

Thoughts?

Lycos
23rd July 2010, 04:10 PM
Actually, I want to finish seeing what is in these rooms in case it might come in handy at the doors.

Also, I would leave the doors to last just in case, we have to step through a door to find out where it leads. It would suck to do that and then find out that we are now miles from where we were.

DinbinFanfoom
23rd July 2010, 04:21 PM
After reflection, Brun decides that saving the kids for good (tracking and destroying the Oni) should probably be our priority. Doors aren't going anywhere.

Shiz
23rd July 2010, 05:37 PM
After reflection, Brun decides that saving the kids for good (tracking and destroying the Oni) should probably be our priority. Doors aren't going anywhere.

We will not have time after the Oni to do anything, I expect.

Does anyone object to the door at T6 as our first post-rest priority?

EricStratton
24th July 2010, 09:27 AM
We will not have time after the Oni to do anything, I expect.

Does anyone object to the door at T6 as our first post-rest priority?
Not really. The oni has been patient up to this point. But why do you think we'll have no time after the Oni?

Shiz
25th July 2010, 10:55 AM
Because once the two fire creatures leave, I believe this part of the caverns might become un-explorable due to the fact that a gate to the plane of fire is going to open and anything in the immediate vicinity might get slagged.

Sagar
26th July 2010, 09:42 AM
So what now? East door, south door or Oni...

Shiz
26th July 2010, 10:40 AM
T6 door, the one off the north corridor.

Sagar
26th July 2010, 10:59 AM
The party gathers together and traipes down to the northern door.

You face it and...

Asharad
26th July 2010, 11:08 AM
I'll check it for traps and such.

Shiz
26th July 2010, 11:37 AM
Trask will have a look and a listen, +17 = 28

Sagar
26th July 2010, 11:39 AM
You see no locks or traps on the door and you can detect no sounds through the door.

Asharad
26th July 2010, 11:50 AM
Is it locked?

Sagar
26th July 2010, 01:54 PM
It doesn't appear to be locked. Which is good since there doesn't seem to be a lock.

Asharad
26th July 2010, 02:05 PM
Brun, you wanna open this?

Shiz
26th July 2010, 03:08 PM
Can we do a quick arcana check on the door first? Amaril?

EricStratton
26th July 2010, 04:29 PM
Checkin' the door.

Arcana 10+14

Sagar
26th July 2010, 05:17 PM
The door does not have any magical eminations. It seems to be a normal, if well constructed, door.

Shiz
26th July 2010, 06:10 PM
Assuming there is a door handle of some kind, Trask will open the door and hope there are no weasels.

Sagar
26th July 2010, 09:05 PM
Trask grabs the handle and pulls mightily but to no avail.

Baladir leans in and whispers, "Trask.. PUSH".

Trask pushes.

The door opens about 2 inches and stops. It feels like there is debris on the floor behind it. You may be able to push it open, you think.

By the way, what are you using for light?

EricStratton
26th July 2010, 09:08 PM
Amaril gets his Sun Rod back from Brun.

Sagar
26th July 2010, 09:14 PM
Amaril's sunrod is exhausted from the light he used earlier. It needs to recharge.
The sunrod you were using died while you were asleep.

There was enough reflected light coming from the GoF's room that you could see ok at that end of the corridor, but you are getting to areas where you will need to provide your own light.

Shiz
27th July 2010, 11:34 AM
Someone have an idea for a light? We have a brazier if we had a torch or something.

Asharad
27th July 2010, 11:37 AM
We've got our adventurer packs and I think they have sunrods. I'm yet to use mine. I'll give the one in my pack to Amaril.

edit: having said that, I don't actually see the adventure pack anywhere on my sheets.

How are we seeing now?

Sagar
28th July 2010, 07:48 AM
There is reflected light coming from the GoF's room for seeing in this hallway. It's kinda dim, but you're all used to fairly dim light now.

My assumption is that each of you has a few normal sunrods. Amaril's special rod is spent as is the first sunrod you used.

As for sunrods, I think of them as a magical version of a glowstick. Bend, shake.. 2 hours of blinding light..discard.

Asharad
28th July 2010, 08:44 AM
OKay, then I'll give mine to Amaril (as I need both hands free). I assume he takes it, shakes it, breaks it and we are good.

Shiz
28th July 2010, 09:40 AM
Give it to Trask for now. He will shine it into the room as much as he can to see what is blocking the door.

Sagar
28th July 2010, 05:01 PM
Peeking through the 2" crack, all you see is wall. You will need to push harder (strength check) to open the door farther.