Klor Kragsson |
Klor emerged with some items that seemed valuable. though he did not have the ability to detect magic, he believed the items to contain some sort of magic.
dat well, had a sword and some sort of ring. they both looked valuable abd probably have some sort of magic. anyone wanna take a look?
he asks the group after they all had a good rest.
Maria van Berchove |
Maria uses Detect Magic on them.
Spellcraft Sword: 1d20 + 11 ⇒ (16) + 11 = 27
Spellcraft Ring: 1d20 + 11 ⇒ (15) + 11 = 26
"Nice things you found, Mr. Klor."
Tribim |
so after we rest trib is going to need to make a fortitude save or lose a level correct? does anyone have any spells that might help him with a fortitude save that we can use?
Tribim |
Since the cleric took a level of knife master, he doesn't have access to 4th level spells. Hence it is save or SOL. .
I sort of figured that was the case, I didn't know if there was any spell anyone has that might boost the fortitude save.
When I get around to leveling you folks, it will be removable if you mess up the roll.
thanks! Once we've rested and we find out if there are any buffs to be had I will roll
Phillip, any chance Trib can get healed before we go to bed? And save tomorrows spells for tomorrow?
Tribim |
Trib looks at the longsword, then from Maria to Phillip then to Gregor and his rapier to Archaemedes and his rapier, shrugging his shoulders and smiling says to Klor "Looks like ya have a back up weapon now Klor"
Archaemedes Falco |
Holy crap this is 1st ed.. Only there would have 82k worth of magic items fall into 7th level toons laps.. Although I dont see why that ring is 50k..
Archy marvels at the items.. "What a find Klor! Ill never second guess your random searches again."
Tribim i can get you a +2 to the save with my Heroism pot.. Let me know when its time to roll and ill give u it and an alchemical allocation elixir so the potion isnt gone..
Maria van Berchove |
I was checking, and Maria can cast Heroism too, saving Archaemedes the potion and alchemical allocation.
Tribim |
thanks folks, we'll figure out which here in a bit I guess
Tribim |
were there any exits from the "well room"? OK, going to roll in the morning can Maria or Arch cast heroism at least?
drbuzzard |
Look, it's not that tough a roll in the first place, and how exactly a buff which lasts a few minutes overcomes an effect which lingers for 24 hours is quite unclear to me. Is there some special means by which the life dial on Tribim's forehead lights up and says "CAST BUFFS NOW!"?
Just roll the save so we can continue playing.
Tribim |
Look, it's not that tough a roll in the first place, and how exactly a buff which lasts a few minutes overcomes an effect which lingers for 24 hours is quite unclear to me. Is there some special means by which the life dial on Tribim's forehead lights up and says "CAST BUFFS NOW!"?
Just roll the save so we can continue playing.
sorry didn't mean to hold the game up
fort: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
bright and early the next morning Trib, perky as always asks, "where to now blokes?"
Tribim |
Trib smiles, "Aye Mam!" Trib toddles off to the north door and checks it for traps and locks.
trib takes 20(33/36) on perception checking the door
Tribim |
returning to the group he tells Maria Oy, no traps on tha door but there is someone weeping and blubbering on tha other side, standard entry lineup in case it's a ruse, Mam?"
Maria van Berchove |
"Good call Mr. Tribim. Be careful. Don't trust anyone, but stay your hand if it is an innocent person.."
After they get in formation Maria opens the door.
drbuzzard |
You open the door to reveal:
This room has tiled walls and floor, with a large, stone basin in its center. The stone basin has sides two feet high. It is 10 ft. across. Water is raining down from the rafters, as if there were rain clouds or sprinklers hidden up there. The water is falling into the basin, overflowing and draining through a five inch grate in the floor. Water is also pouring out of three spigots on the walls, running down into the drain. There is a fish man sitting in the basin. He is weeping in deep distress, hardly responding even when the party enters the room.
Maria van Berchove |
"We have come to destroy all evil within these walls. If you are not evil you have nothing to fear from us, and if we are able to assist you, we will do so. Please state how you are, what are you doing here and refrain from doing any threatening actions or casting of spells, or we will be forced to act.
Diplomacy Roll: 1d20 + 18 ⇒ (6) + 18 = 24
drbuzzard |
The fish man looks up at you, still blubbering some and says in broken Taldan "Gorak trapped. Gorak need water or die. Dry out. Leave Gorak alone. "
You recognize the fish man as a Skum. They are monstrous aquatic humanoids. Evil by nature, they were initially created by the Aboleth in ages long past. They can only breed by impregnating humanoid women, who give birth to fairly normal looking children, but upon dying of old age they transform into Skum.
Maria van Berchove |
"We have found some bodies of water nearby... maybe better than the ones you are in now. Can you get to them? I could also summon a couple water elementals to keep you wet on the way."
Tribim |
sorry was waiting to see if anything was going to happen with fishface before inspecting the room
As Maria talks to the fish man, Trib takes a quick look around the room. Hearing Maria's recommendation Trib nods his head in agreement, "Yes Mam." as the toddles off to the first southern passages on the east wall. Moving down the passage at a cautious pace, watching for anything peculiar or otherwise.
taking 10 (23) on perception for the room and the hallway
drbuzzard |
Tribim noticed a backpack sitting obscured from the entrance and a spear at the feet of the Skum. That's about it.
You close the door, leaving Gorak to his misery.
Back into the room and through the SE passage, you find a room featuring a large mural which covers the south wall. The mural shows a dwarf standing with his war hammer on top of a pile of dead orcs. The dwarf is smiling.
Once in the room, Tribim find a secret door leading to the south.
Tribim |
did we want the skum's gear?
trib will check the secret door leading to the south for locks and traps, once verifying it is clear he says, "Looks like were good ta go, standard breaching protocol?"
he will take 20 (36) on perception searching for traps, if locked will take 20 (38) to open it, if trapped let me know and we will roll :)
Maria van Berchove |
I say we leave "Shamu" lone in his misery.
Maria detects magic on the Mural.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15
Maria van Berchove |
Damn!
"Don't touch the mural, it has conjuration magic, so probably summon something. Mr. Tribim, can you open the secret door?"
Tribim |
did we want the skum's gear?
trib will check the secret door leading to the south for locks and traps, once verifying it is clear he says, "Looks like were good ta go, standard breaching protocol?"
he will take 20 (36) on perception searching for traps, if locked will take 20 (38) to open it, if trapped let me know and we will roll :)
trib shrugs his shoulders and replies "OK" and checks the door again for traps and locks.
trib will take 20 (36) checking the door for traps