Game: In the Spire's Shadow

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

Don't+worry+about+it.+These+things+happen,+although+you+may+want+to+try+physically+checking+the+thread+every+now+and+then.+The+updates+don't+always+seem+to+make+it+through.+Incidentally+"Wotan+Hell"+would+make+a+great+name+for+a+Metal+band.

Jem
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Game: In the Spire's Shadow

Well. Isn't that an interesting addition to the festivities.

First off, K(the Planes), Abyss not a specialty...

Next roll, initiative...

Action: Zhegre isn't sure what the thing is atop the thoqqua, but it looks dead and it looks strong-willed. Not having been at all successful with the displays of authority so far this trip, he decides to delay any attempts at subduing either foe spiritually, and calls upon the mantle of the patron of warriors to ward himself and his friends.

Stepping back out of reach of the thoqqua, he holds his holy symbol where all around can see. "Sgoostk vierif sekh luydeye!" he prays, casting magic circle agains evil. If a convenient ally is to hand and nearer to the center of his group, he'll use that ally as the center; if not, himself.

(And while he's not foolhardy, he's no coward either; if stepping back means he loses his chance to affect one of the frontline fighters, especially Kadar, he won't, and will risk the AoO! Hopefully that won't be a consideration, though.)

12 Bonus for to do
I rolled 1d20+12, the result is 24.
1 Bonus for to do
I rolled 1d20+1, the result is 21.
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Game: In the Spire's Shadow

[Fresh from his defeat at the hands of the dark forces of Finals, the weary DM perused his grades frantically. His GPA was low. Too low for comfort. There was only one option left to him summer classes. The harried DM laughed to himself. The regular session was over. How much more busy could he get? He'd be posting again in no time. Two weeks later, he cursed his foolishness, but he resolved to do better in the future, provided any of his players were still willing to put up with him.]

Anyway...
Initiative:
Kobold: 25 {wow, just hope the monsters don't roll that well}
Zhegre: 21
Polp: 14
Kadar: 12
Thoqqua: 7
Cloak guy: 7 {lucky you guys}

The kobold blasts the Thoqqua with a blast of ice. It rears up in pain, unsettling its rider somewhat.

Zhegre seems to recall hearing about an abyssal Lord named Alzrius at some point, but can't remember anything besides the name. As he speaks his sacred words, the ground around him cracks and forms a circle around the party, warding them from evil influences {+2 to AC and Saves against these enemies, all around}.

Polp, the most daring in the party, emerges from his hiding place, leaps through the air, dives at the robed monster (whatever it is) and, against all logic, knocks it from its mount and gives it a nice blade in the side for good measure {17 damage}. The monster feels strange but fleshy, and probably not undead. Polp disengages and backs up, while the fiend scrambles to its feet, apparently unperturbed.

Kadar does his own leap and lands on the back of the Thoqqua. The beast's searing flesh burns through his pants, but Kadar's fire resistance protects him from any real harm, for now. He spends the rest of the round gaining control of the beast's reins.

The thoqqua bucks desperately, but Kadar manages to hold on, for now. {Give me a Ride check if you want to try to take control of it.}

The enraged creature turns on Polp and with a terrifying wrath, swings the torch like a club, hitting once and missing the second time. Polp's poor hair is getting quite seared here. {12 blunt damage + 2 fire. 14 total.}

From the original tunnel, you still hear a rumbling. It's the echoing of running feet!

Round 2!

Jem
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How many running feet?

Zhegre is plumb outta zap at the moment, and doesn't trust that this thing would be human enough to fall prey to hold person. But a dwarf with a hammer is never out of crunch. Move and attack the robed interloper!

"Eat steel, foul creature!" swing

(Attack roll)

(Edit: Argh.)

7 Bonus for to do
I rolled 1d20+7, the result is 9.
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Game: In the Spire's Shadow

'Jem' wrote:
How many running feet?

It's hard to tell from all the echoing, but it's probably more than two and less than twenty.

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Game: In the Spire's Shadow

“Oof!”

Polp staggers a few steps back from the blow, eyes watering from the impact and the smell of his own singed hair. He suppresses the urge to run away and hide somewhere less fiery, his resolve bolstered by Zhegre putting pressure on the torch-swinger.

Swiftly, the shad side-steps into a flanking position with his old friend and lashes out to avenge his lost locks of hair.

OOC
Within Zhegre's Magic Circle Polp's AC becomes 26 and his saves 1 point better (unless all this Abyssal business is just a mixup Sticking out tongue ).

13 Bonus for Attack, incl fl to do
I rolled 1d20+13, the result is 22.
1 Bonus for Base damage to do
I rolled 1d4+1, the result is 2.
0 Bonus for Sneak Attack da to do
I rolled 3d6+0, the result is 12.
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factotums
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Game: In the Spire's Shadow

ride check - 24 {huzzah} - what can I do with that Duckluck? If possible I'd like to squash the former rider, if that's too tricky can I head towards the running feet?

5 Bonus for to do
I rolled 1d20+5, the result is 24.
__________________

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

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Game: In the Spire's Shadow

Initiative:
Kobold: 25
Zhegre: 21
Polp: 14
Kadar: 12
Thoqqua: 7
Cloak guy: 7
Running Feet: 6

The kobold shifts his aim and tries to blast the cloaked creature, but the monster dodges the icy blast with unnatural grace.

Zhegre's attempt is similarly fruitless. This thing is fast.

Zhegre's distraction does have one silver lining, however, in that it gives Polp a chance to stab the creature between where the ribs should be. The blade comes out red hot and covered ash.

Kadar tries to get the thoqqua to crush it's master, but angry two ton fire worms are notoriously hard to control and the flaming monster smashes past the cloaked figure without quite hitting it and charges down the tunnel toward the pounding feet. In front of you, the running figures are revealed to be demons, three dretches, and a Babau, obviously trying to get the drop on you while you fight their masters. The demons try to stop the Thoqqua, but the angry beast thrashes wildly, trapping the demons between its own heat and that of the melting tunnel floor beneath it. The Dretches' demon resistances aren't enough to stave off this heat and the two die horribly. The remaining two demons flee back down the tunnel they came from. Meanwhile, having already burnt through Kadar's pants, the Thoqqua has now started burning his skin, cutting right through his fire resistance (5 damage, after reistance). It also chafes horribly.

Meanwhile, the hooded figure sizes up Zhegre, deems him the biggest threat, and makes to smite him with its fire. The first blow connects and Zhegre is burned by abyssal fire. His mind is set ablaze and for a moment Zhegre fogets everything but the crackle of flames and the smell of burnt flesh, it is only through the power of Zhegre's magic circle that the dark force possessing him is cast out. Zhegre reels backwards, narrowly dodging the second swing of the torch, and winces in pain. The torch has melted straight through his chest plate leaving a circle of burnt flesh six inches wide. There is something stange about the burn, but there is no time to look now. {22 damage.}

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Game: In the Spire's Shadow

Kadar grits his teeth against the pain, positioning himself as best he can to avoid the hed hot vein as he tries to keep the thoqqua moving away from his allies for another round. He allows it to go where it wishes so long as it's moving away and whispers soothing words in the hopes that it will calm down.

As the vein continues to burn into him Kadar idly wishes that he'd been born a half-dragon.

Ride check - 19
Wild empathy - 11 (I can't remember but I think that a thoqqua's a magic creature with an int of 1-2)

5 Bonus for to do
I rolled 1d20+5, the result is 19.
-3 Bonus for to do
I rolled 1d20+-3, the result is 11.
__________________

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

Jem
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Game: In the Spire's Shadow

Zhegre can't help crying out -- the vile thing hits a ton, and that flame is wicked. There is, however, a traditional reply to be uttered at this juncture, and he grits it out, albeit in Rodinan:

"...the dark fire will not avail you..."

And he returns to the fray. It seems the creature has elected to pay attention to him, which is well and good, since there is a shad with a sharp dagger and a kobold with an ice wand who should both be more effective than him anyway. With any luck that was a lucky hit on the creature's part and he should be able to take another one. Not that he's eager to, so he'll fight defensively -- that is a nasty hole in his chest armor.

Stretching protesting muscles, he hefts his hammer and seeks an opening as his foe darts about. Getting in to the rhythm of the fight, he begins a battle chant.

o/) Nam silu dayot nasha vernost Otchizne. Tak bylo, tak yest i tak budet vsegda! o/)

Swing! (Total mods +6: +7 native, +1 bless, +2 flanking, -4 defensive attack, figuring I've counted everything relevant and actual.)

(Edit: guess I won't bother rolling damage again. Gya, what's with me this dive. Oh well. At least I've got an AC of, what, 24 at the moment...)

6 Bonus for to do
I rolled 1d20+6, the result is 11.
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Game: In the Spire's Shadow

“Leave him alone you big mean hot-head!”

It’s not quite anger that comes over Polp (such feelings are exceedingly rare with him), yet seeing his dwarven friend assaulted with such force makes the young shad flare up a bit. Taking advantage of the lessened attention directed his way, he thrusts his rapier in for another determined strike.

13 Bonus for Attack to do
I rolled 1d20+13, the result is 29.
1 Bonus for Base damage to do
I rolled 1d4+1, the result is 3.
0 Bonus for Sneak Attack da to do
I rolled 3d6+0, the result is 9.
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Game: In the Spire's Shadow

Initiative:
Kobold: 25
Zhegre: 21
Polp: 14
Kadar: 12
Thoqqua: 7
Cloak guy: 7
Fleeing Demons: 6

The kobold tries to blast the creature in the cloak, but he simply doesn't have the accuracy to hit the swiftly moving figure.

Zhegre swings hard with his hammer, feeling the power of something greater than himself aiding in his strike, but the ash-creature dodges with unnerving grace.

Once more, Polp proves himself capable as his blade slips into where the monster's kidneys should be, but not too surprisingly at this point, aren't.

Kadar, meanwhile, is still holding on to dear life. His attempts to calm the thoqqua fail miserably as it is simultaneously too smart (it has 6 Int) and too dumb (it's an Elemental). However the ash-fiend is controlling it, it probably doesn't involve feeding it carrots and patting it on the rump. Kadar's proddings and urgings are enough to keep the lava worm from bucking Kadar or simply burrowing through the wall, but little more. The thoqqua's hide continues to sear your flesh {2 damage}.

Edit: forgot someone!

For some reason, the fiend in the cloak seems to only have eyes for Zhegre. It snarls out a vicious curse, and then lets loose two massive, feral blows of its torch. The first one goes wide, but the second comes down across Zhegre's chest and hits right where the first blow melted a hole in the armor -- and bounces off. The fiend reels backwards as if Zhegre had struck it, and the strange flame it carries flickers weakly for a moment before blazing once more. This brief lull provides Zhegre with enough time to look down at his armor where he is shocked to see that, where seconds ago there was a six inch hole, there is now a beautifully embossed symbol of Tharmekhul giving off a coppery glow in the torchlight. It would seem someone has a friend. {Zhegre's plate mail is now +2 and Fire Resistant. Permanently. I'm also going to give you a +1 Divine Intervention bonus to all your rolls for the rest of the encounter. Enjoy.}

Jem
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Game: In the Spire's Shadow

{ :shock: This one's gonna take more than an extra votive candle to show his gratitude later... Shocked }

No question about what to do now -- his god has made his intentions clear!

"The righteous gods repudiate your foulness!" Zhegre cries. "Your ash shall crumble!"

Forward the attack, with zeal this time!

{Edit: This is starting to become comic fricking relief.}

11 Bonus for to do
I rolled 1d20+11, the result is 13.
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Game: In the Spire's Shadow

Polp gapes at the divine interplay, having had a good deal familiarity with Zhegre’s faith in the past, though he quickly credits the display to the dwarf’s own prowess.

The shad is not one to forego another moment of distraction, and once more his rapier glints through the ash spilling about it.

OOC
Crap, looks like I botched the confirmation roll for a possible crit. Oh well, a normal hit will do.

13 Bonus for Attack to do
I rolled 1d20+13, the result is 31.
13 Bonus for Confirmation ro to do
I rolled 1d20+13, the result is 14.
1 Bonus for Damage to do
I rolled 1d4+1, the result is 2.
0 Bonus for Sneak Attack da to do
I rolled 3d6+0, the result is 7.
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Game: In the Spire's Shadow

"Roam freely my friend." calls Kadar to the thoqqua in abyssal as he leaps off "Let none enslave you again". (He uses the closest synonyms in Abyssal for words like 'friend')

With that he begins sprinting back towards the fight.

diplomacy - 22
tumble for jumping off - 23

5 Bonus for to do
I rolled 1d20+5, the result is 22.
11 Bonus for to do
I rolled 1d20+11, the result is 23.
__________________

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

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Game: In the Spire's Shadow

Initiative:
Kobold: 25
Zhegre: 21
Polp: 14
Kadar: 12
Thoqqua: 7
Cloak guy: 7
Fleeing Demons: 6

The kobold hits the ashen creature hard with his frost wand sending it crashing backward. For the first time in the fight, the beast's movements become erratic and start to slow. It looks like you've wounded it.

Zhegre, however, is still missing constantly. Hopefully Tharmekhul will be understanding.

Polp gives the beast another solid stab, this time to the lower thigh. Where a human would have a major artery, this creature has nothing but fine white ash.

Kadar hops off the thoqqua and returns to where the rest of you are, his movements hampered slightly by the burns on his legs and the fact that he has lost his pants.

The thoqqua dives head first into a nearby wall, melting and burrowing its way through.

The Ash fiend swings its club twice at Zhegre, but misses both time. Good armor.

The running demons are now well out of sight.

Round 4!

Jem
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. o O (What is this novice nonsense? I have been given a gift from Heaven -- let me be worthy!)

Focus. Enemy. Strike!

{Edit: That's better. Damage roll...}

11 Bonus for to do
I rolled 1d20+11, the result is 29.
2 Bonus for to do
I rolled 1d8+2, the result is 6.
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Game: In the Spire's Shadow

Seeing the fiend beginning to falter the pantsless Kadar leaps into the fray to support his friends and cuts twin lines through the ashy creature.

Attack 1 - 17
Damage - 3 (forgot the +1 enchantment)
Attack 2 - 26
Damage - 5 (cold iron if that makes a difference)

14 Bonus for to do
I rolled 1d20+14, the result is 17.
1 Bonus for to do
I rolled 1d8+1, the result is 2.
12 Bonus for to do
I rolled 1d20+12, the result is 26.
1 Bonus for to do
I rolled 1d6+1, the result is 5.
__________________

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

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Game: In the Spire's Shadow

Feeling a glimmer of hope that the fiery creature shows signs of weakening, Polp lashes out yet again.

OOC
Your dice-mojo is contagious, Jem!

13 Bonus for Attack to do
I rolled 1d20+13, the result is 14.
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The three of you lash out with your weapons and slay the foul fiend. It makes one last gasp and collapses into a pile of ash. The torch flickers angrily.

Make a search check, a Knowledge the Planes (Abyssal) check, a history check, and any other check you feel like making.

{{I'm going camping for a few days. I'll be back Monday or Tuesday, with the resolution of this adventure and the most important part: loot!}}

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Game: In the Spire's Shadow

Search - 18
K (TP) - 10
K (Hist) - 9
K (Religion) - 3

(heh, so apparently Kadar can see what's in front of him pretty well and from his wealth of knowledge he's discerned that we were dealing with an Aborian Scientologist from the future)

2 Bonus for to do
I rolled 1d20+2, the result is 18.
7 Bonus for to do
I rolled 1d20+7, the result is 10.
2 Bonus for to do
I rolled 1d20+2, the result is 9.
I rolled 1d20+2, the result is 3.
__________________

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

Jem
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They've definitely gone as far as they can for the moment, and have ascertained the fates of the miners, as contracted. Zhegre will stone shape a temporary barrier behind them as they leave, and will assist the kobold captain in whatever disposition of the miners' (remaining) bodies he prefers.

Search (untrained) - 16
K(tP) (trained, Abyss not a specialty) - 19
K(H) (untrained) - 18
K(R) (untrained*) - 17

* I'm such a slacker priest. Always liked the fighting and the crafting better than the theology... though given the Boss's recent interest in my activities, it sounds like next level would be a good time to make intense devotional efforts in that direction. Especially since 5 ranks in K(Religion) would help out with the turnings.

Looks like Zhegre knows the standard stuff about this sort of foe, and may have actually studied something useful regarding such things if they've been heard of in planar happenings. Search check is +2 if there's any unusual stonework about to be noticed.

3 Bonus for to do
I rolled 1d20+3, the result is 16.
12 Bonus for to do
I rolled 1d20+12, the result is 19.
3 Bonus for to do
I rolled 1d20+3, the result is 18.
I rolled 1d20+3, the result is 17.
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Game: In the Spire's Shadow

OOC: Sorry.

Aloric climbs from the ground carefully and (can I rationalize Aloric's innaction as tripping and spraing an ankle or something) heals his injuries with a body adjustment power, and then moves to the front of the procesion, hoping to make up for his uselessness and put as much of the tunnel in his energy cone if it comes to that again.

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Zhegre starts to cast his spell, but is shocked by the appearance of two demons (the same ones Kadar saw) fleeing blindly in the direction of the group. Suddenly, the leading Babau explodes upward in a rush of rock and magma as a vengeful Thoqqua devours it whole. The last Dretch meets the same fate moments later. The Thoqqua turns your way briefly and waves its tail as if to say goodbye, and then charges off, burning its own escape tunnel, and collapsing it behind it. "I'd hate to meet that thing in a dark tunnel," Captain Driban mutters, shuddering a little.

Zhegre is about to seal off the tunnel, but Driban waves him off and moves forward to take a look further down the tunnel. After a moment, he calls, "All clear, looks like we got them all"

As the rest of you move forward to investigate, you see that you were almost at the Ash creature's inner sanctum when it chose to attack. The inner sanctum, or whatever it is, appears to be a massive shrine of some sort. It is built in the shave of a massive decagon and each of its ten walls (along with the floor and cieling) is a massive block of milky quartz. At the center of the room is a circular outcropping of amethyst apparently grown straight from the quartz. The amethyst juts ten feet in the air and forms a natural altar or pedestal, but, strangely has nothing on it besides more of the orange abyssal graffiti you have come to loath. The only entrance to the room is the one you came through, and it appears to have been burnt through by the thoqqua some time in the distant past. Certainly this chamber seems far older than the magma tunnels you just left. Probably a lot older.

Careful examination of the Abyssal graffiti here and in the tunnels paints a vivid picture of what happened here. Millenia ago, before the dwarves, gnomes, or kobolds came here, this citadel was ruled by an unknown race who wielded great power and created many great arcane artifacts. Unfortunately for those unknown people, the Outlands is not a good place to be if you want to just be left alone. The people of the citadel grew rich and complacent and began to slacken in their defense of the citadel. The demon lord Alzrius, lord of the living flame, sensed the people's weakness and summoned a disciple to wield a piece of his fiery body and lead an army to incinerate everything and everyone within the citadel and claim its treasure for himself. The twisted disciple did his work and did it well. The graffiti suggests that no one in the citadel survived his fires, but even after he had slain the inhabitants, he felt something calling him, a voice in the back of his mind pulling him, tugging him, leading him here. Alzrius tried to get him to resist the pull, the living flame told its disciple that they were walking into a trap, but the disciple would not, could not listen. The disciple led his thoqqua through the rock until it burned into the quartz prison. As the first of his demon followers followed after him, the disciple walked to the center of the room and touched the amethyst plinth. In an instant, he and his followers were trapped in the ancient prison. They sat there fore centuries stewing in their anger and being tortured by their angry god. Unable to escape, they went ever madder. By the time a group of dwarves unwittingly released them they were little more than blood-hungry killers (not that they'd started much better). The demons slaughtered hundreds before the dwarves were able to make a new door with a new seal and trap them under the earth once more. The dwarves probably left after that.

As you return to the task at hand, you become aware of something glorious and grand shining atop the amethyst pedestal. You can't quite make it out, but it appears to be the answer to your prayers and and the object you desire most in the whole planes. It beckons toward you urging you to claim it, take it, conquer it. You really, really want to.

{{Will saves everyone. Oh, and feel free to say what in particular your character sees atop the pedestal. Feel free to make it something that couldn't actually fit on a pedestal.}}

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Kadar gives a cheerful wave goodbye to the thoqqua as it tunnels down before reaching into his pack and pulling out his towel to wrap around his waist. "You know," he says as he fastens the towel, "this reminds me about that party I went to at the festhall that time, everyone put a portal key in a big bowl which of course ended up turning into a portal leading to Abore....."

Kadar's jaw drops as he sees atop the pedestal what is undoubtably a complete copy of the Mauvignon codex.

5 Bonus for to do
I rolled 1d20+5, the result is 24.
__________________

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

Jem
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"All that destruction of knowledge. Of craft! And nothing left behind, not ewen encoded? Grrph..." he glares at the plinth. "Serves them right. Tho' I would rather purify this place and free them, too, to suffer in Abyss with their master and cease to bother liwing folks." He looks up, at the top of the plinth.

"Or... perhaps they did leave something behind, where it could be safely found." He approaches the plinth. "By someone, perhaps of right race, who would defeat some manifestation of Disciples... Does anyone else see that light?" Is that... ancient Dwarvish, in the glowing letters on the scroll? On the Forging of the Five Great Tools?

Gods under Heaven. A guide to the creation of an artifact?

8 Bonus for to do
I rolled 1d20+8, the result is 25.
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OOC
As mentioned in the OOC thread, I'll be gone until after next week. See you all then!

3 Bonus for Will save to do
I rolled 1d20+3, the result is 15.
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[Sorry I disappeared, guys.

[Sorry I disappeared, guys. My laptop stopped working a few days ago and now appears to be bricked... two weeks after my warranty expired. I'll try to keep at it, but my posting will probably be pretty sporadic for a bit. Anyway, this new version of Planewalker doesn't seem to have the same dice roll code the last version did, so we're all going to have to learn the new system. If you don't want to do that, you can always just give me your modifiers and have me roll for you. I don't mind. Anyway, I don't know if you made your saves or not anymore, so I'm just going to assume you all did. Lucky you.]

 

 The four of you manage to overcome amazing temptation and come to your senses before disaster strikes, but the kobold continues to walk toward the plinth. "That's a big gem... big gem", he says salivating slightly as he slowly lurches into harm's way. He's obviously trying to fight the magic, but without help it looks like he'll succumb to its grasp.

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The signs atop

The signs atop the pedestal had seemed so clear to Polp just a moment ago. A shimmering spring-green outlay of an oval collection of branches and leaves, riddled with runes of Druidic that marked the destination of the portal – the heavenly Sanctum Gardens of the Druids of Verdorth.

Then the alluring sight fades and the young shad vaguely realizes that this must be what happened to the disciple of Alzrius – and the trap remains active. Noticing how the captain is drawing nearer to the pedestal with little apparent sense of what he is doing, Polp throws himself on Driban’s back to bring him flat on the ground. The shad clasps his hands over the kobold’s eyes and twists his legs around his, then shuts his own eyes.

“Don’t do it, Mister Driban, it’s not a big gem! Well, it is, but it’s not the sparkly-and-harmless kind! More like, sparkly-and-deadly! Or at least, alluring-and-imprisoning! What I mean to say, it’s a trap!”

Jem
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Zhegre shakes his head to clear it.

No, of course not... that's exactly what the plinth is using to draw us in.  The same as it did to the previous ones it trapped.

 "He is right, Captain!  Come on, snap out of it..."  If the Captain shows no signs of getting over it, he'll help Polp bodily haul the kobold out of line of sight of the tempting thing.  He also looks around to make sure that none of their own companions are still entranced by the plinth.

"We should report back to authorities.  I think it is clear what happened now.  This section should definitely be sealed up permanently, I think.  Though..." he thinks... "there may be innocents trapped in that plinth, too.  But who can say how to free them, or whether that would not also free something far worse... aaah, is speculation anyway."

He looks down the other tunnels.  "Mm.  Natural magma, I think.  Does not look like any dwarven work reached down here, not by way of any restructuring.  Might have been something secreted away long ago, but is iffy.  Thoughts?"

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Kadar assists in hauling

Kadar assists in hauling the kobold back out of sight of the plinth.

"Perhaps our benefactors can provide us with some mind shielding or a construct to examine that chamber at a later stage" states Kadar as they round a corner.

 "I'm happy to do a little more exploring of the lava tunnels if the rest of the group is but I agree that our original job is done."

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Polp's tackle (and the

Polp's tackle (and the subsequent dog pile) knocks the wind from Driban and causes him to gasp, Wha.. huh. Off. Get OFF! I'm... I'm not going to touch the pillar... just... just let me breathe!" Once the crush is off him, he says, "Th-thank you. You saved my life. Hah, take that you evil silicate! No souls for you! You can kiss my scaly brown..." Suddenly, there is a deafening BOOM from the quartz pillar and you have to duck to avoid razor-sharp quartz shrapnel. A radiant silver cloud fills the room and obscures your vision. The shards of quartz hang motionless in the air as if suspended in a liquid you can't feel. Your teeth tingle with magic, and Polp's seed earing twists toward the center of the room, as if it were trying to reach the power there. Kadar's cloak purrs softly.
Echoing out from the center of the room, you can hear a voice that is somehow lower than a drum but higher than a bell, louder than a shout, but quieter than a whisper, and totally alien, but infinitely familiar. As it speaks, the crystals in the air shake and ring like wind chimes in a hurricane, but somehow they augment and form the speech, rather than drowning it out. You have passed all the tests laid before you to reach this place, and in so doing, have set us free.. The voice (or is it voices?) speaks in a language you don't recognize, and yet you can understand every word. You are still lost in thought (except Kadar, obviously) as it continues. We thank you for what you have done for us, even if you did not know it was for us. We will leave our greatest treasure in your care. Its power is great, but we will not need it where we are going. Goodbye friends, and I hope, for all our sakes, that our worlds never meet again.
As the voice utters its parting words, you can see a shadow pass through the cloud as the quartz stops its motion, and then whatever it was that spoke to you is gone. Suddenly, the cloud around you implodes and is sucked toward the center of the room where it coalesces into a single gleaming point of light. Below it, the pillar and its graffiti is gone. The milky quartz walls, once rough and aged, are now smoother and more reflective than any natural mirror. In all the mirrors, you can see the reflections of yourselves and that tiny point of light stretched out to infinity. The point of light, for its part, has resolved itself into a single glistening sphere that floats a few feet above the ground at the center of the room. It radiates power. Driban is the first to speak, "So, uh, are you cutters seeing that ancient mystical artifact too, or is it just me again?"

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"If what you are seeing is

"If what you are seeing is lewitating quartz sphere in middle of room of stone mirrors.... final temptation, do you think? It does not seem to have 'unwholesome' flawor this time."

Zhegre makes no move to take it for a moment, regarding it on physical and mystical levels as best he can. Even if the artifact is legitimate, he already realizes that their benefactors' final speech was less than explicit on ownership, and the temptations of perfectly normal avarice would be quite sufficient to cause a great deal of strife if the thing is an item of power justifying its impressive provenance.

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Without a word Kadar strides

Without a word Kadar strides forward and takes the sphere in a bare hand holding it up to his eye to examine it more closely.

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Polp stares with mouth

Polp stares with mouth agape. He holds onto his Solanian Truesteel cage when it starts dangling about, soon after grasping firm hold on both of his huge ears just for good measure.

“So, uh, what’s it like?” he asks Kadar, for lack of more thoughtful words.

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[Ya gotta love a

[Ya gotta love a Cypher.]

The grapefruit-sized sphere is warm to the touch and radiates just a little too much light to be stared at comfortably. What Kadar can see by squinting at it suggests that it is made of quartz, or something like it, but it feels perfectly smooth, like glass. As Kadar holds it, he notices that it is hard to hold onto, as if it were repelled by his presence. As he tightens his grip on it, it starts to vibrate slightly, producing a faint hum. In the back of Kadar's mind, old senses he doesn't quite understand tell him that that he is touching an artifact of supreme magical power and metaphysical import, and he still has no idea what it does, besides glow and hum. Strangely, the orb does not seem particularly dangerous.

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"A buzzing glass

"A buzzing glass grapefruit" Kadar replies with a smile before turning serious.

"I think that someone with a little more arcane knowledge than myself needs to take a look at this. I don't think that it will harm us but I know that it's very, very powerful."

 He rubs the globe against his purring cloak as he scans the room for any other contents, picking up any shards of quartz left over from the plinth, and moving back to the group to display the globe.

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Zhegre holds it momentarily,

Zhegre holds it momentarily, reports any sensations, and passes it around for others to do the same, unless any shocking events intervene.

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When it comes his way, Polp

When it comes his way, Polp takes the artifact with caution and looks it over. He tries reproducing the humming vibe the way Kadar did it, putting his ear close to see if there’s any sounds to be made out amidst the humming.

Finally, a thought occurs to him and the shad slowly massages the sphere while whispering comforting words in Druidic - as if he was waking up one of his seeds, just to see if there’s any response.

 

“So… Any ideas on what that eerie thing was that left this sphere?”

7 Bonus for Listen to do
I rolled 1d20+7, the result is 8.
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Looking around, you can see

Looking around, you can see no remaining quartz shards, they seem to have all either been absorbed by the sphere or melted into the walls. As Kadar moves the sphere, he notices that it appears to be weightless and is, in fact, still floating, but with him holding it. Zhegre notices a similar effect and also notices that the sphere's magic appears to be neither divine nor arcane but something more primal. Polp whispers and listens to the sphere but it just goes on humming wordlessly.

Meanwhile, Driban looks puzzled and holds up a large yellow fruit, "Was this grapefruit here a second ago?"

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Zhegre blinks as something

Zhegre blinks as something hits him.  Primal...

"I say."  He starts breathing a little faster.  "I say.  Has anyone noticed that we are on Outlands, and this magical dewice of considerable power is obwiously still functioning?  Spire suppresses divine and arcane magics.  And psionics," he nods to Aloric.  "But is rumored the rilmani have something else they can use, you know.  Something that could certainly explain," he flashes a glance at the Captain, "interest of that martial fellow we met on Outlands some time back.  And be connected to Spirelight as well."

"I do not wish to run ahead of myself with speculation, of course; we are still fair distance from Spire.  But perhaps this bears inwestigation after we have met with higher-ups here, as promised."

The Captain asks his question, and Zhegre looks over.  Huh.  "I do not think so, no."  He looks over at Polp, who would be the one to know plants.  "Is something you asked it for?"

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Polp scratches his head and

Polp scratches his head and casts a hungry look at the grapefruit.

 

“Well, I don’t think so… I was just trying to put it at ease and let it know that it was alright to blossom if it felt like it – some seeds need a bit of emotional support, you know? I don’t think it responded but it was worth a shot… not only plants grow from small seeds to great trees, or so my Uncle Phelin used to say.”

“It is pretty strange with powerful magic when that spooky magic-suppressing shadow is creeping across the Outlands, but then I wouldn’t know how close you usually have to get before it kicks in. Mister Driban, have you heard anything about how far the effect is from your city?”

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"I know our top mages have

"I know our top mages have been pretty antsy lately. Come to think of it, I don't think I've seen anyone planeshift for days, which is pretty weird given we're a fair distance from most portals. I'll have to ask them about it."

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"Hmm... you speak of mages

"Hmm... you speak of mages shifting, not priests, so that would put us inside 7th ring if you are right."

And we'd normally be in which, here, given the travel it took to get here from Automata? K(the Planes) roll below, Outlands a trained region.

{Zhegre is in no mood to poke about on the off chance that there are any further valuables around, but understands if anyone else is so inclined. He's ready to go on back up, though, by his body language.}

12 Bonus for to do check K(tP)
I rolled 1d20+12, the result is 16.
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{You think they would

{You think they would normally be in the seventh or eighth ring}
[=darkred"]Yeah that is strange... listen, sorry, but I don't think I'm allowed to talk about this. We should probably head back. Bring the orb. The high ups will want to see it."[/]

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"We should bring the

"We should bring the grapefruit too," says Polp enthusiastically.
The shad is ready to go as well, though until they do so he wanders about and marvels at the mystical chamber.

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Zhegre considers the orb

Zhegre considers the orb (presumably as they're heading back up, if there seems to be nothing left down here but raw magma tunnels).  "Will probably take more serious measures than good old detect magic to find out much serious about this thing.  Legend lore, good bit of library research, maybe communing with wiser entities.  Though really, there are lots of glowing orbs on Planes --"  An idea strikes him.  "You know, light and sound like this orb, they are sometimes characteristic of positive energy manifestation.  And almost newer does bad thing happen when one uses this... perhaps if I channeled bit of positive energy into it, it might react well?  I seriously doubt it would ewer damage anything, and is not like we know much yet."

He waits for comments.  Unless anyone seems to object, he'll try putting a hand to the orb and feeding the thing a bit of positive energy (exchange of a turn attempt). 

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{Sorry, about the wait. I've

{Sorry, about the wait. I've been busy and my internet connection has been problematic to say the least.}

As Zhegre feeds positive energy into the orb it begins to pulse and a blinding blast of light and force bursts outward staggering the rest of the group and knocking Zhegre to the ground. After you regain your bearings, you notice that all your injuries have been healed, and the burns in your clothing seem to have repaired themselves. The orb floats innocently where Zhegre was holding it. Captain Driban picks himself back up and reaches to grab the orb, "Let's not do anything like that again, unless we want it to turn us into little piles of ash." On the way back from the inner sanctum, you come upon the corpse of the Disciple you killed earlier. His body has turned to fine white ash, still draped in a ragged black cloak. The torch that once bore the flame of Alzrius, is now cold and burnt, obviously the dark spirit that once dwelt there is gone. Behind it, the mephits have also turned to ash. The kobold is suddenly quite anxious, "They... they were unnatural fire creatures, of course they turned to ash when they died. I'm sure it had nothing to do with what I said." Still, you notice he shuts right up after that.

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Kadar pulls his newly

Kadar pulls his newly repaired pants back up and gathers up any articles left on the remains of the Disciple which may be useful for identification or scrying purposes later before continuing up the slope.

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. o O (Be careful what we

. o O (Be careful what we wish for around this thing.  Check.  Seeing as how it's likely about to be claimed by the nation we're under, I hope their researchers can check themselves as well.)

Zhegre is, indeed, satisfied of his academic curiosity for the moment.  Let's get back up. 

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