Saturday, 25 August 2018

25/8/48 Stonehell - Bright Star & Danor on Level 2, the Burning Priest (1500 XP)

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Bright Star Map of SW level 2
Image result for bronze chimes

Keelia: Good morning to you!
Keelia: I'm just settling in - it's chilly here 
Smon: Asking Dr Rosa about the SW quadrant on level 2, there are 5 tunnels off the main entry hall. She thinks the upper west tunnel and several chambers beyond have been explored, but can't locate any returned map. As far as she knows the other 4 tunnels are unexplored.
Keelia: Bright Star is grateful for the information and promises to try to detail a map for her
Smon: Dr Rosa hopes Danor will wake up soon 
7:38am  2018-8-25 JamesDevil Has entered the room
Smon: Hi James!
JamesDevil: morning
JamesDevil: sorry i'm late
Smon: Smon: Asking Dr Rosa about the SW quadrant on level 2, there are 5 tunnels off the main entry hall. She thinks the upper west tunnel and several chambers beyond have been explored, but can't locate any returned map. As far as she knows the other 4 tunnels are unexplored.
Smon: Dr Rosa hoped Danor would wake soon, a moment later he walks into the briefing room 
JamesDevil: "sorry, didn't drink enough last night!"
JamesDevil: "so 4 tunnels to be explored eh? sounds like a laugh.....where are the others? Just me and BS today?
JamesDevil: "
Smon: Rosa: "I understand. Scalpy is getting a new ale shipment in soon from Ahyf, that should help. Yes, it's just you two today so this seems a perfect opportunity to explore the upper levels. " Heading out from Selatine one bright and sunny morning in late M8 4448, Danor & Bright Star cross the dry plain and reach Stonehell Canyon. At the Bastion the goblin Mreggle greets them and offers to escort them as far as the great hall in SW level 2, past the Asylum. "No charge!"
Keelia: Bright Star greets him cheerfully and agrees.
Smon: Mreggle seems particularly cheerful today, apparently he has a goblin-wife now although he seems a little unclear on her name, and is expecting little goblins soon.
Keelia: Bright Star congratulates him 
JamesDevil: "Well done ladie!"
Keelia: She'll slip him a handful of coin before he departs
Smon: "Thank you! Goblins big on Family Values! Not like Kobolds!"
Smon: GM: Mreggle chatters away on the way down to SW level 2, talking about superior goblin child rearing practices and how silly kobolds put all their eggs in one giant hatchery, drawing annoyed looks from a kobold work team repairing a wall crack on level 1. 
Keelia: Bright Star grins at him. "GamValues are important," she agrees. 
Keelia: *family values
Smon: You head down stairs to L2 & pass through the south part of the Asylum zone with its flickering white lighting to the dark Grand Foyer in SW level 2. High (35‘) vaulted ceiling; pillars (3‘ dia.); 2 fallen columns, 2 still intact. Rubble in the SW corner.
Smon: Husks of dead giant spiders. 4 10' wide tunnels lead out - two on W wall, 2 on E wall, one ahead in S wall. Mreggle bids you farewell, heading back for the surface.
Smon: /roll d6
Smon rolls 1d6 and gets: 5,
Smon: /roll d3
Smon rolls 1d3 and gets: 2
Keelia: bright star waves him off
Smon: /roll d20
Smon rolls 1d20 and gets: 14,
Smon: All seems quiet 
Smon: /roll d8
Smon rolls 1d8 and gets: 5,
Keelia: Bright Star's passive perception is 18. (I upper her dex to 20 as part of levelling up)
Smon: nice 
Smon: Mreggle leaves you in silence in the great vaulted hall.
Keelia: Bright Star looks to Danor. "Four tunnels. Which is your preference?"
Smon: The remains of three long dead giant spiders show signs of having been butchered by adventurers.
JamesDevil: "hmm"
Keelia: (Simon, what are the dimensions of this Grand Foyer?)
Smon: 90' n-s by 50' e-w with cut off SW & SE corners making the S wall 30' long.
Keelia: (thanks! I found an old map but this room isn't on there.
Smon: It's on the map I posted.
JamesDevil: "I think we should take the SW tunnel"
Smon: https://scontent-lhr3-1.xx.fbcdn.net/v/t1.0-9/29684014_10160428846455085_6827611474160681425_n.jpg?_nc_cat=0&oh=efc815309892e2f946aaed17d64b4d92&oe=5BF3C619
Keelia: (thanks! I see it now  )
Smon: Checking map it shows one chamber to south (right) of this big hall, with 3 tunnels off. The SW tunnel goes west 20' then turns south, as shown on the map.
JamesDevil: the one that turns south sounds good to me
Smon: Taking the SW tunnel 20' you reach the corner. Looking south you see it runs south 20' then opens into a chamber ahead.
JamesDevil: nothing should sneak up on us that way
JamesDevil: Danor turns to BS: "Lady ats first
JamesDevil: "
JamesDevil: Cats*
Keelia: Bright Star grins at him and engages stealth
Keelia rolls 1d20+14 and gets: 9, (+14) = 23 
Smon: Chamber looks about 30x30. BS sneaks up to the entry and looks in. Smashed lounge furniture; destroyed harpsichord; overturned beverage cart; tattered cloaks hanging
from hooks. There is an exit archway in the west wall. Something odd about two of those cloaks...
Keelia: she tip-toes forward
Keelia: She goes to investigate
Smon: With a slight shock BS realises two of the 'cloaks' are actually giant bats! They seem to be resting peacefully. 
Smon: Hanging upside down from the wall.
Keelia: she slips back, not wanting to wake them
JamesDevil: "so what did you see?"
Keelia: "Two giant bats are sleeping, walk softly."
JamesDevil: ok
JamesDevil: Danor will try to sneak down into the room
JamesDevil rolls 1d20 and gets: 19,
Keelia: "The room has an exit to the west. Shall Bright Star go through first or wait to see your sneak?"
Smon: The bats are hanging amidst the cloaks on the west wall. 
Keelia: (very nice!)
JamesDevil: thank god for uber armour ^^
Smon: sorry east wall, not fully awake yet 
JamesDevil: lol
Smon: Danor's Vrilya plate armour is silent as he sneaks in ninja-like, the giant bats don't stir.
JamesDevil: Danor will move to the exit, do i need to make another roll?
Smon: No, Danor heads over to the west exit ok.
JamesDevil: phew
Keelia: Bright Star tip toes along beside Danor
Smon: (can move 50' on one roll I reckon)
Smon: BS roll Stealth, DC 16
JamesDevil: awsome
Smon: see BS wake the bats 
Keelia rolls 1d20+14 and gets: 17, (+14) = 31 
Smon: or not
Keelia: 
JamesDevil: 
Keelia: she is as silent as a shaow
Keelia: *shadow
JamesDevil: I think Shadows make more sound
Keelia: 
Smon: Inspired by Danor's sneakiness, BS successfully traverses the chamber beside him. The left arch leads to a 10' long passage that ends at a N-S tunnel.
JamesDevil: Danor guestures ahead to BS
Smon: Looks like the n-s tunnel runs 20' south and 20' north (making it 50' long) before opening out. Dim red light comes from down the tunnel to the south and you hear faint sounds of movement. To the north is dark & silent.
Keelia: Bright Star looks to Danor, then questioningly nods her head South, ears flicking that towards the noise
JamesDevil: Danor nods towards the sound
Keelia: Bright Star turns South towards the noise
Smon: BS sneaks up to the south end of the tunnel (roll stealth) and looks in. The chamber is about 20' e-w by 30' n-s, with an exit arch in the east wall. There are strange green, red & brown painted designs in whorled patterns on the walls and floor; ten iron spikes driven into ceiling in a figure 8 pattern. 4 small men no more than 4' tall are painting the whorls by the light of a red glowing charcoal brazier (the portable kind, an iron bowl about 2' across with chains to carry it).
Keelia rolls 1d20+14 and gets: 15, (+14) = 29 
Smon: The small men are bald, hairless, dressed in loose smocks & trews. Their faces are odd, not really human - more as if someone had taken an ape and sculpted it to the likeness of a man. They haven't noticed BS.
Smon: They seem very intent on their painting work.
Keelia: (iirc level 2 was the crazy inmates guys)
Keelia: Bright Star signals to Danor, holding up 4 fingers.
JamesDevil: Danor nods and awaits the signal to move up
Keelia: Bright Star draws her bow and steps into the room.
JamesDevil: Danor will sneak up to BS
JamesDevil rolls 1d20 and gets: 2,
JamesDevil: -.-
Smon: The figures look up as BS steps into the room, bumped by Danor as he ambles in.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 5, 6, = 11 
Keelia: She hisses at them, warningly. "We wish to pass."
Smon: They don't speak, but nod cordially. One points to the east exit.
Keelia: Bright Star is a little surprised but nods and steps around them, careful of the paint.
JamesDevil: Danor moves toward the east exit not breaking eye contact with them
Smon: The Small Men look back. They have short scabbards under their smocks, presumably holding blades, but make no hostile move, just watching you as you head to the east exit, avoiding the freshly painted whorls.
Keelia: "Bright Star was not expecting to be allowed to pass," she mutters to Danor as she walks through the east exit
Smon: The east exit leads to a 20' long e-w tunnel that opens into another 20x30 chamber with matching exit in the east wall. There are painted white circles on the floor.
JamesDevil: "they probably met some other adventurers and realised its better not to cross them again"
Smon: The Small Men return to their painting as you exit east.
Smon: The chamber to east has eight white circles painted on floor. You see that six dead rats with tails tied together lie in each circle - 48 dead rats in all. They look quite fresh.
Keelia: "Ah, yes, perhaps," she agrees, glancing back over her shoulder.
Keelia: Bright Star pauses. "Is this magic?"
JamesDevil: "hmm"
Keelia: "Should Bright Star avoid stepping in the circles?"
JamesDevil: "for now yes"
JamesDevil: Sim can i make an Arcana/Religion/History check?
Smon: Yes, Religion please
Smon: DC 12
JamesDevil rolls 1d20+7 and gets: 5, (+7) = 12 
Smon: Danor has the feeling that these abstract patterns are dedications to or invocations of, the power of Law. What the accursed Philosophers call Geo-Metry. 
Keelia: Bright Star waits anxiously while Danor thinks
Smon: It's said that Geo-Metry can hold back the forces of Chaos that threaten to tear apart all things and plunge the universe back into primal Chaos.
JamesDevil: "This is GeoMetry, Law Magic, lets try to avoid any transgressions while we're here"
Keelia: Bright Star nods and carefully picks her way past the circles
JamesDevil: "it does hold back Chaos though, so thats a good thing in our favour at least
Keelia: avoiding stepping on or in them.
Smon: Dr Rosa believes that the Nixthisis is causing a sort of slow motion pan-dimensional collapse... could this be some kind of counter measure?
Keelia: "Bright Star wonders if those little humans are trying to stop the spread of the insanity."
Keelia: "This floor had many insane inmates, after all."
JamesDevil: "This might be slowing down the damage being caused by Nixthisis, we should report this to Dr Rosa when we gte back
JamesDevil: "
Keelia: Bright Star nods
JamesDevil: "Indeed, maybe they already realise the importance of stopping the Chaos"
Keelia: Bright Star will continue out of the room, making a note on her map.
Smon: GM: You pick your way through the white circles, not stepping on them. The east exit tunnel runs 20' to a third 20x30 chamber, which ought to be the one shown on your map. Gray-green patches of mold & mildew; a pile of 7 human skeletons lies in the southwest corner. 3 exits out, to n e and s.
Smon: /roll d20
Smon rolls 1d20 and gets: 17,
Keelia: "North goes back to the Grand Foyer, so East or South?"
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 4, (+3) = 7 
JamesDevil: "East I think
JamesDevil: "
Keelia: Bright Star nods and continues East
JamesDevil: (After Simons Math)
Smon: You notice movement among the bones - a snake - viper! Of normal size, maybe 3-4' long.
Smon: /roll 2d6
Smon rolls 2d6 and gets: 3, 4, = 7 
Smon: It slides through an empty eye socket of an old skull.
Keelia: Bright Star narrows her eyes and growls lowly. 
Keelia: "You first," she says to Danor. "You are well armoured if it decides to bite."
Smon: Looking more closely, BS sees several more snakes hidden in a kind of nest within the bone pile.
Smon: The nearest bones are about 5' from where you are at the west exit from the chamber.
Keelia: "If any of them decide to bite," she corrects herself. "There are several."
Smon: You can roll Nature
JamesDevil rolls 1d20+4 and gets: 6, (+4) = 10 
Keelia rolls 1d20 and gets: 14,
JamesDevil: ugh
Smon: BS recognises them as pit vipers - they normally hunt rats and mice, but are aggressive if disturbed.
Keelia: (we had a run in with them on a different level. They decided to be aggressive  )
Keelia: "Try not to disturb the bones."
Smon: 
JamesDevil: Ok
JamesDevil: Danor will try to move around them to the east exit
Smon: GM: You move in circling wide of the bone pile. The vipers seem slightly agitated by your presence but don't attack and you reach the east exit.
Keelia: Bright Star will attempt to slip past them as quietly as possible (and avoiding the bones)
Keelia rolls 1d20+14 and gets: 8, (+14) = 22 
Keelia: in case stealth is needed
Smon: BS joins D. Looking down the east tunnel you see it runs 20' to a fourth 20x30 chamber. No visible east exit in this one. Approaching the entry arch you see against the north wall stands a plinth with the headless stone statue of a woman, pierced by a score of (stone) arrows. 
Smon: /roll d20
Smon rolls 1d20 and gets: 5,
Smon: Scanning the chamber, BS suddenly notes the gloopy stuff on the ceiling - Green Slime!
JamesDevil: ffs
JamesDevil: we always froget to look up -.-
JamesDevil: forget*
Smon: I gave a roll vs BS's Passive Purr 
Keelia: 
Smon: The green slime grows in patches on the ceiling.
Keelia: Bright Star calls out and raises her bow at the slime
Smon: The slime just lies there on the ceiling. It's said to drop on creatures that pass below, turning them into green slime too, which then presumably oozes back up to the ceiling, though this has not been reliably observed.
Keelia: Bright Star steps back. "Perhaps, South," she comments
JamesDevil: ok, Danor moves around to the south avoid both snakes and looking overhead for slimes
Smon: GM: Leaving the chamber with the slime & headless statue, you head back to the room with the bone pile and pit vipers.
Keelia: Bright Star pauses. "That statue had arrows in it. Perhaps one was a level to a secret door?"
JamesDevil: "you want to go back and risk the slimes?
JamesDevil: "
Smon: (if keeping to the left wall you could stay well back from the bones & vipers in the SW corner, as the s tunnel runs s from the e end of the s wall.)
Smon: BS could step carefully through the chamber avoiding going under any slimes.
JamesDevil: hmm
Keelia: Bright Star will try. 
Smon: Would be DC 10 Acrobatics w advtg if going slow
JamesDevil: "ok, lets give it a shot"
JamesDevil: Guidance as well
Keelia rolls 1d20+8 and gets: 1, (+8) = 9 
Smon: 
JamesDevil: ).)
Keelia rolls 1d4 and gets: 2,
JamesDevil: 00
Smon: With guidance from Danor, BS cannot fail!
Keelia: using the guidance, just make it? Or does a 1 fail me automatically?
JamesDevil: lol
Smon: no auto fail on skill checks
Keelia: phew 
Smon: BS steps carefully across to the statue.
Keelia: she'll examine the arrows to see if any are a lever (or if they are trapped)
JamesDevil: Guidance again
Keelia rolls 1d20+6 and gets: 16, (+6) = 22 
Smon: The arrows on close inspection seem to be metal, coated with lime to match the colour of the statue. No sign of a lever. 
Keelia rolls 1d4 and gets: 3,
JamesDevil: if its allowed >.>
Smon: GUidance needs touch right?
JamesDevil: ah, yes, soz
Smon: BS does notice that there is a thin copper chain round the statue's headless neck.
Keelia: She'll investigate it, lifting it with an arrow
Smon: It's heavy - something clinks at the back of the statue, out of BS's sight.
Smon: Something hanging from the chain.
Keelia: She'll look behind the statue (if she can?)
Smon: Yes, there is a gap. A heavy iron key marked '23' hangs from the chain.
Keelia: She'll lift the chain and grab the key
Smon: /roll d6
Smon rolls 1d6 and gets: 6,
Smon: BS takes the key.
Smon: /roll d20
Smon rolls 1d20 and gets: 19,
Keelia: She'll do her best to dodge the ooze on the way back to the door (assuming she's not about to be poisoned  )
Smon: Behind Danor Gordak, he is watching BS work when suddenly he hears shuffling behind him - glancing back, he sees several ragged undead figures shuffling towards him!
Smon: ok both of you roll init 
JamesDevil rolls 1d20 and gets: 1,
JamesDevil: ffs -.-
Keelia rolls 1d20+6 and gets: 8, (+6) = 14 
Smon: /roll 2d4
Smon rolls 2d4 and gets: 3, 3, = 6 
JamesDevil: AC of 24
Smon: Before Danor can react to warn BS the 6 zombies are onto him, clawing & biting...
Smon: /roll d20+3x6
Smon Rolls 1d20+3x6 and gets:
16 (+3) = 19
17 (+3) = 20
3 (+3) = 6
10 (+3) = 13
1 (+3) = 4
1 (+3) = 4
Keelia: (yay for your high AC  )
Smon: They aren't getting through D's armour any time soon 
Smon: ok your actions please
JamesDevil: Channel divinity Turn Undead
Smon: BS sees Danor at the entrance, zombies suddenly all over him!
Smon: save DC D?
Keelia: she'll take aim at the zombies while staying back (need to watch out of ooze)
JamesDevil: 15
Smon: WIS right?
Keelia rolls 1d20+8 and gets: 20, (+8) = 28 
JamesDevil: yep
JamesDevil: any undead 1/2 CR are destroyed
Smon: BS shoots a zombie in the head as it steps into the chamber (crit) roll damg w sneak BS
Keelia: whatever zombie is still alive just crit 
Smon: 
Keelia rolls 5d6+5 and gets: 5, 6, 3, 2, 6, (+5) = 27 
Smon: Naw most are out of BS's sight so she can only shoot that one
Keelia: that's the normal damage.
Keelia rolls 1d6 and gets: 4,
Smon: It drops dead, then D gets his hammer raised, holy light flares out.
Smon: /roll d20-2x5
Smon Rolls 1d20-2x5 and gets:
5 (-2) = 3
15 (-2) = 13
17 (-2) = 15
7 (-2) = 5
2 (-2) = 0
Smon: Around Danor 4 zombies crumble to dust.
Smon: One stalwart fellow keeps trying to bite him
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 9, (+3) = 12 
Smon: your goes, it is out of BS's sight round the corner
JamesDevil: sacred Flame
JamesDevil: DC 15 Dex
Smon: /roll d20-2
Smon rolls 1d20-2 and gets: 16, (-2) = 14 
Smon: It nearly dodges 
Smon: roll dmg
JamesDevil rolls 2d8 and gets: 3, 6, = 9 
Smon: It's burned but still up. Is BS slowly picking her way back across the slime room?
Keelia: Yes, Bright Star will cross the room to go help (dodging the ooze)
Smon: zombie attack on D
Smon: /roll d20+3
Smon rolls 1d20+3 and gets: 5, (+3) = 8 
Keelia rolls 1d20+8 and gets: 14, (+8) = 22 
Keelia: for acrobatcis
Smon: BS reaches D & the zombie
Smon: your goes
Keelia rolls 1d20+8 and gets: 10, (+8) = 18 
Keelia: arrow to the zombie
JamesDevil: same again, sacred flame
JamesDevil: dc 15 dex
Smon: BS shoots it 
Smon: /roll d20-2
Smon rolls 1d20-2 and gets: 2, (-2) = 0 
Smon: 
Smon: it's burned again
Keelia rolls 1d6+5 and gets: 4, (+5) = 9 
JamesDevil rolls 2d8 and gets: 6, 8, = 14 
Smon: The last zombie crumbles to dust, BS's arrow rolls out of the pile.
Smon: You have defeated the zombies!
JamesDevil: woot!
Keelia: She'll collect the arrow and show Danor the key she found
JamesDevil: "good work!"
JamesDevil: "have we seen a door or lock with 23 on it?"
Keelia: On the old map I had, I had a note that we needed a key
Keelia: hang on
JamesDevil: I'm sure it will contain some unearthly terror that we shouldn't unleash
Keelia: Bright Star picked that lock but it was a 29 (locked runes) and the pharmacy was 27
Keelia: probably 
Smon: You haven't seen any doors today at all, in fact this area is known by the kobolds as "Without Doors" 
JamesDevil: ok, lets press on
Keelia: Bright Star nods.
Smon: South from the viper/skelly pile room?
Keelia: yes
JamesDevil: yep
Smon: A 10' long tunnel ends at an east-west tunnel that runs e and w only 10' (so 30' long), opening out into chambers in both directions.
JamesDevil: "Kitty first agaij I think"
JamesDevil: again*
Keelia rolls 1d2 and gets: 1
JamesDevil: lol
Keelia: Bright Star turns west
Keelia: and stealths
Keelia rolls 1d20+14 and gets: 13, (+14) = 27 
Smon: The e-w tunnel opens out into the n end of each chamber. You head west and come out into a 30x30 chamber with exit in w wall (n end) and a tunnel heading sw from the middle of the s wall. There is a stone font in the middle of the chamber, shoe and boot racks, and a wood closet on the east side.
Smon: The font is low, about 2' high, and looks to have some water in it.
JamesDevil: Danor will move to the e-w juction]
Smon: BS is at the NE exit, Danor joins her.
Smon: D roll stealth if sneaking
Keelia: Bright Star will check the ceiling.
JamesDevil rolls 1d20 and gets: 15,
Keelia: and then go peer int the font
Smon: The arched ceiling is grey. BS heads over to the font... Suddenly a voice booms out:
"Discard your raiment and cleanse thy hands & feet!"
Smon: The voice seemed to come from nowhere.
Keelia: Bright Star jerks back. 
Smon: The water in the font is clear and does look suitable for foot & hand cleansing.
JamesDevil: Danor freezes
Keelia: She looks at Danor
Keelia: "Turn your back."
JamesDevil: Danor shrugs
JamesDevil: Danor trun his back mumbling about how dwarfs don't like other races sexually
Keelia: She starts to shrug out of her boots then the rest of her clothes.
JamesDevil: technically Tabaxi are always naked arn't they?
JamesDevil: other than occasional armour
Keelia: She scrubs her feet and hands, despite the fur.
Smon: BS strips off her clothing. The closet on the east wall looks like a clothes closet.
Smon: Is she a puss in boots or bare-pawed?
Keelia: "It's for your benefit," she chuckles. "Bright Star knows Dwarves have particular sets of views."
Keelia: Shaking off her wet fur, she goes to investigate the closet, grabbing her dagger to be sure.
Keelia: *safe
Smon: As BS is doing this, she notices a very faint red glow from the SW tunnel, as if from a torch a long way off and out of direct sight.
Keelia: She calls this out to Danor, ears tilted that direction. 
JamesDevil: Danor nods without turning fully to face her then heads towards the light
Keelia: She opens the closet.
Smon: BS finishes ablutions and opens the closet, revealing a rack of moth eaten robes, then notices the glow and calls to Danor. From this angle she can look down the SW tunnel, it runs about 30' then opens into the NE corner of what looks like a large hall. She makes out what looks like a church pew, its back to her. 
Keelia: She goes back and dons her armour
Smon: BS redresses (takes a minute)
Smon: /roll d20
JamesDevil: Danor will wait for her to redress before continuing
Smon rolls 1d20 and gets: 18,
Smon: As she is doing so, she makes out in the distance down the SW tunnel a voice, it sounds like a human male, like a preacher delivering a sermon! Quite deep and sonorous.
Smon: Was DC 18 passive purr, too far for D to hear it.
JamesDevil: 
Keelia: She pauses, ears twitching. She motions at Danor, first to her ears then forward to the hall
Keelia: she engages stealth
JamesDevil: Danor shakes his head
Keelia rolls 1d20+14 and gets: 19, (+14) = 33 
Smon: "The People of Nerath say NO to the Vrilya Domination! The Sons of Nerath will NEVER bow their heads to Alien Souls! For as the Good Lords Teach Us..."
Keelia: "Sounds like xenophobes," she murmurs.
Smon: BS sneaks down the SW tunnel, the faint glow getting brighter. 
Smon: She reaches the end of the tunnel and looks out onto a weird scene.
Smon: This is clearly a great temple hall (40' e-w by 60' n-s, with e and w exits 20' up from s end and a tunnel NW from NW corner)... tbc
Smon: Most of the rows of pews are smashed scattered hymnals lie strewn about; there are signs of old fire
damage. Preaching from the pulpit at the far (south) end of the hall stands the burning figure of a man - no, a skeleton!
Smon: Dressed in religious vestments and engulfed in a 7' tall column of red-green flame, though his robes are untouched.
Keelia: Bright Star takes a moment to consider this, Can she see any of his 'flock'?
Keelia: or is he preaching to himself?
Smon: "Those who sin, those who succour the succubus and dally with the deviant shall know only the eternal fires of HELL!"
Smon: There is no sign of any congregation, though he/it preache as if to a full hall.
Smon: /roll d20+7
Smon rolls 1d20+7 and gets: 13, (+7) = 20 
Smon: The burning priest looks in BS's direction!
JamesDevil: if he says bad kitty...
Smon: But his sermon continues uninterrupted. "And so verily I say unto thee, go forth and sin no more!"
Keelia: Bright Star waits. Her 33 stealth should protect her 
Keelia: unless he has magic sight
JamesDevil: he's standing in fire and his clother are uuntouched, i think he has magic shit
JamesDevil: sight*
Smon: GM: Is Danor back in the font room?
Keelia: probably has magic shit too 
JamesDevil: yes
JamesDevil: lol, indeed
JamesDevil: I'll move up once BS signals me to
Smon: "...And remember, lust for gold,lust for gems... these are the slippery slopes that lead to DAMNATION!"
Keelia: Bright Star's ears twitch as she considers. Is this voice the same as in the font room?
Smon: No, although the accent is similar - archaic Nerathi Common.
Keelia: She narrows her eyes and waves Danor forward.
Smon: "Brothers and sisters, harken unto my words! For verily I was once as you are!"
Smon: "Embrace the powers of the Wild! Hear the word of Mellora! Earth Wind Sea and FLAME!!"
Keelia: She wants magic and full plate beside her against undead magic users
JamesDevil: Danor moves up
Smon: "Let these be your guides!" 
Danor joins BS. The burning skeleton is definitely looking in your direction as it preaches on.
Smon: "Let the fires of Mellora's holy wisdom guide you unto a bright new DAWN!"
JamesDevil: whispering "shall we just go in?"
Keelia: Bright Star nods
JamesDevil: "my god shields me from fire to a degree, so all his talk about flames isn't that big a deal"
JamesDevil: Danor steps into the room
JamesDevil: "greetings"
Keelia: (Bright's star god is also of Fire  )
Smon: GM: You step into the semi-ruined temple hall. The burning skeleton inclines its head slightly as Danor addresses it, but the sermon continues uninterrupted.
JamesDevil: Danor moves to the centre of the room
Smon: "Whether your holy soul inhabits the small and sturdy form of a humble dwarf, the lithe limbs of a noble Elf, or yet stranger body, yet you must hear her Word!"
Keelia: Bright Star follows him in.
Smon: "For cursed be all who blaspheme against the noble power of the Wild! Who seek to darken the sunlit lands under Her Sky!"
Smon: "Cursed most of all be the Wretched Vrilya! Damnation unto their dark hearts!"
JamesDevil: can i make a Religion roll to see if i know who She/Her is?
Smon: sure DC 10
JamesDevil rolls 1d20+7 and gets: 3, (+7) = 10 
Smon: 
Smon: Mellora, the old Nerathi Empire goddess of the wilds, the elements, nature and the sea sky earth and fire.
Smon: Sometimes associated with the Ghinoran deity Artemis.
Keelia: Bright Star moves over to the west exit
JamesDevil: hmm, so generally sounds ok, all nature and good stuff
Smon: However she is a much more major figure in the Nerathi pantheon, incorporating aspects of Poseidon, Pan and other powers of wild nature. She is the counterpart to Athena-Erathis, goddess of Law and Civilisation.
JamesDevil: ah, so more Chaotic nature than generic nature
Keelia: (sounds like crazy druid)
Smon: BS heads over to the west exit. The burning priest is talking about the evils of the Vrilya. "Let us give thanks to the noble clan of Erde,for THEY did not dally with the deviant! THEY did not give succour to the succubus!" 
JamesDevil: I feel like we need to stop this guy, but not sure we can/should take him
Smon: Down the west tunnel BS sees it runs west 60', with a small 3' wide archway at the end (a doorway w no door). 35' down the tunnel are matching arches in N and S walls.
Keelia: He seems harmless at the moment. Let's just explore around him
JamesDevil: ok, Danor will join up with BS
JamesDevil: need more explore xp 
Smon: "...Why, I see that today one of wears the armour of the Vril! Let us hope it was taken in battle with the Hell-Spawn!"
JamesDevil: "Indeed it was!"
Smon: "For in the words of noble Lord Erde - Be Pure! Be Vigiliant! Behave!"
Smon: Danor roll Deception (you looted it from Erdea manor) 
JamesDevil rolls 1d20-1 and gets: 3, (-1) = 2 
JamesDevil: >.>
JamesDevil: Danor runs like hell
Smon: "Do not darken this holy place with lies, my children!"
Keelia: Bright Star hears the clanking of armour and turns to look
Smon: The Skeleton is still preaching disapprovingly after you as you hurry down the west tunnel to the matching doorway arches.
Smon: Both arches lead onto rooms 30' n-s by 20' e-w with no exits visible. Through the n arch you see ruined prayer rugs; the walls inscribed with parables in Nerathi common; a great rusty iron gong (5‘ dia.) on a stand near the north wall. 
Smon: Through the south arch you see tables with what look like rotted religious texts; stacks of candles; cleaning supplies (buckets etc); vestments in a large folded pile.
Smon: /roll d20
Smon rolls 1d20 and gets: 7,
Keelia: She frowns at Danor. 'Do not ring the gong."
Smon: The vestments show signs of infestation, as if something is nesting there; bits of tatter and grainy droppings.
JamesDevil: I'll investigate the religious texts and
JamesDevil: no and, ill just investigate them 
Smon: Danor heads over to the nearest table. The book on top says "The Way of Mellora and the Four Temples"
Smon: /roll 2d6
Smon rolls 2d6 and gets: 5, 2, = 7 
Keelia: Bright Star will watch from the doorway
Smon: Dampness must have got into the books at some time, though they are pretty dry now; the pages are all stuck together and ruined, the leather covers warped.
JamesDevil: unfortunate....
Smon: /roll d6
Smon rolls 1d6 and gets: 2,
JamesDevil: I'll investiage the rooms for anything else of value
Smon: All seems quiet 
JamesDevil rolls 1d20+4 and gets: 3, (+4) = 7 
JamesDevil: investigation roll
JamesDevil: bah
Smon: Danor is searching the room, finding some old soap in wax wrap in one of the buckets, when a very large red centipede about 2' long scuttles across the floor, into the pile of vestments.
Keelia: Bright Star twitches
JamesDevil: "yea, i don't think we are going to find anything here
JamesDevil: "
Smon: You can still dimly hear the continuing sermon and see the faint red-green glow of the burning priest.
Smon: Through the far west arch at end of the tunnel BS sees what look like very large chimes mounted on the far (west) wall of a 20' deep chamber.
Keelia: Bright Star nods. 
Keelia: She'll go have a quick look around the west chamber
JamesDevil: "lead the way
JamesDevil: W
Smon: There are prayer rugs and sleeping pallets on the floor of the west chamber, the chimes have a swirling pattern that is oddly soothing.
JamesDevil: Arcana check?
Smon: The chimes with swirling pattern are 3‘ high × 6‘ long, they are mounted on the wall.
Smon: Either detect magic or religion
JamesDevil: religion it is
JamesDevil rolls 1d20+7 and gets: 7, (+7) = 14 
JamesDevil: saving spell slots 
Smon: Could these be the famous Chimes of Tranquility??
JamesDevil: hm, ok, rit casting identify on them
Keelia: Bright Star goes to investigate them more closely
Smon: GM: You enter the room, it looks like a priestly dormitory. Danor takes 10 minutes to cast Identify.
Smon: Chimes of Peace & Tranquility – This large set of
chimes may be rung to invoke their power once per
week. Upon doing so, the chamber in which they are
situated in becomes an oasis of tranquility.
During that week, the room is free from interruptions
from the outside world, including attacks and spells originating from outside of the chamber. Likewise, those within cannot launch attacks or spells from within the protected chamber, but can leave the protected space at will.
Smon: In effect they potentially would enable a party to remain within Stonehell (rations allowing) and long rest therein!
Smon: Of course carting them around would be a pain. 
Keelia: Bright Star looks towards Danor as he finishes the ritual.
JamesDevil: "hmm, we should go and ask the priest guy if we can have these for the fight going forward for the fight against Nix"
Keelia: But Bright Star has a bag of holding 
JamesDevil: so does Danor, i'd happily carry them
Keelia: "Good plan. Perhaps Bright star should ask?"
Keelia: "considering the previous interaction?"
JamesDevil: "if you prefer sure"
JamesDevil: "good point"
Keelia: Bright Star trots back to the skeleton priest
Keelia: She raises her hand
JamesDevil: paw*
Smon: The burning priest is continuing his endless sermon, warning against the blasphemous practice of excessive irrigation that pollutes the soil of Mellora with unwelcome salt deposits.
JamesDevil: 
Smon: It turns to look at her, never interrupting the flow.
Keelia: "Bright Star has a question."
Smon: "Beware the channel dug into the riverine estuary!"
Smon: The skeleton's head inclines slightly.
Smon: "And as for the cat folk, as Mellora said, let them come forward unto me!"
Keelia: "Thank you for the advice. Bright Star has located some chimes to the west. They will be helpful for us."
Smon: "For are not the furriest of MY creations also worthy?"
Keelia: "Helpful in our fight against the blasphemous evil that is trying to creep as a thief into our world."
Keelia: "Bright Star would have your permission so as to not be taken as a thief."
Smon: "As Mellora sayeth, let the chimes of my Good News ring out clear upon my Creation! Let the Peace of the Good Goddess into Thy hearts!"
Keelia: "Could you spare them to assist our fight against the evils?"
Smon: "Indeed, as She sayeth, take the Chimes of My Peace into the Dark Places where Her light does not Shine! Let her Song drive back the Foulness of Aberration!"
Smon: The burning priest nods.
Keelia: Bright Star bows. "Bright Star is grateful and will see the chimes used against the dark and evil."
Smon: "Indeed, go forth my children in the Blessing of Mellora's Light! In the Song of Her Voice Shall Thee Know Her!"
Keelia: She bows again and backs out of the room.
Keelia: She returns to Danor. "We have permission."
JamesDevil: "excellent!"
JamesDevil: how large is each chime?
Smon: GM: Taking the chimes rack (3' high by 6' long) down from the wall, you are able to haul the rack out ok, one of you at each end. A bit heavy for BS but she can manage.
Keelia: Kitty power activate!
JamesDevil: lol
Smon: The chimes themselves are of bronze, patterned with the swirling designs of Mellora that evoke wind wave earth fire and the infinity of the natural universe.
JamesDevil: oooo, pretty
Smon: OOC You returning to Selatine with them? BS would be pretty exhausted by the time you got back. You could get goblin assistance though.
Smon: Or could hire bugbears at the Kobold Market. 
JamesDevil: yea sure, lets go back
JamesDevil: we have gold to spare, Bugbear carriers it is!
Keelia: Bright Star huffs and puffs but trots along gamely 
Smon: GM: You head back through Stonehell and up the 60' flight of stairs to level 1, soon reaching the Kobold Maket where two burly bugbears can be hired for 20gp total.
JamesDevil: 10gp from me
Keelia: Bright Star will supply the other 10gp
JamesDevil: i assume we are splitting it?
Smon: The bugbears can easily carry the chimes between them up the long spiral stair to the surface, though they squint unhappily at the hot sunlight glaring down from the sky over the canyon.
Smon: You head east onto the plain, the furry bugbears sweating heavily and smelling pretty dreadful.
Smon: As dusk falls that evening you see the Selatine palisade in the distance a quarter mile off. Shepherdesses and their sheep-hounds are escorting their flocks back in through the eastern gate to the sheep pens.
Smon: The bugbears set down the chimes. "Guzz. We go now. Not go in Ooman Town." 
JamesDevil: "fair enough, thank you again for your service"
Smon: The bugbears nod, patting their coin pouches, then turn and lope away west back towards Stonehell canyon, moving with eerie silence across the darkling plain.
JamesDevil: "right, lets get these bells into the city"
JamesDevil: chimes*
Smon: You join the last shepherdess and her hound driving the last sheep through the gate, the guards nod respectfully to you as they shut the heavy timber gates behind you, sealing Selatine for the night.
Keelia: Bright Star helps lug the chimes the final distance 
Smon: GM: Back in town at the Vex hall, Lady Jana Vex is very impressed by your new acquisition and suggests storing the chimes in the Temple of Apollo-Mitra. According to her, Artemis-Mellora's chimes would be welcome there.
Smon: OOC OK will stop there for this week.
JamesDevil: coolio
Keelia: Great, thanks, good game 
Smon: You get a grand total of 1500 XP including a bunch of 50 xp room awards. 
Keelia: I've posted the map of the game.
JamesDevil: yea, nice
Smon: & including 500 for the chimes 
JamesDevil: hmm, still 300 ish from leveling but getting there!
Smon: 100 map XP for BS too
Keelia: so 750 each or 1500 each?
Smon: 1500 XP total each PC
Smon: +100 for mapping = 1600 for BS
Keelia: Excellent - thanks!
Smon: BS also gets a 50gp mapping bonus
Smon: Dr Rosa thinks the chimes could be used to set up a forward base in Stonehell if a suitable place can be found.
Keelia: awesome 
Smon: Danor should level next week sounds like!
JamesDevil: 
Smon: ok will post log now

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