Game: In the Spire's Shadow

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Azriael's picture
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Game: In the Spire's Shadow

Kadar again moves to the fore to provide a disraction while the casters work on the fire and noise.

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Jem
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"Allright," Zhegre whispers. "P&~P, open it. Kadar, is your lead."

Zhegre readies himself to follow behind Kadar, intending to provide additional front line for the casters, and maybe a bit of fire and noise himself.

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P&~P confidently pushes the door open, examines the situation in the other room, and prepares to cast...

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Rolls for initiative

5 Bonus for to do
I rolled 1d20+5, the result is 17.
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Jem
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Game: In the Spire's Shadow

Likewise

1 Bonus for to do
I rolled 1d20+1, the result is 5.
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The gravity is lighter here, causing everything to move a little bit slower and feel a little bit lighter. The next room appears to be a storage room of some sort. Boxes and shelves line the walls, but the state of the room makes it difficult to tell exactly what is being stored here. in one corner of the room there is a large pile of oozy rubble, obviously the remnants of a tunnel through the wall. And then there are the beasts that made the tunnel. In front of you are three large, disgusting, tentacled, sludge-colored tri-pod like monsters that are so malformed you have trouble telling which side is the front. Those of you who spend a lot of time in cesspits will recognise these things as Otyughs. The rest of you will recognise them as being really gross. The beasts roar at you an prepare to attack.

Initiative and first actions, please.

Jem
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(Initiative as above; Zhegre's apparently not moving very fast this round.)

Zhegre hesitates momentarily, rethinking that burning hands spell. Casting fire spells when surrounded by possible burnables... ah, no. Different attack, then.

He moves through the door to form up on a part of the "front line" -- an arc in front of the door -- complementary to wherever Kadar chooses, and summons up Tharmekhûl's hammer (casting spiritual weapon), willing it to strike at the nearest otyugh:

"Molotov! Blaze forth!"

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[ooc, How big's the room? how much room for me to manoeuvre in?]

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That would be usefull information, wouldn't it? The room is thirty feet wide and has forty feet from the door you came through to the far wall. Some of that space is taken up by boxes.

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P&~P steps into the room and, being a modron of habit, steps into the room and yells, "These flames will consume your bodies and souls, o' unsightly and malodorous... Things! Raeductiou Absordum!"

(Casting Major Image to produce a conflagration that covers the approximately half of the room (6 of the available 12 10-foot squares). The fires are centered on the beasts. The crates that are on fire will emit loud "popping" and "crackling" sounds. Will Save DC: 21, there is no +4 bonus to the save even if entities are told that the effect is an illusion)

When the casting is complete and the flames consume the room, P&~P will tell its comrades, "The fires are not real, have no fear. But all the same, don't walk in them, your minds might not be able to see through the flames."

(Edit: initiative roll, below)

-1 Bonus for to do
I rolled 1d20+-1, the result is 16.
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M'rek moves in a blurr as he aims and an arrow of acid flies from his hands:

Init 20

Hit 29 possible crit
http://invisiblecastle.com/find.py?id=949447

edit: rolled damage wrongly, here is the correct roll: total 16 with sneak, 7 otherwise

http://invisiblecastle.com/find.py?id=949489

now for crit

confirm ac 12 (touch)
damage +3 for total of 19

M'rek wil shoot and move up to 30' around the boxes to get some protection from the tentacles , staying out of their reach if at all possible while also staying out of the flames, for which he will try to make a save vs illusion based on the information given by the Modron (see bellow)

5 Bonus for to do
I rolled 1d20+5, the result is 9.
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Kadar stands slightly in front of his companions, hopefully making himself a more tempting target than them whilst allowing them to fire off a few ranged spells before the creatures close to striking distance.

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Baba runs into the room (as do his vertigo-inducing images) to add fire to the illusionary flames, opening a portal to his homelands and letting a twelve-foot long bundle of flaming limbs come through in front of the party. "Grab the first Ooze-denizen that comes close!", shout the Babas in Ignan. "This should keep us fairly safe - if the ooze isn't flammable. That would be bad news."

The mirrored gnomes begin to back up. "Really bad news."

(In game terms, move forward 10 feet into room and summon the Huge Centipede in front of all the nasty ooze creatures. It readies an action to grapple the first Otuygh that moves by it's threatened area (10 feet).)

2 Bonus for to do
I rolled 1d20+2, the result is 11.
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Well, Linji is MIA for the moment, but I don't really want to wait for him any longer, so I'll just have him sit on his hands for a round. Just assume he's in the back or something.

Initiative:
Otyugh 1: 20
Kadar: 17
Otyugh 2: 17
P&~P: 16
Linji (rolled by me): 14
Baba: 11
M'rek: 9
Otyugh 3: 6
Jem: 5

Otyugh 1 runs forward and charges at Kadar before anyone else has time to react and lashes out with its tentacle. Kadar ducks neatly out of the way.

Kadar then... stands there? [I'll let you sqeeze a full attack in there if you're quick about it]

Otyugh 2 then charges forward but can't get through as boxes and it's fellow Otyugh are in the way. It's tentacles have a surprisingly long range, however, and one of them brushes Kadar's shoulder (2 damage).

Then P&~P shoots off his illusion causing the middle of the room to appear to be burning.

Linji, uh, stands there [Dialexis, you have until I do the next round to post an action].

Then Baba summons his centipede causing the middle of the room to actually be on fire (making P&~P's illusion seem slightly redundant). A few of boxes burst into flames for real, but most of the room is too soggy to burn (incidentally, there's not a lot of point in trying to disbelieve as part of the room really is on fire).

M'rek's arrow hits Otyugh 3 square in the side, but by the time the beast reacts, M'rek is already crouched behind a conveniently non-flaming crate.

The wounded Otyugh blindly charges at the flaming centipede, and centipede, for its part, attempts to pin the Otyugh. It is difficult to say, but the centipede seems to be winning handilly.

Then Zhegre's magic hammer of death clocks Otyugh 2 for a good one.

Current HP:
Otyugh 1: 36
Otyugh 2: 27
Otyugh 3: 16 (plus it's on fire).

Alright, time for round two.

Jem
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Zhegre feels his pulse quicken. . o O (Ah, blaze and battle! This is when you know you're alive!)

Molot's doing fine, so no need to redirect it this turn. (I think that means it doesn't require a move action to let it keep going.) And nobody on our side seems to have been more than scratched, so, time to start whaling away myself.

* If I've got a move action available and there's an otyugh already within reach, I'll draw my sickle and go at it. I'll take a step to help provide a flanking bonus, if I can do so without breaking the front line of threatened squares between me, Kadar, and the centipede.

* If I don't have a move action, and there's already an otyugh in reach, then presumably I can't draw the sickle, and it's the hammer for that one.

* If I have a move action and there's not an otyugh in reach, I'll pick the closest I can and close to engage, as long as I can do so without breaking the line; if I can't, then I'll stand here, protect the casters in case anything tries to make it through, and, hmm, cast Magic Vestment on myself. Likewise if I don't have a move action and there's not an otyugh handy.

Most likely, Zhegre's cheerfully entering the fray, weapns of the homeland held high. Oh yes, and he's singing:

o/) Salute otsam ee nashem dedum / zahvietum eekh fsigdah vierney. Tepierre nichtoh, nee astanoivit, pabiedney shark, radnoy straney. o/)

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[OOC- damn, my distances were off. Anyway I'll attack otyugh1 if that full attack's still going, otherwise I'll tumble over to flank otyugh2 if possible, can't remember the AC off the top of my head

primary weapon attack
primary weapon atack (1d20+5=8) , Damage (1d8+1=5)

Secondary weapon attack
Secondary weapon atack (1d20+4=12) , Damage (1d6=6)

Tumble rolls if needed

Tumble (1d20+10=22)
Tumble (1d20+10=25)

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Round 2
(By the way, Mrek rolled 20 for initiative last round, check the post - 15+5)

This round M`rek will move up to the Othy grapling with the worm ( No3)and stab it, hopefully freeing the worm to attack another target (same 3 will also burn for second round of acid arrow
Here are the rolls:
acid arrow 5 damage
atack ac 30 (another possible crit)
Damage, with sneak(1d3+1+2d6): 7

http://invisiblecastle.com/find.py?id=956527

Now for crit confirmation: AC 20 I think it confirms even without the flank bonus
damage :4 - For a total of 16 which should knock the Othy cold and free the worm for bigger fare!

http://invisiblecastle.com/find.py?id=956529

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Umm, Kadar, that'll do for round one, but what about round two?

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PS: M`rek has fire resistance which should keep him relatively safe from burning objects...

PS II: My post above assumed that the Othy fighting the worm/centipede is actually grapling with it (that is how it looked like from DKLK post, if not, M`rek will keep the same actions, but tumble to avoid the tentacles and be able to flank the Othy...same result all things considered
Here is the tumble roll:

14 Bonus for to do
I rolled 1d20+14, the result is 15.
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Kadar rolls and dodges his way over to flank Otyugh2 and begins slashing away

(I imagine 2 tumble rolls should do it)

Tumble (1d20+14=30, 1d20+14=17)

Attack 1 (1d20+6=21) damage (1d8+1=4)
Attack 2 (1d20+5=6) damage (1d6=3) (Critical failure) :cry:

[ooc-edit] I altered the tumble result to take into account mobility, forgot I had it.

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P&~P will cast Magic Missile at the nearest filth-beast.

http://invisiblecastle.com/find.py?id=957098 (3d4+3 = 8 )

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(Double post. Sorry)

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We're still short Linji and Baba's actions. I'm giving this another day, but seriously, hurry up guys.

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Baba grabs his handy Acid Wand and starts blasting away at the closest non-grappled icky from as close as he can. It's not much damage, but it's enough to be more than an annoyance.

0 Bonus for to do
I rolled 1d8+0, the result is 7.
5 Bonus for Touch to do
I rolled 1d20+5, the result is 10.
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[Kadar's attacks last round both missed, so you know]

Initiative:
M'rek: 20 (why did I think you got a 9?)
Otyugh 1: 20
Kadar: 17
Otyugh 2: 17
P&~P: 16
Linji (rolled by me): 14
Baba: 11
Otyugh 3: 6
Jem: 5

M'rek puts Oyugh three out of its misery.

Otyugh One lashes out and bites Kadar [2 damage and make a Fort save], but Kadar is able to deflect its tentacles.

Kadar than rolls to the side and gives Otyugh Two a solid whack on the nose.

Otyugh Two is baffled by the magical floating hammer, but is more concerned about the flaming centipede and gives it a solid bite. The centipede doesn't seem to mind overly much.

P&~P gives Otyugh one a solid blast with his spell that seems to leave the beast more than a bit annoyed, and then Baba's spell leaves it positively incenced and it makes a sound like a chariot crashing into a wall.

Meanwhile, Zhegre and his ghost hammer both deliver punishing hammer blows, to Otyugh two but the ghost hammer actually manages to shatter the monster's skull, leaving it as good as dead. The centipede scrabbles its claws at the dying hulk, but doesn't accomplish much.

Current HP:
Otyugh 1: 24

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Fort save (1d20+7=27)

Kadar whips back around and moves to finish off the final otyugh.

Attack 1 (1d20+5=7)damage (1d8+1=9)

Attack 2 (1d20+4=15)damage (1d6=1)

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Jem
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Zhegre steps around to assist Kadar with their remaining enemy (flanking if possible), and redirects Molot to attack the still-mobile foe as well... 'course, by the time he's in a position to do anything the combined efforts of everyone else in the room will probably have reduced the beastie to giblets. ;^)

He'll make an attack if there's need for one. Whether the battle's ongoing or not, though, he'll stop singing and say to Kadar: "Eh, looking a little scratched there my friend. May I offer you some medical assistance?"

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P&~P blasts the remaining otyugh with a Magic Missile.

http://invisiblecastle.com/find.py?id=960481 [4,4,4,3] = (15)

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Kadar smiles at his new companion's offer.
"One thing at a time my friend" he calls back as he continues his attack

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Baba keeps blasting away. It's not the most useful method of attack, but it's not like the Otyugh is especially deadly at the moment.

5 Bonus for to do
I rolled 1d20+5, the result is 23.
0 Bonus for to do
I rolled 1d8+0, the result is 8.
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[Wow, I just rolled at least 10 times and never got higher than a fifteen, in any rate, here's what happens. I know M'rek and Linji are away, but it turns out it doesn't matter.]

Everyone attacks, the Otyugh, and yet most of them somehow manage to miss (only the two spells hit) and the Otyugh surivives the round. Then, of coursethe Otyugh manages to miss on all three attacks (go figure), and everyone I roll for misses again, but we can just assume that somebody got a high enough roll to kill it. So yeah, end of combat.

[By the way, I'll be giving you your XP for the day when you rest.]

Jem
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"Wictory! Ha -- easy fight!"

Zhegre dismisses Molot with thanks to Tharmekhûl for his invaluable assistance in the battle, and comes over to Kadar.

He peers over Kadar's wounds with a professional medical eye. (Take 10 on Heal check for diagnosis, result 22.) "Hmm... hmm... nothing serious. We should definitely cure it to make sure it does not get get infected from this gook, but will be easy to do. As long as was not poisoned or cursed or such. Feeling okay on that score?"

Assuming Kadar's amenable, he'll channel shield of faith into a spontaneous cure light wounds, which will automatically be enough to heal Kadar up.

He looks around. "And no one else got scratched that I saw, da?" (Wait for response, presumably gets nothing.) "Good, good to hear. Now, let us see about moving ahead with mission..."

Zhegre looks around for the portal, and incidentally exhibits some curiosity as to what all has been stored in the boxes here. If the barmy old guy downstairs didn't come up here much, who knows, there might be some interesting stuff left unscavenged here in the temple basement...

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"My thanks Zhegre, perhaps we should take a quick look around before heading off."

Kadar begins to rummage around, searching the room.

(Search check below or will take 20 if no-one minds taking a rest)

2 Bonus for to do
I rolled 1d20+2, the result is 9.
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When the last otyugh falls, P&~P says "I don't mean to distract anyone from the looting that customarily occurs after fighting, but I have a bit of tactical information that I think you would find useful. Since the otyughs believed that I had caught them on fire, they fainted. The problem is that they will eventually come to the realization that they had not actually been burned. When this occurs, they will awake and probably continue the fight. My recommendation is that someone with a weapon go over and stab all of the 'corpses.' That is all."

P&~P will then join in the searching of the room. It looks for anything of scholarly interest first and for anything of monetary worth second. (Search check below)

8 Bonus for to do
I rolled 1d20+8, the result is 14.
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The Babas attempt to snap their fingers, but are prevented by the goop. They shout at the centipede and it returns to the flaming regions from whence it originated.

Which one is the real one is fairly obvious when Baba covers a small bit of flaming debris left over with his hand, putting it out immediately. He dismisses both spells.

"This place is a privy. I'm forced to come to sigil twice a week and marinate my nose in a Babau's bottom, and now I get the pleasure of the exact same smell, with a side of lightly roasted horror from the depths."

"Simply tasteless."

Still complaining, he begins to search the room half-heartedly [take 10, result 17].

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Two of the Otyughs are still technically alive (although they won't be for much longer), and the other one is more than a little bit dead. It wasn't the fear of the flames so much as the repeated blows to the head that seem to have done them in. Poor, poor Otyughs.

Searching the room you find a whole lot of worthless junk (all the books, for instance, are now entirely unreadable and some of them are so moldy they seem to move on their own accord). Hidden among the junk are several chests that contain what appears to be the remains of the temple's treasury. You find about 2000 gold in miscellaneous coins, another thousand or so in valuable (if somewhat damaged) gems and jewelry, and a handful of magical trinkets (two rings, an amulet, and one rather shiny little stone). Against the far wall you find what appears to be a clutch of Otyugh eggs -- a find that raises more questions about Otyugh physiology than it answers.

Jem
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Zhegre eyes the otyugh eggs.

Zhegre undergoes an ethical dilemma.

. o O (The eggs didn't do anything to hurt me. They're not threatening me now. They might in the future, but the same could be said of a lot of things. What, really, is the line between a monster and an animal? Those didn't appear to be fiendish creatures, simply predators.)

. o O (Dangerous predators.) He sighs, and finishes the job with a few taps of the hammer. . o O (I wonder if otyugh egg is any good... no, probably not.) Feeling a little more comfortable thinking of them in that light -- there's probably something that eats otyugh eggs -- he turns to the salvage expedition.

"Bozhe moi. The poor books. Who knows what waluable knowledge there might have been there. Sight to bring a cheer to a Doomguard's heart, that." His tone makes clear that that is not a particularly favorable event.

"Ho, that is quite a lot of gold you have found. And, I say, are those magic do you think? What a splendid find! Handle them carefully, no telling what sort of powers they have until properly identified..."

He beams at the others. "I am sure once we find out whose temple this used to be their clergy will be wery pleased to have their property back. Well, shall we depart for Outlands?"

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Kadar pauses in his search to plunge his blades repeatedly into the prone otyughs.

Once the grim (and fairly icky) deed is done he turns to Zhegre "Are there any of those eggs left? You can sell almost anything if you know the right person."

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M`rek

M`rek looks longingly at the eggs in the corner, but already having had breakfast makes a comitment not to indulge himself at this time...Instead he moves over to where the valuables are being stockpiled and inquires from teh group:

"any of you Bloods have any idea whose temple we are in? Perhaps it would be possible to tell from the kind of treasure they keep. What say you PEEP? What can you tel from these relics, and magic items? It is usually a good idea to know whom are you looting...some of these so called powers are less forgiving than others, while others might not even care a whit about anything material...Finally, anybody knows where to now?"

Although I am posting late, M`rek the ever curious would have joined in the search of the room, looking also for secret compartments/ doors/ hiding places. Please tell if he finds anything different from what has already been revealed: Search roll bellow:

Finally

12 Bonus for to do
I rolled 1d20+12, the result is 16.
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P&~P responds to M'rek, "I'm not exactly a religious scholar; I will take a closer looks at those relics though. Perhaps there is some bit of information buried deep within this old box, eh?"

The modron winks, picks up a couple of the relics, and examines them with various devices that protrude from its box. The gadgets spin and whir and the modron seems consumed by the relics. After a couple seconds, the modron shakes and falls over onto its back. It stands back up, shakes itself off, and attempts to compose itself.

(OOC: using Focus of the Modron to have up to 8 rerolls on a Knowledge: Religion check. I will stop at the first result that is at least 25.)

(Edit: Sorry, forgot to specify what I was trying to discover. I'm trying to figure out what god(s) this temple is devoted to and any practises / beliefs that are common in the religion / cult.)

9 Bonus for to do
I rolled 1d20+9, the result is 11.
I rolled 1d20+9, the result is 21.
I rolled 1d20+9, the result is 20.
I rolled 1d20+9, the result is 18.
I rolled 1d20+9, the result is 16.
I rolled 1d20+9, the result is 26.
I rolled 1d20+9, the result is 27.
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[So much for me trying to maintain an atmostphere of mystery. Heh.]

Among the jewelry is a holy symbol of the goddess Athene made of tarnished silver. It's seen better days but it will still be worth a few merts when it's polished. At any rate, we know who the temple was dedicated to now. Oh, and the second roll was enough.

Jem
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Zhegre nods in approval. Athene is a goddess with a good head on her shoulders.

For a humans' deity.

"Is too bad Arborea is on other side of Great Ring from Automata; it may be a while before we get around to returning her temple's property, unless our path takes us back to Sigil. Or by handy shrine, perhaps."

"Well, then, let's pack this away and get moving." He looks around for the portal, trying to get in the appropriate mindset to honestly swear an oath to defend the forces of entropy (along with everything else in the Multiverse, of course).

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"Uh, the old man never said that the oath had to be honest and binding did he?" chips in Kadar "I'd rather try a few alternate wordings which might give us a loophole before taking the oath exactly as we were told."

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Jem
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"Well, I am certainly not going to utter a dishonest oath," says Zhegre. "Even discounting that such an oath might not actiwate portal, it would not be right." He grins. "And besides, as practical matter there are far too many powers on Planes that look wery blackly upon oathbreaking, da? Starting with my own... however, I don't mind looking for more comfortable wordings." He shrugs. "As long as they work."

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"A forced oath isn't an honest oath anyway," replies Kadar "although it seems we agree that we should try to soften the wording. Perhaps something like 'I swear to protect the natural forces of the multiverse as best I can including both entropy and creation' or 'I swear to protect entropy so long as that protection is not to the detriment of other multiversal forces.'?"

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"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Jem
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Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Assuming the portal is at an obvious point in the room, Zhegre walks over to it and gives the stonework a tap. "Dunno," he says. "Try it, see if it opens."

Azriael's picture
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factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

"I'd rather we gather up this lot first" states Kadar gesturing at the collected treasures. "I'm happy to load it into my bag if it's going to be too heavy but I'd prefer it if we worked out what the magic stuff was first."

[OOC- were there any eggs left? how are they kept? any special conditions I should be aware of?]

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Duckluck's picture
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Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

[I think Zhegre smashed all the eggs in a wasteful, but perhaps wise move. I could be wrong though.]

If you guys wnat to identify the items, I'll let you with a high enough Knowledge (Arcana) check. Of course the only way to know for sure is to try them on -- or Identify, but that's cheating.

Jem
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Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

(OOC: I did. Let's not be too butcher-shop about this... I was a little worried the dern things might hatch hungry in our haversacks and give us a nasty surprise when we reached in! ;^) I also was assuming we had packed up the stuff without worrying too much about who had what, but I suppose someone's got to actually spend the spell to do it, so...)

Zhegre says, "Oh, aye. Sorry. I can have bit of one-track mind when it comes to quests."

He leans over the suspiciously magical-looking items and casts his day's detect magic, seeing which is which and if there's anything unprepossessing-looking in the pile they might have overlooked. He'll carefully pick out anything that registers with the point of his sickle and put it into a side pocket of his haversack. Unless someone with more training in arcana than he can reliably nail down what something is, they can always just deliver it to Athene's priests and let them worry about it.

(Untrained K(arcana) check on my own behalf below; so, Int check, and this will only let me know if there are any common sorts of magical items in the pile. Dunno whether dwarven Appraise and Craft bonuses, not to mention my Craft skill ranks, might apply to any stone or metal items in the lot, especially weapons: )

3 Bonus for to do
I rolled 1d20+3, the result is 11.
I rolled 1d20+3, the result is 18.
galwinganoon's picture
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Namer
Joined: 2007-02-27
Game: In the Spire's Shadow

When talk of identifying magical items begins, P&~P snaps out of the trance it was left in after wracking its brain over the Athene cult. It jitters excitedly and says, "Although I am not exactly a scholar of religion, I am a scholar of magic! If you wouldn't mind, I might be of service in this endeavor. I was quite renowned back in Sigil for my encyclopedic knowledge of enchantments and illusions. I gave a couple guest lectures on said topics at the Festhall. Let me just examine these precious treasures, if you don't mind..."

(OOC: I'm assuming no one has a problem with the modron handling the magical goods)

The modron shuffles through the items, smells them, tastes them, tries bending them, examines their handiwork, and does a variety of other things while trying to ascertain the exact functions of the magical items.

(OOC: I'm not sure how many items there were, but I'll roll 5 Know(Arcana) checks and you can apply them to whichever items you want.)

16 Bonus for to do
I rolled 1d20+16, the result is 33.
I rolled 1d20+16, the result is 34.
I rolled 1d20+16, the result is 19.
I rolled 1d20+16, the result is 35.
I rolled 1d20+16, the result is 26.
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