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Post by (George) 3.5./ ZEM ( 4.0) on Oct 11, 2014 5:07:13 GMT -5
( one more encounter and party will lv.)
The party makes headway down the tunnal. After sometime walking, they see a stone wall with a large hole, but ot looks cut so water could flow out of it.
Map reads : within lies our fallen elders tred lightly. The first part of the key lays within where we dont recall.
Anyone with darkvishion can see it is tumme 4 bright emerald sarcophagus
Above them about 25ft over them sheding light is a glowing object is flouting over them. It looks quite big. its in the shape of isis totem. 4 gems look to be missing in it.
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Post by harknail on Oct 11, 2014 12:38:04 GMT -5
OOC: If there is a light shining down from above, why do we need dark vision to see it?
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Post by Jasmine on Oct 11, 2014 14:38:09 GMT -5
Detect magic, concentrating for the full three rounds. (PUmfgDtHp_1-20+18=35 on Spellcraft to identify the school.)
(We'd have a light spell active if it's dark, so darkvision is moot for the first 40 feet anyway.)1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 11, 2014 16:26:12 GMT -5
( Its not that bright of a light souce its an orangeish tint but faint, so fait its like a dim lightbulb it gives off practically nothing sorry bad description on my part.)
So you do know the schools one is major evocation, ( need to look up if any others so that i dont miss inform you.)
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Post by at on Oct 13, 2014 6:14:42 GMT -5
Are the emeralds the same size as the missing gemstones ?
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 13, 2014 6:32:41 GMT -5
( No the bodies are incased so the entire sarcophaguses are made of emralds. They each fit the size of a huge creature, or just that big and fit smaller then that.
( The thing in question holds tiny sized gems. )
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 13, 2014 7:07:57 GMT -5
dawn knows it has various things it can do: right now its doing its best in trying to attack the sarcophagus. its moving over head each and try casting spells but its failing badly. it looks as if the magic in it is like a battery about to go out. she knows it can fire off magic around the lv the party maybe less. it has all but necromancy on it with some majors and minors of each.
tho she can tell its adapting to what IT wants, almost like it has a mind of its own and picking spells then firing without any comandwords given,
she also picks up an anti magic feild in the room with the object just above it and not in it, so its smart cause its trying to get enough power but never gets close into or by the feild but looks for a way to stay up. as party gets bit closer they see two symbols on the ground with a set of black orbs that casted a feild of anti magic and darkness the items act like there wizards batteling, the two orbs are powerfull pure necromancy magic.
It is a good time for religion rolls please.
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Post by at on Oct 13, 2014 11:14:57 GMT -5
Callo mutters a spell of guidance and studies the scene, watching also for the presence of negative energy lest she need to raise a ward against it.
MTwaTb5sp_1-20+15 (Knowledge - religion)1-20
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Post by harknail on Oct 13, 2014 22:56:57 GMT -5
OOC: knowledge of the gods does not help one survive in this godforsaken land. Nokomis is completely untrained in religion.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 13, 2014 22:59:30 GMT -5
( lol who says the gods have forsaken it? )
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Post by harknail on Oct 13, 2014 23:19:50 GMT -5
( lol who says the gods have forsaken it? ) Obviously they haven't. There's now a river flowing where there wasn't one short time ago. But when Nokomis was growing up in deciding which skills to study in order to survive, it sure seemed like a godforsaken land…
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 18, 2014 1:07:50 GMT -5
( sorry working alot, ill post results of skill rolls when i get home from work)
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 19, 2014 7:13:51 GMT -5
( so sorry to my players, work has been crazier Then normal and i have had no time to post. Im sorry for life being so hectic right now. My hope is in a few days things will die down a bit.)
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 20, 2014 4:43:08 GMT -5
( with a crit callo can tell what is going one: two objects of the gods are in a " Mage battle " a lesser artifacts that are of Set ( pair of eyes) and a lesser object of Isis ( her symbol that is flying in the room. There are sysbols of Set marked on the ground of the room and starting glowing and the coffins are trying to be opened from both magic and raising dead from within. The object of Isis is keeping them at bay any trying to keep them shut as long as it holds power to do so, but is no match not by its self, and its losing. Callo also knows why they hate eachother. Set chopped up her husbind hid his remains. He did so cause she told him she was married and would not take his advances on her. callo knows Set is an evil god that likes death and magic.)
iQas4bUip_1-20+15 religion from the cleric ( dawns friend) and he gets the same as callo
The object of Isis glowing ever fainter sees the party ( more like feels the presence of a cleric : In the parties head " He must not raise them, Cleric i am not of your god but this day i need your help, and the help of the ones with you. benith these resting my clerics of old hold powerfull magic. Set will see to it they make the world a grave yard. He wants me to suffer you must deffe....
" We cant let The object die out quick I think can give it some of my holy power to keep it going but i got to get to it before"
just then it goes limp.
Please roll Ints:
1-20
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Post by at on Oct 20, 2014 12:37:10 GMT -5
Callo warns the others as best she can of the threat, preparing a death ward spell should their assailants prove to be undead.
blfquPRKp_1-20+3 init1-20
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Post by Jasmine on Oct 20, 2014 15:37:57 GMT -5
Initiative: M_ZrhkmKp_1-20+8=18
So to set the scene, the party has continued down the tunnel and come to a wall at the end shaped as if water is meant to flow through it (something like a ditch carved in the floor, I imagine), marked on the map as "Within lie our fallen elders. Tread lightly. The first part of the key lies within--where, we don't recall." There is an opening in the wall, and on the other side is an immense sarcophagus made from emeralds. Floating above it is a glowing symbol of Isis frantically casting spells at the emerald sarcophagus, which, on close inspection, is flanked by two evil-looking black orbs emanating an anti-magic field and a darkness spell. There are also several other coffins in the room, although they are smaller and less grand.
As the party approaches, the symbol of Isis imparts a grave message to the party, warning them that Set is trying to raise a powerful force of undead inside this tomb and imploring them to help hold back the forces of darkness. Then it collapses, and the party's cleric begins to frantically attempt to revive it using a portion of his own power. Roll initiative.
(Is that about right?)1-20
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 20, 2014 15:44:47 GMT -5
Yep
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Post by harknail on Oct 23, 2014 0:23:00 GMT -5
After hearing what the story is, Nokomis goes in and kicks the evil orbs out of the room before they can animate those in the sarcophagi. Unfortunately that sends them towards everyone else. But the priority seemed to prevent them from raising the dead, which they were about to do.
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 23, 2014 3:03:55 GMT -5
(Before she does so ill need intuitive roll 4 nokomis please,
also pointing out the party did not have a surprise round this time so no surprise round,
Once the good iteam dropped intuitive was rolled. True she may roll well and be faster then evil iteams reaction time. And may do above action on her turn.
at time we are in combat rounds.)
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Post by (George) 3.5./ ZEM ( 4.0) on Oct 23, 2014 3:21:41 GMT -5
ok so cite glitched but original roll for human cleric was a nat 20+1 so he is going on 21
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