bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 4, 2016 19:32:48 GMT 1
{Aid, Ahmvvar, roll+bond (1?)}
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Post by Southpaw Hare on Nov 5, 2016 0:42:30 GMT 1
{Aid, Ahmvvar, roll+bond (1?)} ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
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| XP
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| Status
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| Lezard Spells
| Lvl
| Spell | 0
| Light
| 0
| Prestidigitation
| 1
| Magic Missile
| 1
| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Roll + BOND = 6 + 1 + 1 = 8Lezard, you help Ahmvvar search the area for anything valuable, be it value in money, clues, or tactical advantage. To aid in doing so, you reference a handful of your research books, seeing if there are any obvious matches between the literature and what you see before you. Roll + WIS + AID = 2 + 2 + 1 + 1 = 6...unfortunately, you find nothing of value whatsoever. Clearly, all these decorative pieces are of no value to any collector, considering the obscure and profane nature of the religion you're dealing with, and the Gnomes appear to have no equipment on them aside from the weapons they've shown. What a shame. (I am making a move "off-screen" - something has happened, but it is not immediately apparent. "X has occurred in a far away land!") (Also, poor Lezard. Not a single XP yet. He's not failing hard enough.)
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 9, 2016 15:25:28 GMT 1
Lezard would like to regroup and head after Lumpy, let's just kinda hand wave that we're somehow doing this despite probably being split up, address any complications that need to be rolled for and get back on track!
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Post by Southpaw Hare on Nov 9, 2016 18:45:23 GMT 1
Lezard would like to regroup and head after Lumpy, let's just kinda hand wave that we're somehow doing this despite probably being split up, address any complications that need to be rolled for and get back on track! ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
| 16/25
| 10/21
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| 12/15
| XP
| 2/8
| 3/8
| 2/8
| 0/8
| 1/8
| Level
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| Status
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| Lezard Spells
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| Spell | 0
| Light
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| Prestidigitation
| 1
| Magic Missile
| 1
| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Being split up is simple enough to solve. Hadrian and Willa re-enter through the front-door once more, allowing the party to regroup in the first main room. Garm is seriously injured, and Hadrian moderately so.
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 10, 2016 10:15:17 GMT 1
"Quickly fools, it's imperative that we catch that Gnome!"
Lezard notices Garm and Hadrian's less than pristine physical states. Although Lezard doesn't view a few wounds as an absolute hindrance to the chase, best to mitigate as many potential setbacks as possible!
"Drink these and stop lamenting, there will be plenty of time to pity yourselves later!"
Lezard hands holds out a potion in each hand, expecting the two to take them.
"A chain is only as fast as its slowest cog, or so they say!" Lezard mutters smugly as a he tries in vein to prevent a condescending grin from crossing his face.
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Post by snoc on Nov 12, 2016 19:28:11 GMT 1
"Yes, those Gnomes are our best chance yet to find out what's going on here. Even if we don't speak their tongue, they hardly seem as if they are in charge around here, and that's definitely where we should be aiming!"
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Post by hamvvar on Nov 13, 2016 19:52:34 GMT 1
Ahmvvar: We carry on, then.
Ahmvvar ready his spear and proceeds through the passage after the remaining gnome's trail.
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Post by Caphriel on Nov 13, 2016 20:28:11 GMT 1
"My thanks, Lezard." Hadrian chugs the healing potion down and hurries to catch up with Ahmvvar.
"I agree that these gnomes are our best lead as yet, but one of them has set the building alight. We must be certain at all times of our escape route if we do not wish to become trapped by the flames."
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Post by Southpaw Hare on Nov 14, 2016 1:58:28 GMT 1
"My thanks, Lezard." Hadrian chugs the healing potion down and hurries to catch up with Ahmvvar. "I agree that these gnomes are our best lead as yet, but one of them has set the building alight. We must be certain at all times of our escape route if we do not wish to become trapped by the flames." ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
| 25/25
| 10/21
| 19/19
| 12/15
| XP
| 2/8
| 3/8
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| 0/8
| 1/8
| Level
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| Status
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| Lezard Spells
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| Spell | 0
| Light
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| Prestidigitation
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| Magic Missile
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| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Hadrian, only seconds after drinking the magical potion, the entirety of your wounds vanish as if they had never been.
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Post by banewlf on Nov 14, 2016 10:59:56 GMT 1
Garm limps toward Lezard with his multiple calf wounds and takes the potion, drinking it down quickly.
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Post by Southpaw Hare on Nov 14, 2016 13:13:21 GMT 1
Garm limps toward Lezard with his multiple calf wounds and takes the potion, drinking it down quickly. ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
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| XP
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| Level
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| Lezard Spells
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| Spell | 0
| Light
| 0
| Prestidigitation
| 1
| Magic Missile
| 1
| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Garm, you follow suit and heal almost entirely, the pain of your open stab wounds vanishing in an instant. Now we're talking! Overall, the group is in much better shape now.
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Post by hamvvar on Nov 16, 2016 8:36:17 GMT 1
>Ahmvvar looks around for gnomes or signs of activity
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Post by Southpaw Hare on Nov 16, 2016 18:57:40 GMT 1
---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
| 25/25
| 20/21
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| 12/15
| XP
| 2/8
| 3/8
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| 0/8
| 1/8
| Level
| 1
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| Status
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| Lezard Spells
| Lvl
| Spell | 0
| Light
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| Prestidigitation
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| Magic Missile
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| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Adventurers, as you are readying yourselves, you notice sudden movement all around you. You do not see it, but rather, you feel it; a powerful current of air moving throughout the building. It quickly becomes even stronger, becoming a hurricane-force gust funneled through the corridors and rooms. Small items scatter everywhere, undoing what little organization the makeshift temple might have had. Then, just as rapidly as it had appeared, the blast of wind ceases. You are all able to keep your ground and avoid damage from flying objects throughout, and are now left in an eerily quiet building; the fire appears to have been extinguished from the gust. You are certain that the origin of the unusual effect was in the direction that the escaped Gnome had gone. Adventurers, what do you do?
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Post by snoc on Nov 17, 2016 15:03:45 GMT 1
"That wind did not seem remotely natural to me. Clearly a powerful mage of some sort is that way, presumably responsible for the decay and mouldering of this poor town. We should be on our guard for arcane trickeries. Lezard, do you know anything about spells that could cause wind like that?"
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Post by hamvvar on Nov 19, 2016 21:41:11 GMT 1
(I think we're all on board with pursuing that gnome)
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Post by Southpaw Hare on Nov 19, 2016 21:57:22 GMT 1
(I think we're all on board with pursuing that gnome) (That is not what the previous message says. That is suggesting that you guys want to do some knowledge checks or preparation first. It actually proves that you are split in decision.) (Due to this previous question, I rule that bbobjs has the Leader Button.)
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 19, 2016 22:13:05 GMT 1
If the wind is magical is supernatural in origin then Lezard would probably know something about it. Thus: {SPOUT LORE}
If Lezard didn't find it suspect, then push forward after that Gnome directly!
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Post by hamvvar on Nov 19, 2016 22:13:36 GMT 1
(ah I see that now)
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Post by Southpaw Hare on Nov 19, 2016 22:23:38 GMT 1
If the wind is magical is supernatural in origin then Lezard would probably know something about it. Thus: {SPOUT LORE} If Lezard didn't find it suspect, then push forward after that Gnome directly! ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
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| Lezard Spells
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| Spell | 0
| Light
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| Prestidigitation
| 1
| Magic Missile
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| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Roll + INT = 5 + 4 + 2 = 11Lezard, you have some experience comparing arcane and divine magic due to your interest in soul-based spellcraft. As such, you are able to identify the type used against you here - it is nature-based Druidic magic, the rarest and most secretive sort. Compared to what you've already seen, this makes some sense, as much of the supernatural effects you've seen have been to flora and fauna. However, the sort of disease and decay would still be considered a perversion to the Druids of the overworld, and what you've seen before you is definitely a vile offshoot. You also realize that the spell was cast from close-by - probably only a mere room or two over. The enemy is all but right on top of you, and expecting you. What do you do?
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 20, 2016 0:11:09 GMT 1
"The wind likely carries those detestable spores, cover your faces and charge forward!"
Lezard quickly fashions a bandanna from a torn section of cloth and ties it around him, bandito style and motions for someone a bit more durable to lead the charge!
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Post by hamvvar on Nov 20, 2016 19:19:47 GMT 1
Ahmvvar, already standing in the doorway mods to Lezard and turns to advance further into the passage ahead.
Ahmvvar: Vigilance, friends. These awful little men have had the drop on us too many times already.
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Post by Caphriel on Nov 20, 2016 19:38:24 GMT 1
Hadrian follows Ahmvvar with his shield up and sword ready.
"Aye, I do not doubt they have more tricks prepared. Be on your guards, and watch for ambush from all quarters. If this pestilence is the work of mortal hands, then the mind behind it is both cruel and cunning."
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Post by Southpaw Hare on Nov 20, 2016 23:16:10 GMT 1
Adventurers, you press on forward into the unknown room.
The chamber seems unusually large and spacious - initially, impossibly so for a building such as this. You soon realize that this is the result of rooms multiple rooms being combined from both this floor and the one above it, with walls and ceiling having been removed. Large, branch-like plants run up around every surface, holding together what would otherwise be a structurally unsound building.
The room is designed as an even grander chapel, with stone pews set in rows that lead up toward a great altar. Many more icons of the skull-mushroom can be seen in all corners, intermingling with the actual plant-life. Standing at the altar are two Gnome-sized figures. One you recognize: the Gnome with the crossbow who had gotten away. They continue to grip the weapon, now reloaded, though aren't immediately prepared to fire.
The other is initially hooded, though as you enter, they speak. Their voice is decidedly female, though raspy and hag-like. "Humans, welcome to Ambercap, our great new capital." With that, she removes her hood, presenting the sort of hideous, warty face that her voice and your previous experience would cause you to expect. "I trust that you've been impressed with our... renovations?" While her tone is clearly painted with sarcasm, she doesn't yet seem hostile; rather, she actually seems to be enjoying the having an audience of sorts.
Adventurers, what do you do?
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 22, 2016 10:04:32 GMT 1
"Ambercap... sounds familiar..."
{Spout Lore}
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Post by Southpaw Hare on Nov 22, 2016 19:00:10 GMT 1
"Ambercap... sounds familiar..." {Spout Lore} ---
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| Ahmvvar | Hadrian
| Garm
| Lezard
| Willa | HP
| 20/25
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| Level
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| Lezard Spells
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| Spell | 0
| Light
| 0
| Prestidigitation
| 1
| Magic Missile
| 1
| Invisibility
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# of Snake-eyes = 1 # of Boxcars = 4Roll + INT = 4 + 6 + 2 = 12The name does sound familiar, though it is quite an obscure bit of trivia that you know only by chance. Ambercap was the name of a prominent Deep Gnomish settlement, deep underground in the subterranean world, and is one of the few recorded of by humans. It was once great and prosperous by Deep Gnome standards, though it inevitably fell against an attack of Drow Elves. The fact that this Gnome before you has apparently named this city after the ancient one seems to be a sign of seeking to restore former glory long since past.
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 23, 2016 5:31:18 GMT 1
A wide smirk creeps across Lezard's face as he adjusts his glasses and begins to speak...
"Ambercap... yes I recall now. One of the several deep dwellings wrongfully flushed out by a brutal tribe of corrupted Elves..."
Lezard pauses slightly as he struggles to contain a laugh
"Although, it seems perhaps their corruption was contagious!"
Lezard's smirk morphs into a full grin as he shifts his eyes toward the floor and continues
"However despite your appearance, I fail to see our goals as misaligned." "You wish to restore the name of Ambercap to greatness, to reclaim the land that is rightfully yours, wrongfully taken." "Humans are extremely protective of their land, even if you defeat us, more will come. If you defeat them, more still, stronger still; our greatest strength is numbers, eventually you'll fall." "Unfortunately humans are prone to sweeping problems under the rug, forcing order by pushing chaos below our lands; out of sight out of our jurisdiction... or whatever it is they say." "Corrupted Elves elves are a product of our ruler's negligence, that truth is reflected in the state of these lands; removing your by force world cure the symptom but not the disease. Just as establishing a new home serves only as a poor consolation, only through digging to the root of this problem can we accomplish either of our parties goals!" "Maintaining habitability through continued desecration in this sub-optimal environment is no way to prosper and no way to retake life."
{Not sure if this is considered a Parley or something but I'll gladly roll for it. I suspect that even if this works I'll have to convince the party to agree... basically the crux of my argument is that even if these Ambercaps Gnomes are Evil, they're not Evil by nature. The Drow are significantly more Evil and even if fixed this problem, the Drow are primed to push more problems to the surface. Although it might be tempting to hold grudges over the lost humans, restoring order to the low lands is best for everyone and eventually these lands will heal. Long shot but maybe we'll be able to move forward with this.
Beyond that, this might seem like a "good" action on the surface, but Lezard's actual reason for proposing this relates mostly to his desire to investigate Drow.}
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Post by Southpaw Hare on Nov 24, 2016 2:49:41 GMT 1
A wide smirk creeps across Lezard's face as he adjusts his glasses and begins to speak... "Ambercap... yes I recall now. One of the several deep dwellings wrongfully flushed out by a brutal tribe of corrupted Elves..." Lezard pauses slightly as he struggles to contain a laugh "Although, it seems perhaps their corruption was contagious!" Lezard's smirk morphs into a full grin as he shifts his eyes toward the floor and continues "However despite your appearance, I fail to see our goals as misaligned." "You wish to restore the name of Ambercap to greatness, to reclaim the land that is rightfully yours, wrongfully taken." "Humans are extremely protective of their land, even if you defeat us, more will come. If you defeat them, more still, stronger still; our greatest strength is numbers, eventually you'll fall." "Unfortunately humans are prone to sweeping problems under the rug, forcing order by pushing chaos below our lands; out of sight out of our jurisdiction... or whatever it is they say." "Corrupted Elves elves are a product of our ruler's negligence, that truth is reflected in the state of these lands; removing your by force world cure the symptom but not the disease. Just as establishing a new home serves only as a poor consolation, only through digging to the root of this problem can we accomplish either of our parties goals!" "Maintaining habitability through continued desecration in this sub-optimal environment is no way to prosper and no way to retake life." {Not sure if this is considered a Parley or something but I'll gladly roll for it. I suspect that even if this works I'll have to convince the party to agree... basically the crux of my argument is that even if these Ambercaps Gnomes are Evil, they're not Evil by nature. The Drow are significantly more Evil and even if fixed this problem, the Drow are primed to push more problems to the surface. Although it might be tempting to hold grudges over the lost humans, restoring order to the low lands is best for everyone and eventually these lands will heal. Long shot but maybe we'll be able to move forward with this. Beyond that, this might seem like a "good" action on the surface, but Lezard's actual reason for proposing this relates mostly to his desire to investigate Drow.} The Gnomish woman is, for a moment, given pause for thought by the well-thought nature of your words, surprised by the clarity and foresight you brought to bear. Then, an instant later, she shakes her head and laughs dismissingly. "You truly know nothing. What you say might be true if I was just a petty, mundane conqueror. But I am so much more." She makes a dramatic flourish of her cloak, standing as straight and tall as one her stature can. "Hear my words, humans, an do not forget them! My name is Galtra, and I am the Avatar of Cordycia, the Mistress of True Life!" Her voice booms with intense volume belied by her size. "She has gifted me with power the likes of which you cannot even begin to fathom, lest you would already be dying of fear where you stand! I face no threat from neither Human or foul Elf alike." She pauses again, lowering her energy and returning to a more reasonable tone. "As for the state of this environment... it is precisely as we would have it. What you seen before you is the truth that Cordycia unveils. It is no desecration... it is consecration of the holiest order!" There is no doubt that the gray Gnome's view on the state of decay and poor health is an uncommon one. Not even the other Gnomes of the lost Ambercap would likely have any love for what this obscure, fringe religion has done whilst bearing their name. Be careful, though - if there is any merit to the woman's words, the cult makes up for their small following with immense divine might.
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Post by Southpaw Hare on Nov 28, 2016 18:00:21 GMT 1
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bbobjs
Member
But I'm the Priest!
Posts: 82
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Post by bbobjs on Nov 29, 2016 9:17:48 GMT 1
Sorry been a bit short on time for the bast few days... anyway if no one else is doing anything then...
"Cordycia... archaic religion was never my forte but surely I can recall something..." Lezard thinks to himself. {Spout Lore}
If it fails then: "Know nothing? Dying from fear? The possibility is undeniable; however our world is one of singular truth and here I stand, unwavering. If the bounds of Cordycia's power is truly ubiquitous then surely you wouldn't mind granting one small indulgence? The trek here has made us weary, perhaps our lack of fear is a symptom of our clouded judgement. With an hour or two of time to rest, perhaps we'd be able to reflect upon Ambercap's greatness and realize the truth for ourselves. With how long you've waited and the power you claim to have, surely this would be but an irrelevant spec in your grand schemes? Once we've regained clarity, we can resume this conversation under proper terms, with us groveling for our lives in fear, and preusmably in vain."
If this request is granted then Lezard will use the time to swap Invisibility for Contact Spirits.
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Post by Southpaw Hare on Nov 29, 2016 19:04:11 GMT 1
Sorry been a bit short on time for the bast few days... anyway if no one else is doing anything then... "Cordycia... archaic religion was never my forte but surely I can recall something..." Lezard thinks to himself. {Spout Lore} If it fails then: "Know nothing? Dying from fear? The possibility is undeniable; however our world is one of singular truth and here I stand, unwavering. If the bounds of Cordycia's power is truly ubiquitous then surely you wouldn't mind granting one small indulgence? The trek here has made us weary, perhaps our lack of fear is a symptom of our clouded judgement. With an hour or two of time to rest, perhaps we'd be able to reflect upon Ambercap's greatness and realize the truth for ourselves. With how long you've waited and the power you claim to have, surely this would be but an irrelevant spec in your grand schemes? Once we've regained clarity, we can resume this conversation under proper terms, with us groveling for our lives in fear, and preusmably in vain." If this request is granted then Lezard will use the time to swap Invisibility for Contact Spirits. Roll + INT = 5 + 6 + 2 = 13You plumb your knowledge for more information on Cordycia. For starters, as is already fairly obvious, you are able to confidently put together the name of this Goddess with the religious symbols all around you. There is no doubt that she is the patron of this belief revolving around half-lives of suffering and parasitic biology. What you can also confirm is that the fervent, zealous attitude of the leader is not an anomaly within their religious culture - the rare followers of Cordycia are always extraordinarily passionate, often mad, and unquestionably evil. You lack further knowledge on the subject, not for lack of study, but rather because there is little more to be known. The history of the sect has been, until this moment, short and uneventful. Never, at least in any recorded history, has it ever gained any notable following or power, and has been summarily relegated to footnotes of crazy but inevitably ineffectual cultists. Lezard... Galtra is given further pause by your words, being at least momentarily calmed from her dramatic outbursts. "Oh? You aren't here to fight?" she questions, somewhat disbelievingly. "You certainly brought a lot of mercenaries with you for just coming here to talk." She gestures to your companions behind you, most of which are unable to hide their obvious warrior natures, what with their oversized swords and heavy armor. It seems that she will need further convincing that you are here for peaceful reasons - which may not be the case for your allies!
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