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The First Step


Ruess

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Resolutions

You hold from diving into the smoke. The black magician is coughing and wheezing up such a storm that you feel very strongly disinclined to get in the thickness of the black-grey doom. The intensity of those choking noises is of such vividity that you feel a twinge of nausea just from hearing it. Doallyn casting a spell and reciting words of arcane power does little to hide them, but what comes of his spell does play a part. If before you heard an assortment of terrible noises, Doallyn turns them a horrible hue of pained if the shout of alarmed pain is anything to go by., and the heaving that floods out tells you the black mage is also facing a riot on their insides.

Chira, focused on pinpointing the enemy, is able to exactly that: the black mage has been unable to move so much as a single inch from where he was when Chira's spell rained on his plans and soaked them to the bone. Chira's hearing is good enough that she also picks the exact moment when the black magician runs out of oxygen and comes crashing down the stairs.

There is a great crash, followed by a number of crunches, further crackes, and then it ends on an even larger crashs that sends fresh ash billowing all over the chamber. It is due to Chira's hearing that she is able to warn her allies to rush to a safe distance. Thus, no one is caught by surprise and no one needs to wonder if your enemy is merely pretending.

You are certain: your foe choked on ash and will not be getting up.

He lies still, this large man, face down in soot, stained and defeated. His armor has taken a beating coming down the stone stairs. Ash flakes cover the layers of black soott and the parts not stained in such manner. Compared to the large, looming figure that he presented... This is a rather undignified end. You don't feel too worried over a grave desecrator's dignity, though. Lastly, you note that the man's large flail is presently s entangled in his feet much like a rope that someone trips on

 

Combat Data Entry

I have autoresolved to keep things moving.

Have an excellent Saint Patrick's Day.

May you feast and be merry.

 

_

Both torch bearers are defeated and slain.

The black mage is face-down in what used to be a large pyre.

The black mage is defeated and no longer among the living.

The ash cloud has mostly dissipated.

 

 

 

 

The combat is over. Congratulations.

Everyone receives 250 EXP!


 

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

The wizard looked down at the fallen cultists as the fighting had come to its conclusion. There was no sympathy on his face, though he took no joy either in having played a major factor in removing them from this mortal coil.  Trying to have kept one alive to get information from would have been a better outcome but it was unlikely that any of them would have been easily swayed to give it up willingly. He also lacked any spells to help loosen their tongues either via friendly means or pain. 

He was long on spells for the day now, but what remained may at least be able to provide some quick insight to what the men were down in after. It could also quickly identify any possible items on them that would be worth a longer investigation.  He mumbled a few quick words in Draconic to himself and let the arcane sight slip over his vision to given the men and the room as a whole a very quick scan to see if anything was rich with magical essence. 

 

 

Name
Spellcraft (+2 to any totals involving Conjuration) 
73
10d20+6 1,1,10,1,12,8,20,5,3,6
Knowledge: Arcane 
13
1d20+6 7
Knowledge: Planes 
15
1d20+5 10
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Character Sheet

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft
AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Conditions None


Once enough of the ash and smoke had cleared from the fire abruptly put out by the little bad druid, the dragon's head swiveled from side to side, giving the room a quick glance over before he approached the remains of the fire. He, at least, didn't have to wait for the temperature to fade from the smoldering pyre as he began to look over the black mage. His tail swatted the three-headed flail that had wrapped around the demon cultist's ankles to ensure it wasn't in his sight before ferreting through the man's robes and other equipment over the next few minutes. "Those guys said the Hexagonal Key should be here somewhere, right? Maybe its still with the Watcher, or maybe this person has it... Say, where is the Watcher anyway?" the dragon quipped as he searched.

Name
Search (Taking 20)
22
20+2
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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

Doallyn was less than thrilled with the results he'd gotten on the quick scan with the spell.  Maybe the smoke was affecting his senses more than he would have gauged. Maybe he should have waited a bit longer and let the adrenaline calm down a bit first.  

Evil auras on our cultists. Not all that surprising given what they were. Don't think they'll do them much good now.  

He grumbled a bit. 

Not much else.   If that key is magical, I cant detect it. 

He noted Kald's comment.

Not sure about the Watcher...

The wizard looked to the others to see if anyone else had managed to find anything during his scan.  If not he'd turn his attention to the where the Necromancer had been originally before his fall down the stairs and sarcophagus.

 

 

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DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren.

Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.
| SHEET
spacer.pngElia Argus
Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1


AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20'
Darkvision 60', DR 2 / Cold Iron, Eldritch Blast 60' RTA 1d6 (20/x2)

Elia stayed on the wall, avoiding the patch of burnt grease and corpses as she followed the others into the room. Once in the room she climbed up and began to explore. She always felt safer from above things, out of reach of any dangers, and loved basking on the tops of the highest buildings she could find. * This place could certainly use a bit of warmth... * The room below lay there like a map from her vantage point above as she moved about exploring.

It didn't take long, not really, simply enough to make a quick round of the room itself. Back to the front where the others were she stopped at just over their heads next to the doorway. Only a few minutes had passed and she'd walked all across the ceiling, back, and around the sides from above to get a good view of the room.


OoC

 

     

 

Name
Perception
15
1d20 15
Search
10
1d20+3 7
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spacer.pngChira, now that the fight is over, will take a moment to scan the room to see if anything stands out as a possible clue to where the key or it's keeper might be.  If she fails to find anything that way, she will attempt to search from top to bottom (being able to fly to the top, when that is necessary).

Name
Perception
17
1d20+11 6
Search
6
1d20+4 2
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Robin Kirkko

egXhMPu.jpgRobin relaxes a bit after the necromancer's rather anti-climatic end. "Well, what was he up to anyway?" He starts looking the place over, starting with the huge grave in the middle of the chamber, keeping well clear of the plume of smoke and ash.

 

 

 

 


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

Knowledge: Religion check; Search Check

Name
Search Tomb
11
1d20+1 10
Knowledge (Religion)
19
1d20+5 14
Detect Magic
6
1d20+5 1
roll
18
1d20+5 13
roll
19
1d20+5 14
roll
8
1d20+5 3
roll
19
1d20+5 14
roll
9
1d20+5 4
roll
16
1d20+5 11
roll
14
1d20+5 9
roll
8
1d20+5 3
roll
21
1d20+5 16
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Old Watcher's Rest

Your cautious appraoch is not without merit. Kaldakaczil proceeds with corpse looting and the others provide him with their own overlapping views from their vantage points, which also becomes a benefit for Robin who ventures forth unto the large tomb itself. As result, though it takes more time Kaldakaczil has better fortune in discovering all that is hidden. 

As direct result, Kaldakaczil discovers several things of interest. Among the discoveries are money pouches, knives, shiny amulets and a large stone object carved into a six-faceted hexagon. It is the size of a man's fist, and it is found tucked into a separate pouch on the black mage's person. Kaldakaczil is left stained all over in soot but just touching the stone gives Kaldakaczil a feeling of warmth like soaking up the sun.

 

Robin in turn finds a confirmation upon the tomb. Though it takes him some time and effort to "get" the inscriptions he manages well enough. This is the resting place of The Old Watcher. 

 

Here is your loot in its totality. Enjoy

From the two torch bearers, your party recovers.

Two money pouches containing 153 pieces of silver in total.. (153sp)

Two torches. They are mostly metal and look very sturdy. Closer examination reveals them to be of excellent make, although still not suited for use as weapons.

Two sets of bone armor that have been damaged in combat. One is also burned to crip. It looks like it cleaves close in design to how a breatplate might go, although it is far inferior to the metal version.

Two amulets of Yeenoghu, made of silver.

Two daggers. They are sharp and in very good condition.

Two sets of worn and bloody clothing. The boots are in exceptionally good condition compared to all the rest.

 

From the black magician, your party recovers.

A money pouch with twenty-five piece of silver in it. (25sp)

One three-headed flail that feels sickening to touch and which leaves your touching limb feeling like there is a layer of disgusting ichor on it.

An amulet of Yeenoghu, made of silver

A dagger that has fresh blood coating it.

A soot-stained set of high quality clothing fit for rubbing elbows with high society. There is no rescuing them without the use of magic.

 

 

 

 

Lastly, yet also very importantly: You are still keenly aware of the pile of gold and gemstones gleaming near one of the grave caskets that has been smashed open near the West side. You steer clear of those.

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

Doallyn turned to Kald and motioned at the six-sided stone.  

Six sides, yes? That makes a hexagon.  I do not remember anything specific description that the Hexagonal Key had to look like a standard key for a lock.  You think you want to try and use it? Make a call to Roy or Rolf? 

He looked to some of the other items. 

I'd prefer we melt down those amulets for the silver cost. Leaving them as Yeenoghu symbols will only cause trouble. Likewise, destroying that flail would probably be the best course of action given its nature.  Assuming no one else can give an argument for keeping them? 

He glanced over the others. Most notably the Crusader and Cleric. 

 

 

 

Edited by ArcaneDesperado (see edit history)
Name
Knowledge: Arcane 
25
1d20+6 19
Knowledge: Planes
6
1d20+5 1
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Character Sheet

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft
AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Conditions None


The dragon was about to speak when he noticed what he presumed to be the Hexagonal key, but halted once he picked up the magical device and senses the two presences nearby. In an instant he spun around, staring towards where he 'felt' the shadow glaring towards him with a warning rumble rolling from his lips. "There's a spirit lingering here... The necromancer's, maybe?" Kal's words hissed as he remained seemingly poised at any time for a strike from the unseen phantom. "Robin, can you help speed its journey towards the Abyss? Or... I feel something else. Maybe the Watcher's spirit? It feels faint, though, perhaps we can restore it."

He briefly cast his glance towards Doallyn, before settling his attention back towards the area he felt the malignant presence. "I can try... Hopefully it doesn't need a command word... Maybe its intention based?" he murmured, briefly looking it over in case there was a word written upon it to direct its use, and if not, tried to talk 'to it', while also thinking really hard about his words. "...Hello, Roy? We think we found the key. There was a demon cultist trying to corrupt the Old Watcher, I think, but we think we were fast enough to save him. I... might have damaged one of the doors to the tomb... And the cultists smashed open a coffin full of treasure. And the place is covered in soot and ash from a pyre. But otherwise everything is undamaged! And there's some evil spirit still staring at me I can sense after picking up the Key and a more distant benevolent spirit..."

Name
Kn: Religion or the Planes
20
1d20+6 14
Kn: Arcana
25
1d20+6 19
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Robin Kirkko

egXhMPu.jpgRobin's hand touches his rosary again as he peers into the threads of existence around him looking for magic. "Well, the torches are magical...evocation. Hey, they could be Everburning Torches. The sets of armor are magical too--some kind of dark necromancy. Now that hexagonal stone has some real 'oomph' to it. Abjuration. The mage has... some kind of mark on him...something dark touched him... I don't know what it means..." His eyes refocus as they perceive mundane reality again.

He shrugs at Kal, not able to perceive any other spirits in the room.

 

 


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

 

 

Edited by Chaz Hoosier (see edit history)
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DESCRIPTION Elia is a small kobold, well, a dragon really, barely over 2' tall with a tail that is actually a bit longer than she is tall. Her scales are purple, violet, and pink shades, quite vibrant, and her eyes are a luminous aqua blue-green (heavy on the blue). Her fins are more flexible than that of standard kobolds with stronger, more controlled support spines that allow her to flex and relax them, giving her much better control maneuvering in water than her land-bound brethren.

Her "leather" armor, a bluish-gray toned material is rough to the touch, covered in small cartilage ridges from the sea eel its crafted from.
| SHEET
spacer.pngElia Argus
Female, Neutral Good, Dragonwrought Water Kobold, Warlock 1


AC/TAC/FFAC: 19/15/15 | HP: 6/6 | S/D/C/I/W/C: -2/+4/+0/+1/+0/+3 | F/R/W: +0/+4/+2 | Move: 30', Swim 30', Climb 20'
Darkvision 60', DR 2 / Cold Iron, Eldritch Blast 60' RTA 1d6 (20/x2)

As the others gathered the valuables collected from the fallen enemies and what could be found Elia continued to search along the walls of the chamber itself. * Might as well try to be a bit useful... * You never knew when there might be some concealed door, lever, catch, or hiding spot in a place like this after all. She took her time and slid her hand over the surface of the stones as she went around the room along the walls.


OoC

Definitely not a rogue or anything but she's occupying herself... 😄

     

 

Edited by Ryfte (see edit history)
Name
Search Checks
7,6,6,16,15,16
repeat(1d20+1,6) 6,5,5,15,14,15
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Elia

Elia finds nothing of great value, as far as shinies go. She does find lots of alcoves where scarabs have been tunneling and where tiny insects have been burrowing, as well as fascinating cracks that seem to let the air flow where-ever it wills – alongside some lovely little architecture touches in the vaulting arcs that carry the weight of the ceiling overhead. No secrets await to be found, and neither do any secret treasure levers, at least on this heigh.

 

Chira

Chira searches and finds.

Thanks to Chira's ability to fly, she is able to perform a full circular look-see, which confirms that the graves surrounding the extra large one belong to troops and the larger one in turn is where The Old Watcher is resting. The troopers' tombs are mostly smashed open and the shinies are piled up in one large group.

Chira spots a few... Carvings? Runes? Scratches? Pictograms? -  They are here and there upon the larger grave, much morwe easily seen from her higher point of elevation. They bear a rather striking resemblance to the six-sided stone that you recovered from the black magician who was busy entacting a ritual upon The Old Watcher. 

 

Kaldakaczil

A sense of palpable energy radiates from the stone as Kaldakaczil focuses his will upon it. The stone responds easily enough with a musical chimem a single clear note that rings clear in the room. Since Kaldakaczil’s communication was attempted literally by thinking his words at the stone the group hears neither his speech nor his possible response.

It’s a lengthy conversation, it seems...

 

 

 

Before too long can pass in silence, however, something happens.

From the fallen and now looted form of the black mage, something rises: it's a skeletal looking thing, close to what a shadow might look like standing up. It is much taller than the large man was, easily ten feet and more even without stretching to its full height. Its limbs stretch in similar, grotesque manner.  Its many claws gesture with a naked fury at your group. Its voice is an angry sibilance, like a distorted hiss of a serpent, and though you don't understand the language you have seen enough angry people waving their fists and cursing someone to recognize the general airs of it. 

This....whatever it is... Is angry. At you.

It rushes into the floor, and vanishes from your sight before you can do more than perhaps blink.

And then it is gone.

You could stay to see if The Old Watcher is around.

You can investigate the tomb.

Or you could head back to the lift and call it a day here. You've certainly done your share of heroics for the day.

 

Edited by Ruess (see edit history)
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Character Sheet

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 14/14, Speed 30ft, Swim 30ft
AC 11, Touch 11, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Conditions None


"I'll try handing the key over towards one of the others to contact him, then. They might be a bit more... familiar with the tasks involved, or at least less likely to offend him," the dragon spoke, preparing to break his concentration upon the magical device when the creature, breaking his concentration entirely as he reared up into a defensive posture... only for it to descend down, further into the depths of the underground... Returning to its fiendish Master, perhaps... Or maybe whomever had brought it into this plane to begin with.

"I told you I felt something!" the dragon chimed, like a child that had been proven correct. "That was... some sort of incorporeal Fiend, not the cultist's spirit I think. Was it the key that was revealing it?" the dragon spoke, not making sure he had broken the connection to Roy if the lack of concentration hadn't done it. He then shook his head to clear his mind of the distraction and turnied towards Robin, Doallyn, or their soon-to-be absent crusader with the key in hand. "I think this works by just thinking about contacting someone above, so that should be all you'll need to contact Lord Mortton."

With a second of potentially confused looks, and a moment to puzzle together that the rest had not seen or heard the conversation he had with Roy, he'd quickly explain that the key had let him contact and talk to Roy, who had recommended bringing the cultists bodies back to the lift, and to contact the Honorable Lord to get his advise on the current matter.

Edited by Amoren (see edit history)
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spacer.pngChira nods, "So you say it is... the priest's body this spirit was possessing, or at least within it was residing.  Some emnity of a powerful evil we have earned.  The hexagonal key this is... to the above we should return?"

Name
Knowledge (the planes) - What was that?
5
1d20+4 1
Knowledge (arcana) - What was it doing?
13
1d20+4 9
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