Post by TheUdjat on May 6, 2009 14:17:08 GMT -5
SEA GREEN
Deciding that something must be done about the after-effects of the Harbinger’s breath, the reunited group agrees to seek out some method of purging the vile magics—albeit without Amassu looming overhead all the time. Taking to Antyca again, the group bids the cloud giant goodbye and set to the skies, to find someone who can help them.
But where to go?
In a few moments, they have gone over the options. New Ravenshead remains the best place to go for magical remedies of any kind, but is still a dangerous place considering that the council is still looking for them. It might be worth the risk if no other place has a cure. The people of Rocroost, on the other hand, are reliable allies, but the last visit proved that they were almost depleted of divine magical aid. A trip there is likely to be a waste. Bazarkrak, too, claimed nothing to spare, and they were off to war at any rate.
Which leaves only one place that is both capable and willing to provide aid: The Gathered Nations.
It’s due to be a long flight, but it is the best hope the group can imagine—the council, the Sandstriders, and the whole city were extremely thankful for their aid, and offered help if they could provide it—and help is certainly what is needed. The course set, Ella wheels Antyca to the southeast and soars across the sky at a hurried pace, knowing that every moment is precious.
Throughout the trip, the companions continually look to the sky with worry that the dragon might appear again—but the monster does not return, for which all can be glad. The flight continues, but it isn’t until evening when Ella makes out the distant Dune Palace, and the lights of the city sparking up in the growing darkness. Ella brings the great bird down at the edge of the city, to minimize alarm, and together the group heads into the city.
The group’s intention is to look for Madrigal, their guide around the city before, hoping that he can help them expediently find a temple or some other means of remedying the problem. But to their surprise, as they reach the gates, Madrigal is already there. He seems just as shocked, moving to greet all with clasped hands—and a small bow for Natsumi, whom he is doubly surprised at seeing. “You return!” he says, surprised. “I didn’t expect to see you back so soon, with your quest.” His expression becomes serious, and he eyes Natsumi in particular. “Is there trouble?” There is an unspoken worry in his voice clear to the group—he last saw the bard taken by Amassu, and worries she did not come to find her liberty through lawful means.
Whether that matter is explained to the half-giant or not, he listens as you state your physical ailments and need for divine healing. He nods soberly. “Curative magic is hard to come by, with the strangeness the priests talk about. But with the word of the council—and surely they will give you any aid you seek—I’m sure no temple in the city would turn down your request. They all owe you a debt.” He looks over each of the companions. “But you look weary, and the council cannot be gathered until the morning. Please, let me arrange chambers for you, so you might rest in comfort tonight before we tend to business tomorrow. I apologize that we can’t tend to this sooner, but first thing in the morning.”
After coming all this way, it would be hard to deny the simple request to wait a few hours. Madrigal guides the group deeper into the city, to the center where the council and his Sandstriders are known to reside. Now that the civil disturbance has been resolved and the siege lifted, steps have been taken to repair parts of the city damaged by the event, and the atmosphere in general is more cooperative and friendly. Several passersby recognize the unique group of companions and speak words of thanks or nod happily to them. Truly, the whole city is welcoming.
But soon enough, Madrigal leads the group to guest quarters, already prepared, and soon follows that with food and drink for the travelers. He again promises that the council will be contacted first thing in the morning to give a writ for the temples. Just a little while longer.
The group prepares to retire for the night. It has been a long day, truly, and it is only now, without the looming sky giant, the howling winds, or the desperate need for healing that anyone has had a moment to pause and fully welcome Natsumi back into the group. Now that Amassu is gone, the reunion seems real, more tangible than it did at first, and Henrick is the first to express this, embracing Natsumi outright when the group has some privacy from onlookers. “I was worried you’d never return,” he confesses quietly, before he recovers himself, trying to recapture some semblance of discipline. But the concern is still there in his eyes. “The brute didn’t… didn’t mistreat you, did he? If he harmed you…” Henrick doesn’t finish, though he feels the sword at his side for assurance, expression full of steely determination, jaw clenched tight in anger.
[A lot happened this post, so I’ll give you guys a chance to breathe and roleplay, and post any actions you’d like to take this night.
Sorry if anyone’s upset at the destination I chose, but nobody stated a place to go, so I just tried to figure which place would be most likely/able to help.]
(Character Status)
Ella – 77/77 HP, 5 Neg. Levels [Temp HP: 52/52]
Sean – 47/47 HP, 5 Neg. Levels [Temp HP 22/22]
Gro-bug – 100/100 HP, 5 Neg. Levels [Temp HP: 75/75]
Henrick – 70/70 HP, 5 Neg. Levels [Temp HP: 45/45]
Antyca – 2 Neg. Levels
Natsumi – 52/52 HP
Negative Levels:
Sean, Ella, Gro-bug, and Henrick all suffer -5 on all skill checks, ability checks, attack rolls, and saving throws, and -25 to HP. The HP amounts have been reflected above.
DARK RED
Gildas-
Vemu’s still catching up, so once again, a link to the last update.
Lenny, Wystfalrun, Norven-
What, you mean like a were-horse or something?
When the peculiar young man approaches the trio, talking about Deathspeakers and his previous encounters with them—and his desire to fight them—Wystfalrun and Lenny react to try and quiet him, for discretion is best practiced when uttering the word. Lenny looks all around at the other museum goers—though there aren’t many—searching for suspicious characters. [Spot check.] He doesn’t see anybody particularly shady, no wayward glances or quickly retreating footsteps, but that doesn’t mean they aren’t there. Maybe they’re just too crafty for the Halfling…
Hallen blinks at the pair’s reaction, but says nothing until they turn back to the story he told them. He frowns thoughtfully at the questions. “Can’t say as I remember talk of aid. They used magic, certainly, and the backing of all good people of the world, but most stories credit their bravery and determination instead of their tactics. Why, it was hard enough rounding up details about the defense of Old Ravenshead, or Ephemyril, or Cannon’s Foot…” He shakes his head, trailing off. “If they had some secret weapon, it’s not recorded. But I can tell you that the undead armies were led by a creature called ‘The Master’, who was rumored to be undead himself! It was by defeating the Master that the heroes finally triumphed. Legend says they had to kill the Master twice, and then destroy the heart of his power—though just what that actually is, I’m not sure.”
Lenny looks around while Hallen talks, for a question he dares not voice, even to the DM who might be able to help him spot what he’s looking. In talking about the bones, he makes a note to search for any—and no sooner has he thought to do so, then there one is!
Lenny’s heart jumps. A cooper bone! But before he can say anything, he spots another. And then another. Dozens, just as he looks around the room, for the murals and statues depict many undead in the throes of battle, skeletons aplenty, and all of them carved in polished, bright copper.
The Halfling thinks back on the university and remembers seeing more copper bones, too. On other statues, forming decorative parts of the gate where the bars were made to look like bones, and on fearsome skeletal gargoyles atop the building. There are copper bones everywhere on the university grounds, he realizes, and there’s no manner of discerning which, if any, is the bone.
[Wystfalrun can have this revelation, too, if you want, now that I’ve pointed it out.]
Norven stands by while these strangers talk of undead armies from long ago, unsure what it is they’re looking for or how this relates to Deathspeakers, but hopeful that they might be able to help him. They haven’t yet, certainly, but they didn’t dismiss him, so perhaps there is hope. [More interaction on this front?]
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP [Absent]
Deciding that something must be done about the after-effects of the Harbinger’s breath, the reunited group agrees to seek out some method of purging the vile magics—albeit without Amassu looming overhead all the time. Taking to Antyca again, the group bids the cloud giant goodbye and set to the skies, to find someone who can help them.
But where to go?
In a few moments, they have gone over the options. New Ravenshead remains the best place to go for magical remedies of any kind, but is still a dangerous place considering that the council is still looking for them. It might be worth the risk if no other place has a cure. The people of Rocroost, on the other hand, are reliable allies, but the last visit proved that they were almost depleted of divine magical aid. A trip there is likely to be a waste. Bazarkrak, too, claimed nothing to spare, and they were off to war at any rate.
Which leaves only one place that is both capable and willing to provide aid: The Gathered Nations.
It’s due to be a long flight, but it is the best hope the group can imagine—the council, the Sandstriders, and the whole city were extremely thankful for their aid, and offered help if they could provide it—and help is certainly what is needed. The course set, Ella wheels Antyca to the southeast and soars across the sky at a hurried pace, knowing that every moment is precious.
Throughout the trip, the companions continually look to the sky with worry that the dragon might appear again—but the monster does not return, for which all can be glad. The flight continues, but it isn’t until evening when Ella makes out the distant Dune Palace, and the lights of the city sparking up in the growing darkness. Ella brings the great bird down at the edge of the city, to minimize alarm, and together the group heads into the city.
The group’s intention is to look for Madrigal, their guide around the city before, hoping that he can help them expediently find a temple or some other means of remedying the problem. But to their surprise, as they reach the gates, Madrigal is already there. He seems just as shocked, moving to greet all with clasped hands—and a small bow for Natsumi, whom he is doubly surprised at seeing. “You return!” he says, surprised. “I didn’t expect to see you back so soon, with your quest.” His expression becomes serious, and he eyes Natsumi in particular. “Is there trouble?” There is an unspoken worry in his voice clear to the group—he last saw the bard taken by Amassu, and worries she did not come to find her liberty through lawful means.
Whether that matter is explained to the half-giant or not, he listens as you state your physical ailments and need for divine healing. He nods soberly. “Curative magic is hard to come by, with the strangeness the priests talk about. But with the word of the council—and surely they will give you any aid you seek—I’m sure no temple in the city would turn down your request. They all owe you a debt.” He looks over each of the companions. “But you look weary, and the council cannot be gathered until the morning. Please, let me arrange chambers for you, so you might rest in comfort tonight before we tend to business tomorrow. I apologize that we can’t tend to this sooner, but first thing in the morning.”
After coming all this way, it would be hard to deny the simple request to wait a few hours. Madrigal guides the group deeper into the city, to the center where the council and his Sandstriders are known to reside. Now that the civil disturbance has been resolved and the siege lifted, steps have been taken to repair parts of the city damaged by the event, and the atmosphere in general is more cooperative and friendly. Several passersby recognize the unique group of companions and speak words of thanks or nod happily to them. Truly, the whole city is welcoming.
But soon enough, Madrigal leads the group to guest quarters, already prepared, and soon follows that with food and drink for the travelers. He again promises that the council will be contacted first thing in the morning to give a writ for the temples. Just a little while longer.
The group prepares to retire for the night. It has been a long day, truly, and it is only now, without the looming sky giant, the howling winds, or the desperate need for healing that anyone has had a moment to pause and fully welcome Natsumi back into the group. Now that Amassu is gone, the reunion seems real, more tangible than it did at first, and Henrick is the first to express this, embracing Natsumi outright when the group has some privacy from onlookers. “I was worried you’d never return,” he confesses quietly, before he recovers himself, trying to recapture some semblance of discipline. But the concern is still there in his eyes. “The brute didn’t… didn’t mistreat you, did he? If he harmed you…” Henrick doesn’t finish, though he feels the sword at his side for assurance, expression full of steely determination, jaw clenched tight in anger.
[A lot happened this post, so I’ll give you guys a chance to breathe and roleplay, and post any actions you’d like to take this night.
Sorry if anyone’s upset at the destination I chose, but nobody stated a place to go, so I just tried to figure which place would be most likely/able to help.]
(Character Status)
Ella – 77/77 HP, 5 Neg. Levels [Temp HP: 52/52]
Sean – 47/47 HP, 5 Neg. Levels [Temp HP 22/22]
Gro-bug – 100/100 HP, 5 Neg. Levels [Temp HP: 75/75]
Henrick – 70/70 HP, 5 Neg. Levels [Temp HP: 45/45]
Antyca – 2 Neg. Levels
Natsumi – 52/52 HP
Negative Levels:
A creature takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).
Sean, Ella, Gro-bug, and Henrick all suffer -5 on all skill checks, ability checks, attack rolls, and saving throws, and -25 to HP. The HP amounts have been reflected above.
DARK RED
Gildas-
Vemu’s still catching up, so once again, a link to the last update.
Lenny, Wystfalrun, Norven-
And for some other unknown reason, he mentally notes that he should never take a mount on this mission...
When the peculiar young man approaches the trio, talking about Deathspeakers and his previous encounters with them—and his desire to fight them—Wystfalrun and Lenny react to try and quiet him, for discretion is best practiced when uttering the word. Lenny looks all around at the other museum goers—though there aren’t many—searching for suspicious characters. [Spot check.] He doesn’t see anybody particularly shady, no wayward glances or quickly retreating footsteps, but that doesn’t mean they aren’t there. Maybe they’re just too crafty for the Halfling…
Hallen blinks at the pair’s reaction, but says nothing until they turn back to the story he told them. He frowns thoughtfully at the questions. “Can’t say as I remember talk of aid. They used magic, certainly, and the backing of all good people of the world, but most stories credit their bravery and determination instead of their tactics. Why, it was hard enough rounding up details about the defense of Old Ravenshead, or Ephemyril, or Cannon’s Foot…” He shakes his head, trailing off. “If they had some secret weapon, it’s not recorded. But I can tell you that the undead armies were led by a creature called ‘The Master’, who was rumored to be undead himself! It was by defeating the Master that the heroes finally triumphed. Legend says they had to kill the Master twice, and then destroy the heart of his power—though just what that actually is, I’m not sure.”
Lenny looks around while Hallen talks, for a question he dares not voice, even to the DM who might be able to help him spot what he’s looking. In talking about the bones, he makes a note to search for any—and no sooner has he thought to do so, then there one is!
Lenny’s heart jumps. A cooper bone! But before he can say anything, he spots another. And then another. Dozens, just as he looks around the room, for the murals and statues depict many undead in the throes of battle, skeletons aplenty, and all of them carved in polished, bright copper.
The Halfling thinks back on the university and remembers seeing more copper bones, too. On other statues, forming decorative parts of the gate where the bars were made to look like bones, and on fearsome skeletal gargoyles atop the building. There are copper bones everywhere on the university grounds, he realizes, and there’s no manner of discerning which, if any, is the bone.
[Wystfalrun can have this revelation, too, if you want, now that I’ve pointed it out.]
Norven stands by while these strangers talk of undead armies from long ago, unsure what it is they’re looking for or how this relates to Deathspeakers, but hopeful that they might be able to help him. They haven’t yet, certainly, but they didn’t dismiss him, so perhaps there is hope. [More interaction on this front?]
(Character Status)
Gildas – 69/69 HP
Lenny – 61/61 HP
Wystfalrun – 62/62 HP
Norven – 71/71 HP
Lockheart – No damage
Wanderer – 90/90 HP [Absent]