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The Gift
A Wizard’s Work is Never Done


DM Bob and Carla - ”What’s this all about?” 
Wednesday September 27th, 2023 11:19:11 PM

When the WLA administrator leaves, Jasper picks up the pebble left behind and studies it. She doesn’t pick up any magical vibes from the stone with the green swirl, but she does remember a green stone known as jade has some affinity with illusion magics. (Jasper can keep the stone if she wishes.)

Snark retrieves the green key in his possession and looks at it. Whatever the wizard is thinking, he keeps it to himself.

Benni suggests implementing part two of ‘the plan’ and paying a visit to the wizard Olostim who lives in the lighthouse a little under an hour by mount, closer to two on foot. But first, the cleric wants to fetch his travelling kit from Luck Maker’s House.

Urist accepts the hospitality offered by the party and departs in their company.

On exiting the Quendock Mansion, the adventurers spot old Jonsey trundling along pushing a rickety old wheelbarrow. The man’s eyes are bright with excitement, as he waves down the group responsible for saving his hide the day before. ”Lookee what I found down by the breach in the wall! When the water pulled back, it showed debris churned up from the ocean or dislodged from forgotten hidey holes. Stuff was spread across the cobbles. There was some seaweed and some critters skittering about, but nothin’ to stop a fella from finding some loot!” The grizzled tavern regular pats the painted wooden sculpture of a long haired maiden riding a dolphin. It is attached to the remnants of a wooden ships keel. Though the wood of the keel is rotten, the Waverunner Figurehead is in pristine condition. ”Corinn done looked at it in that gifted way o’ hers an’ tells me it’s magicked, an’ I could pro’lly sell her for 5000 GP. Some o’ t’other folks found gems and coin. The old man cackles gleefully and trundles off in the direction of the Blue Cat Tavern

On the way ‘home’ Beatrix is approached twice by local children who offer up books they had previously borrowed, and request new ones. One intrepid youngster asks the centaur if she has a story about ‘magic and fairies!’

Khord swings by the stables and arranges for a mount. He meets up with those of his companions planning to visit Olostim, and they all head out together.

Beatrix elects to spend a little down time doing some crafting, as does Urist after she’s been given a quick tour of the place and an opportunity to choose a bedroom. Luck Makers House
*****
The ride out to the lighthouse is uneventful. Snark does not spot any trouble, and there does not seem to be any damage to the lighthouse or area, though the water is a little higher than usual and choppy. The sky remains overcast, but it does not look like rain is imminent.

Olostim opens the door to the lighthouse, and looks past the gnome at the folks who have accompanied him. Brows raised, he asks: Didn’t I just see you yesterday?” Stepping back, the wizard opens the door and gestures for folks to enter. ”What’s this about?”

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Thursday September 28th, 2023 4:49:33 AM

Snark is glad to see his friend is well, if a little confused.

"It's a relief to see you Olostim. But I didn't see you yesterday. Can you tell me where that is and what we discussed?

"There was quite a problem in Heranmar though. There was a storm blowin in, and then a giant wave smashed into the town, destroying the port gates and wrecking the wall in a couple places. This Oceanid named Nyana rides that wave in, threatening to destroy the down in retribution to us wrecking her undersea home with the wave. Benni here got her all calmed down while the rest of us saved folks from drowning and prepared to put the smack down on ol' Sandy Claws. Anyway, she left in a huff, warning us if we didn't stop what's wrecking her house, she'd wreck the rest of the town.

"The town's cleaning up. We suspect that maybe this whole mess might be caused by something at the Abbey, so we're headed there. But we wanted to stop by and make sure you're OK, and to see if you found out anything about the Abbey that might help us. I still got that key.

"So, why do you think you saw me yesterday but I got no memory of that? Either you had a little time lapse or there's another one of me running around - not sure which is worse.

"Oh, and this here's Urist of the Flaming Hammer. She's new, and she's going with us to check out the Abbey."


“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) 
Thursday September 28th, 2023 7:43:25 AM

Onosimos is glad Jonsey is happy and the mudlarking is giving the people a boost in morale, but he is worried about the Waverunner figurehead. "Jasper can cast Detect Magic on your find, and give you a better idea of how magical it is, Jonsey", hoping the old man will take up the suggestion.

Benni lets Snark do the talking, he has so much of it stored up! But Olostim's manner makes the elf think back: has it been only a day? Yes, he was at Luck Maker's House when the storm blew up and left the same time Maggie did. Wow! It sure felt longer than that...

Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Thursday September 28th, 2023 7:45:45 AM

Beatrix has not been to the lighthouse nor met Olostim. Since it seems like the whole team is there she'll introduce herself and Tinkerbell politely and try to find a quiet corner to listen while those that know him talk. Tinkerbell has no such inhibitions and immediately starts flying around the place to look at everything.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Thursday September 28th, 2023 8:48:51 AM

Benni reminds Snark that it's only been a day since Olostim was in Heranmar.

"Oh, sorry. I guess we did just see you yesterday. A lot has happened since.

"And where's my manners? This is Jasper - she can turn into stuff. Beatrix here is a flying centaur, so that's pretty great! Did you meet Khord yet?"


Isaac (BobW for Justin) 
Thursday September 28th, 2023 10:00:51 AM

Isaac joins the group visiting the Wizard, anxious to hear what has been learned.

Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56  d20+8=9 ;
Thursday September 28th, 2023 4:11:47 PM

Khord is glad to hear of the townsfolk finding some treasures amongst the wreck of the docks and walls. when Jonesy mentions the Waverunner (Sense Motive = 9) he thinks he sees a spark of awe in the eyes of Benni and wonders if has some connection to Flower, but shakes it off. "That treasure ought to help some of those who lost so much get back on there feet," he says.

-----------------

Khord rides along with the others to the lighthouse, enjoying the crisp coastal air. Niko has to be called back a couple times after he runs off chasing gulls and other critters.

Seeing the lack of damage to the light house, Khord wonders if Olostim even knows what happened back in town, and the wizards confusion seems to confirm that he doesn't.

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+22=40 ;
Thursday September 28th, 2023 9:23:25 PM


Urist is glad to accompany her new friends. "So ... we're off to see the wizard? I hear he is a whiz of a wiz!"

At the wizard's tower, Urist is happy to accept Olostim's invitation to enter. Taking her gitar out of her Handbag of Holding as she walks in, she starts strumming it softly.

"Master Olostim, I'm Urist, a newcomer to the area, and very glad to make your acquaintance. Your reputation preceeds you, and this meeting makes me feel happy and lucky. Just like the day my grade school teacher asked me to use the word 'isthmus' in a sentence!"

"As a member of the WLA and a bit of a wizard myself, I would love to put myself at your service, and I know my new friends here would never disturb you without good cause." She goes on in this vein, thanking the wizard for his hospitality and magnaninity. She is careful to repeat and agree with what the other, more knowledgeable, people say, as her music very gently reinforces her points.

Urist is here trying to use her troubadour-aided Diplomacy to work on buttering up this fellow and hopefully inclining him more favorably towards us all.

Diplomacy check to shift his attitude ... 40

DM Bob and Carla - ”While my guitar gently weeps…” 
Thursday September 28th, 2023 10:33:41 PM

Benni seems worried about Jonsey’s find, and Khord seems worried that the cleric is worried. They are both glad that some townsfolk have benefitted from the treasure churned up by the storm surge.

If Beatrix chooses to remain at home and craft, she could possibly create a small item in the 5-6 hours before the planned rendezvous-vous at the Blue Cat Tavern! (Using Crafting rules: basic dagger worth 2 GP requires: 7 SP raw materials, Craft check vs DC 20 (+2 for MW tools, -2 if no tools.)

At the lighthouse…

As the Luck Makers are introduced and file in, Olostim greets each individually: ”Yes! Yes, Snark! I know Benni…and Isaac. Nice to meet you Jasper, Khord, Beatrix “ (if she is there). The wizard seems a little startled by Urist’s effusive praise. Olostim is used to being ignored by the townsfolk and dismissed as irrelevant - until they want entertainments and fireworks for their Fey Festival. As he leads his visitors up the winding steps of his lighthouse, he asks the dwarf: ”You’ve heard of me? You’ve studied with the Star Mages in Plateau City?” The room used as a living room is a bit crowded with everyone in attendance, but there’s a motley assortment of seats both cushioned and not.

Snark describes the events of the past 24 hours. ”Oh! yes! Honora was upset about something when I met her on the way to visit you and pick up my friend’s effects. Bade me return home as quickly as possible. Once I got home, I could see the Abbey was all a-glow as it usually is before a storm. Never been able to figure out if it predicts a storm, or causes it. But, I never studied it. Not what I’m interested in, really.”

With Urists’s gentle strumming in the background, the wizard does his best to be helpful to the party. ”You haven’t given me much time to read through the materials my friend left behind. What I can tell you is that Talpa, wizard Tenebris as was, thought the site was established in the distant past - long, long ago - by a sect of the independent god Kevintaur. If so, it’s really quite ancient! Additionally, and I’m still trying to figure this one out, the Abbey ruins that we see today, don’t seem to fit the architecture of what we would expect, and it’s bothering me…”



Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 
Thursday September 28th, 2023 11:59:00 PM

Jasper rubs her thumb over the little piece of jade in her pocket, thinking.

"Olostim, are you saying that the abbey seems unstuck in time? What is it about its structure that you find strange?"

A moment later, she stifles a belated chuckle. St. Rawberry, meet St. Ructure.

___
OOC: Another wacky day for me. Sorry about the delay.

Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Friday September 29th, 2023 6:46:54 AM

Beatrix listens intently. "Whatever is going on, It probably has something to do with the chaos bell. I've heard all kinds of stories on how it's affected the area."

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK)  d20+10=14 ;
Friday September 29th, 2023 7:56:51 AM

Onesimos listens and accepts hospitality with ablomb, assisting Urist in her efforts, though he feels it is hardly necessary: Olostim is a long-time friend who the team recently saved from a marauding band of boggles. But manners always have value inherit in themselves.

The elf, however, is only half-listening, wracking his brains about the Waverunner. He is sure he has heard of it, but for the life of him can't remember. Maybe a visit to the Harbormaster and tavern talk at the Blue Cat can fill in the holes...

Aid Another Diplomacy - 14



Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 
Friday September 29th, 2023 3:41:15 PM

Jasper nudges Beatrix. "You're going to have to tell me about this chaos bell. Sometimes I feel like I forgot to study for a test."

Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 
Friday September 29th, 2023 3:47:28 PM

Khord will tell Niko to wait outside and keep guard on the horses and ponies. He accepts Olostim's hospitality and listens to what he has to say. He is more intrigued by the Abbey than ever, and is fairly bursting to go exploring it. He has always found it hard to be patient when there is adventure on offer, and he has the scars to show it. He will try to calm himself and let the wizards talk this one out.

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+8=22 ; d20+8=25 ; d20+12=13 ;
Friday September 29th, 2023 10:15:22 PM


"I'm new to this area, but I heard some things. Troubadours wander all over, and they share their stories. Maybe I heard about this WaveRunner, or this Chaos Bell, and so on."

Know History 22
Know Local 25
Know Engineering (for architecture) 13

"Abbey?" says Urist. "More like Abbey-normal!"

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Saturday September 30th, 2023 2:04:45 PM

"Thanks loads for what you do know Olostim. Anything we can do for you?

"Seems like we oughta go straight to the Abbey then."


Snark will spend a polite amount of time with Olostim, but he is ready to go to the Abbey.

Isaac (BobW for Justin) 
Sunday October 1st, 2023 9:36:28 PM

”What exactly do you mean by ‘doesn't fit the architecture? In what way? Isaac queries the Wizard. ” How is it different?.

DM Bob and Carla - ”about the Abbey” 
Sunday October 1st, 2023 10:07:24 PM

Jasper and Isaac encourage Olostim to elaborate on what he thinks of the Abbey structure. Jasper also asks about the Chaos Bell when the topic is raised by Beatrix. Urist tries to recall what she might have read about the bell, or heard about the Wave Runner that has Onesimos wracking his brains. Khord and Snark wait patiently while the old wizard shares information. Everything they learn about the Abbey only whets their appetite.

”What we see of the Abbey today, doesn’t match what we would expect to see. It may be that the Abbey was built upon an older ancient structure. Perhaps the buildings move around, or parts of the Abbey exist in different realms? I might know more once I’ve gone through these.”. Olostim gestures at a chest brimming with academic materials.

Raising his brows at mention of the Chaos Bell, he continues: ”Long ago, an adventuring group came to Heranmar from the Continent of Yrth. They were called the Southern Lights, but later became known as the Children of Chaos. The team found an artifact known as the Chaos Bell, that affected them throughout their adventuring career. Some say they became the embodiment of the instrument, and that no actual artifact exists any longer. But, that was an eternity after the Abbey was built. It was already a ruin when these adventurers came to Heranmar.”

Olostim sigh’s. ”I see that you are impatient. Let me draw you a map, and show you where you might start. My friend believed the key he found is for the main entry to the complex.” On completion, he hands the parchment to Jasper. He then escorts the party back down the stairs of the lighthouse, and wishes them farewell, adding: ”I’ll know more, once I’ve had time to go through Talpa’s documents…”
*****
Back in Heranmar, the party have just enough time to return any mounts hired for the trip to the lighthouse, and get over to the Blue Cat Tavern in the Bottom Feeder Inn. Maethor Mahtor, better know as ‘Miles’ is perched on a stool set against a wall away from the tables and bar strumming on a lute. He acknowledges the party with a nod when they enter, but continues playing while folks place their orders and find a table. Old Jonsey is seen holding court, regaling his table with his story of finding the Wave Runner* down by the breach in the town wall. Unwilling to let the figurehead out of his sight, he has manoeuvred the thing into the tavern, where it has pride of place propped against the wall next to the old codger.

Miles ends his tune, and joins the Luck Makers at their table. ”One of the WLA’s tasks is to gather local knowledge and information. The league deals in fact, not rumours or superstitious nonsense.”. He looks around the room, then at each of the party before continuing:”this is what I know about the ruins. Some of this you may already know. “ The WLA representative goes on to explain in a low voice, about how there is evidence of necromantic magicks that prey on the mind, that the dark sky isn’t natural, that haunts, undead, monstrous rats, bats, and even a cat-like creature with tentacles - have been seen about the grounds. He adds, darkly: “the last known adventuring group to enter the Abbey was comprised of five adventurers hired by the WLA, and only one came out.”

Miles seems unaware that some of the individuals with whom he is speaking have already ventured into buildings on the Abbey land! He asks them to share what they learn from their pending escapade once they return, so he can report in his next dispatches to headquarters.

The party have the night to enjoy themselves, talk over what they’ve learned, and prepare. Tomorrow it’s the Abbey!

*Detect Magic on the Wave Runner Highlight to display spoiler: {it’s a magical artefact}
Spelllcraft 13 Highlight to display spoiler: { 2 enchantments } or 18 Highlight to display spoiler: { enchantment and transmutation]} or 23 Highlight to display spoiler: { when affixed to a seaworthy vessel produces an unseen field around the ship providing a 50% increase in speed and maneuverability for 1 hour, once per day. }
Appraise 24, or 15 if Spellcraft 23+ Highlight to display spoiler: { Value 5000 GP}



Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Monday October 2nd, 2023 5:28:03 AM

Beatrix is eager to hear more details about the party's previous ventures into the abbey and will buy drinks for those willing to share the story. The more dramatic the better.

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK)  d20+11=29
Monday October 2nd, 2023 9:08:36 AM

ooc: apologies for the long post. I researched the Archives for a lot of this...

...........

Onosimos is at first startled that Miles doesn't know... But the Luck Makers also have ventured onto the Abbey grounds... Oh. Akoka. She lost the reports we provided to her, didn't she?" He considers to discuss the events in the Blue Cat or more privately with Miles, and then shrugs. The people of Heranmar may listen more to his message of love if they see them as important. It is silly that mortals often equate power with insight and wisdom, but even Benni often falls into that line of thinking.

So he begins his storytelling. "Miles, the Luck Makers will work to get you a comprehensive report later, but we know a little of the Abbey. Three times has our intrepid group ventured onto Abbey grounds: once to find Waldo, and twice with strange keys we discovered. Benni pulls out the Iron Key and Gold Key from his pouch to display before putting them back safely. He then tells the stories, carrying his oratory not only to Miles, Beatrix, Khord, Jasper, and Urist, but to the listeners in the Blue Cat as well.

The first approach with the feeling of dread in the graveyard that was kept at bay by Flower's Calming Touch while they searched for Waldo and found his camp site on the outer roof of the Abbey, and his body where it had fallen with a broken step. (ooc: DM Post 25 Oct 21).

The second approach where they cleaned out two outbuildings. The first was a privvy (ooc: DM Post 1 Apr 22), where there was a scrambling of claws on stone just as the light washed through the room. What appeared before the heroes was a horde of humanoids seemingly cut off at the waist and dragging itself rapidly across the room with two arms ending in clawed hands. The humanoid itself looked vaguely rat like with a mouth full of nasty pointed teeth and entrails dragging along behind it. The heroes destroyed the abominations as they held the door and didn't allow the creatures to flank the group. The second outbuilding (DM Post 13 Apr 22) looked to be a caretakers house: the Iron Key opened the door to a large common room with a fireplace and three rooms that might function as bedrooms. The place was a mess with moldy furniture and debris scattered about it. It was infested with Dire Rats, and the heroes cleaned that place as well.

And the third approach, where they used the Gold Key to enter the Carriage House (ooc: DM Post 21 July 22). There they fought undead in the carriage house, flying fey in a small courtyard filled with statues, and met a benevolent spirit that maintained a room of lit candles. And killed a Displacer Beast in a fallen corridor (ooc: DM Post 21 Oct 22): their companion Dao even skinned and preserved the hide before travelling to parts unknown. And they found other doors that required more keys so they couldn't get into the Abbey proper.

............

Perform (Oratory/Storytelling): 29



Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7  d20=2 ;
Monday October 2nd, 2023 2:16:57 PM

Jasper tucks the parchment with the map away safely. She listens attentively to tales from the veteran Luck Makers.

Her eyes widen at Benni's story. "You killed... a Displacer Beast?!" She whistles softly.

----

OOC: I'm getting this message when I try to roll:

Roll Dice Error loading XML document (error, undefined,[object XMLHttpRequest])Roll Dice Error loading XML document (error, undefined,[object XMLHttpRequest])Load State Error loading XML document (error, undefined)

I have no Spellcraft bonuses so we'll just assume I failed the check.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Monday October 2nd, 2023 3:30:14 PM

Snark listens to Benni recount the Luck Makers' experiences in the Abbey. “Nice work Benni. I think you remembered more than I woulda. That Displacer Beast was pretty bad. The whole place seems partly stuck in the fey realm. It'd be nice if we could get it unstuck."

The little gnome is intrigued by Jonsey's find. He casts Detect Magic and and walks over to take a look. "That's a mighty fine piece there Jonsey. I'll buy you a beer if you'll let me take a look at it." Snark thoroughly examines it. (Taking 10 on spellcraft for 29, and then taking 10 on appraise gives him 19).)

"Yep, it's magic alright. It preserved and would likely outlast any ship it's on. I bet the harbormaster might pay a pretty penny for that."

Snark will go back and quietly tell his friends the properties and value of the thing. Then he will find his daughter and inform her to make sure her father does not get taken advantage of, and that she might be able to help him with such a sudden windfall.



Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 
Monday October 2nd, 2023 4:19:34 PM

Khord settles in at a table with the other Luck Makers and Niko finds an out of the way corner to lie down and doze.

He is enchanted by the storytelling of Benni, and impressed that his friends were able to handle themselves against such deadly foes. Between Miles and Benni's tales, he is about to explode with anticipation to explore the remainder of the grounds.

"We will make sure to give a full report on our efforts tomorrow to the WLA, no detail will be omitted," he says to the Miles.

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Monday October 2nd, 2023 7:19:59 PM

If Miles has any questions Isaac will confirm the details of Benni's Story. "I was up there and my presence seemed to help the others deal with the strange aura of fear that infests that place. I can confirm many of the creatures he's talking about we fought. Also we ran into some sort of undead that was living in that coach we brought back and sold. He seemed to have a ego but not much power."

Urist (AC19, HP: 61 of 61) (Cayzle) 
Monday October 2nd, 2023 10:32:15 PM


Urist listens carefully and delightedly to the stories of past adventures.

"First privvy story I've heard that wasn't a stinker!" she says. "But please, no more! I'm wiped!"

DM Bob and Carla - ”Forewarned is forearmed…” 
Tuesday October 3rd, 2023 12:46:26 AM

Beatrix is eager to hear more about the party’s previous ventures into the Abbey, and sponsors a round for the table.

Benni considers for a moment, before deciding to share the story of the incursions the adventuring group made onto the Abbey grounds. The tavern is dead quiet as the elf raises his voice to recount the tale of the foray through the graveyard to the Abbey and the search for Milo, the exploration of some out buildings and the aberrations encountered there, as well as the infiltration of some aspect of the Abbey proper and the discovery of spirits, fey creatures, and predatory beasts!

Isaac corroborates the cleric’s tale. Miles scribbles furiously in his notebook, asks the paladin to confirm a few details, and continues scribbling.

Jasper, Khord and Urist are enthralled by the cleric’s account, and can hardly wait for the next day, and an opportunity to explore the Abbey themselves.

Conversations resume and the volume rises. Folks exclaim over Benni’s performance. There are a few remarks about Waldo’s ghost, and some folks opine the ruins should be left in peace. However, dissenting voices are soon quashed by the general consensus that the ‘Luck Makers’ have done the town more than a few good turns since they arrived in Heranmar.

Intrigued by Jonsey’s find, Jasper and Snark give the figurehead a look over. Snark confirms the wooden maiden has magical properties and once affixed to a ship, would enhance the vessel’s speed and maneuverability. He shares the information with his friends, as well as with Jonsey’s daughter. Tessa nods her head, and thanks the gnome profusely for the information: ”A house in town! An’ pap won’t have to go fishin’ no more!”

Talk in the tavern turns to progress on the repairs to the town wall. There is some lamenting over the loss of several fishing boats and the destruction down by the docks. Of course there is plenty of town gossip, including the discovery of some gems and coins washed up during the storm. Later, there is music and dancing. Ralphus eventually announces last call and folks start to drift off home and to bed - our heroes included.
*****
Early the next morning the opening and closing of the back door of Luck Maker’s House is followed by noises coming from the kitchen - and the good smells of breakfast cooking.



Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Tuesday October 3rd, 2023 3:04:11 AM

Beatrix is thrilled to hear of the adventure and dangerous creatures found in the abbey so far and makes sure to double check all of her gear is ready for a trip there tomorrow.

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) 
Tuesday October 3rd, 2023 7:49:11 AM

In the evening at the Blue Cat, Onesimos reinforces several morals of the story with casual-seeming conversations:
- that the Abbey is dangerous and the unprepared should stay away from it until cleansed.
- that the Luck Makers were only able to do so with careful preparation and depending on each other's capabilities. (reinforcing the love of a common purpose, friendship, and shared goodwill)

Benni has to groan at Urist's quips, but recognizes her playful love, even the flirting with Khord, is also one of the seven loves, and will be much needed when morale is tested in the Abbey.

.................

In the morning, he plans on a fast breakfast, a quick trip to the market for soem mundane adventuring equipment, and will be ready for the Abbey.


Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 
Tuesday October 3rd, 2023 3:15:34 PM

Jasper is a little nervous, but she thinks she's ready. She hopes Resist Nature's Lure will be of help.

___

Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.

Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 
Tuesday October 3rd, 2023 3:33:43 PM

Khord wakes early, still a little bleary eyed from a fitful night of sleep. He will head down to breakfast, take care of Niko's needs, and then dress for the delving of the Abbey. He checks and double checks his equipment. He makes sure to stow some of his potions so they are easily accessible, thinking he may need there aid.

He will go into the backyard and go through some of his fighting stances while he waits for the others to get ready.

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Tuesday October 3rd, 2023 9:40:13 PM

Isaac heads for bed after answering Miles's questions and getting dinner. He does understand the mutterings about letting the Abbey rest in peace. However the Abbey itself seems to be the restless beast. Until they could cleanse it that building would know no peace.

In the morning Isaac gets dressed and ready to go to Abbey and enjoys the bacon at breakfast.

Urist (AC19, HP: 61 of 61) (Cayzle) 
Tuesday October 3rd, 2023 10:01:08 PM


"Do you guys have a lot of adventures on the ocean, seeing as it is just a little ways away?"

"I was on a ship once. But it was totally twitching and convulsing even after it sank."

"It was really a nervous wreck."

"So what exactly is our mission at this abbey? Cleanse it? Of what?"



DM Bob and Carla - ”So what exactly is our mission?” 
Tuesday October 3rd, 2023 11:05:13 PM

Maggie has cooked up a big breakfast of fried potatoes with onions, a pile of bacon, and eggs for anyone who wants them. There is coffee, of course, and a small jug of reddish liquid that smells strangely of vegetables. Everything is set up on the sideboard for the Luck Makers to help themselves.

Onesimos grabs a quick bite, then heads to the trade house for some last minute supplies. He isn’t the only one hitting up the shops early. With all the repair work going on in the lower part of town, the place is packed with folks purchasing all kinds of odds and ends to replace what was lost, and to rebuild. Eventually Benni finds what he needs, and makes his purchases.

Khord wakes up a little the worse for wear, but a couple of minutes with his head under a pump and the half-orc feels more the thing. He does a few exercises to limber up and then settles in for breakfast. The twilight ranger is soon joined by Isaac who piles his plate high with bacon and tucks in to breakfast. The paladin knows his duty and is determined to fix whatever ails the ruined Abbey.

Maggie looks startled when Urist shows up, but since the rest of the crew seem at ease with the dwarf, the housekeeper doesn’t make a fuss - only shaking her head and chuckling to herself when the troubadour cracks a joke.

Jasper is justifiably nervous, but she is also excited and ready for an adventure.

Beatrix takes inventory of her gear, and makes sure she has packed everything she needs. The rest of the party follow suit. Benni finally arrives, a little breathless.

As the group is heading out the door, Urist asks: ”so what exactly is our mission?”


Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Wednesday October 4th, 2023 12:23:31 AM

Beatrix answers. "Well, something there is causing big disasters somehow and it's got a bunch of monsters in it so I guess the plan is to go there, kill the local monsters, and see if we can find out what the problem is and break/fix it."

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) 
Wednesday October 4th, 2023 7:24:11 AM

Onesimos returns to the team with some silk rope in his Bag of Holding, and a steel mirror in his belt pouch, just in time to hear Urist's question.

"I think it is more specific than 'kill everything inside', but Beatrix is right about 'find the problem and fix it'.'

Benni goes into greater detail for Urist who wasn't in town during the wave or Oceanid's visit, but certainly saw the aftermath. "Immediately after the wall breaking, an Oceanid named Nyana arrived and said the wave was only a small ripple compared to what hit her home. That she followed the line of destructive forces to Heranmar and the Abbey. She said someone has meddled with powers and brought about the disturbances. That ancient societies created structures that harnessed 'lines of power', that one of those structures is the Abbey, and something is messing with the lines."

"So I believe we go to the Abbey, search for magical power sources, and find a way to protect them or seal them off so others can't use them to disturb the magical forces. Then we use that Bell on the mantlepiece when on the water to contact Nyana and tell her what we did."

"If we cleanse a little more of the Abbey that's fine, but not the main mission."


The elf looks about to see if he has agreement.

"To that end, I think we need several Detect Magic abilities, and maybe some other detection or location spells to best find whatever it is we are looking for. I'm also wondering if the lights seen from the Abbey just before powerful storms is whoever it is messing with whatever it is: we may have to wait for the lights again and then quickly assault the Abbey. But that will be better done if we know the whatever it is."

....
Benni Spells
0. Detect Magic, Detect Poison, Light, Stabilize
1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith.
2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions.
3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon.
4. Holy Smite. Freedom of Movement.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Wednesday October 4th, 2023 11:32:43 AM

Snark makes sure he has a couple extra pipes and plenty of tobacco. He also checks over his other gear.

In the morning, Snark will introduce Maggie to Urist. "G'mornin' Maggie. Stuff smells great - thanks for taking care of us. There here's Urist, she'll be staying with us for a while. But be careful though - if you laugh at her puns, you're only going to encourage her."

"Urist, we're glad you're here. Please make yourself at home. Maggie's pretty great, and her food is top notch."


The little gnome will go over his spells to make sure everything is in order.

"Benni's pretty much covered why we're headed to the Abbey. That grouchy Oceanid blamed the town for some magical effects that wrecked her home. We figure it's got something to do with that Abbey, so we'll see what we can do. Trouble is, that place is locked down tighter than a frog's arse. You pretty much need a special key to get into anything. We got just got this green key, so we'll see where it goes.

"Sorry Benni, I don't have many divination spells. I'll have to depend on you and Jasper for anything beyond Detect Magic. How 'bout you Urist - you got any divination magics?"


Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 
Wednesday October 4th, 2023 4:37:30 PM

Khord agrees with Benni's assessment of finding and neutralizing the magic causing trouble for the town. But, "I think it is also our duty to eradicate any creatures that could pose a threat to the town as well. We can't allow dangerous fey, undead, or worse to lair so close to our home," He says.

The discussion of what magic is needed goes over his head, but he will take a minute to review with Isaac some of their strategy for taking down creatures of different sizes and of different numbers.

Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 
Wednesday October 4th, 2023 6:13:46 PM

"I have both Detect Magic and Dispel Magic, Benni. Snark, I don't have any divination spells. After a long rest I could prepare Scrying, but I'd have to swap out something else with greater wallop."

______

Spells

Orisons:
Guidance
Flare
Resistance
Detect Magic
Mending

Level 1:
Cure Light Wounds
Entangle
Goodberry
Shillelah
Obscuring Mist
Produce Flame
Speak with Animals

Level 2:
Spider Climb
Flaming Sphere
Barkskin
Windwall
Resist Energy (Electrical)
Thorny Entanglement

Level 3:
Call Lightning
Sleet Storm
Gaseous Form
Summon Nature's Ally 3

Level 4:
Dispel Magic
Ball Lightning
Flame Strike

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Wednesday October 4th, 2023 7:06:04 PM

Isaac talks with Khord about strategy. "If we're in a corridor and can't get around the enemy you and me should be up front but if I get enlarged I could help you flank an enemy by crouching down and then standing up. That should give you enough height to jump over the enemy and flank them or drop down on them. To be honest it seems we haven't come across much in the Abby we can't handle. But the report mentioned some haunted armor do you think it was undead or some sort of golem?"

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+19=24 ;
Wednesday October 4th, 2023 10:07:42 PM


Urist bows and compliments Maggie. "You are wonderful, my dear. You know, I have a song I know about a Maggie. Let's see if I can recall it ..."

The troubadour takes out her gitar, strums, and sings:
Oh, dirty Maggie Mae they have taken her away
And she'll never walk down Lime Street anymore
Oh, the judge, he guilty found her
For robbin' the homeward bounder
That dirty, no good, robbin' Maggie Mae.


Perform 24

"It is nice to meet a clean, no-evil, generous Maggie, I'd say!"

As the party discusses the mission ahead. Urist offers her knowledge of magic and architecture to help figure out the mysteries.

When Isaac mentions haunted armor, Urist exclaims, "Well, if the house is haunted, we can always take refuge in the one safe place. The living room."

DM Bob and Carla - ”Abbey road” 
Wednesday October 4th, 2023 11:17:51 PM

With the certainty that this is the day they will embark on a quest to infiltrate the Abbey, the party is suddenly reticent.

Snark introduces Urist to the Luck Maker’s housekeeper, and the dwarf uses the opportunity to flex her singing skills. Being of a literal disposition, the housekeeper isn’t too keen on the ditty, and is only slightly mollified by the troubadour’s subsequent blandishments.

Lucky House isn’t far from the East Gate, and the party is soon on their way. As they walk, Beatrix outlines the mission in plain language. Benni elaborates, reiterating the promise he made to the oceanid Nyana to ‘fix’ whatever caused the destruction to her underwater home. Everyone agrees that eradicating anything that could pose a threat to Haranmar and its citizens is a good idea.

Jasper, Snark, Benni and Urist talk magical strategy whilst Khord and Isaac discuss combat tactics.

The party takes the road leading to the ruins, up a hill overlooking pastures and fields, with the tree line of the forest maybe a half mile off, and the Abbey before it. Even at this distance, the structure is ominous - if difficult to make out - shrouded in darkness and mists, as it always seems to be - no matter how beautiful the day everywhere else.

The structure, or what remains of it, appears to have once been a central building of two or possibly three stories of soaring stone, the walls and arches now covered in clinging ivy and about which cluster monastic buildings in various stages of decay. Some distance from the main structures, a low wall, collapsed in spots, marks the boundary that is the dividing line between the known and the unknown.



Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 
Thursday October 5th, 2023 7:35:08 AM

Beatrix shivers in excitement at seeing the ruins for the first time. She tries to prepare herself mentally for resisting the fear it's going to give off.

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK)  d20+7=10 ;
Thursday October 5th, 2023 7:51:33 AM

Onesimos sobers as they approach the low wall separating the Abbey from the rest of the Wold. "The last times Snark, Isaac, and I have been here, there was a feeling that could leave one 'shaken'. Steel yourself, my friends, for I have no idea what our previous journeys or the unknown person's manipulation may have done to cause changes."

"I suppose our first step is to find a door that is unlocked or that works with the Jade Key."


He keeps his eyes open, morningstar and buckler ready.

..........

Perception 10

Benni Spells
0. Detect Magic, Detect Poison, Light, Stabilize
1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith.
2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions.
3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon.
4. Holy Smite. Freedom of Movement.


Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Thursday October 5th, 2023 11:26:23 AM

Snark smiles. "That is some dead-pan humor there Urist, you're really killing it."

Later, as the party prepares to cross into the border into the Abbey, Snark will cast Enlarge Person from a wand on Isaac. He says, "Stick close to the Paladin. Like he and Benni said, this place can mess with your head and Isaac's aura can help." Taking his own advice, Snark stays next to the enlarged Paladin. He also casts Mage Armor on himself.

(Enlarge person will at lease increase how many folks can be near the Paladin.)

-----------------------------------------------------------------------------
Spells/Effects Running: Mage Armor

Spells, * = cast/used:
0 (DC15): Arcane Mark, Detect Magic, Mending, Prestidigitation
1 (DC16): Grease (C), Expeditious Retreat, Mage Armor, Unseen Servant, Magic Missle, Mount, Protection from Evil
2 (DC17): Glitterdust (C), Scorching Ray, Resist Energy, Web, Levitate
3 (DC18): Summon Monster III (C), Haste, Fly, [open slot]
4 (DC19): Sum. Monster IV (C), Wall of Ice, Resiliant Sphere

Jasper (Holly) HP 62/62 AC 23 (temp +2) /13/19 CMD 9 | CMB 7  d20+21=24 ;
Thursday October 5th, 2023 12:34:49 PM

Jasper casts Barkskin on herself. She stands with her friends for a moment, taking in the ruins of the Abbey and its localized ecosystem of gloom.

She scans the ruins for a door.

Perception: 24
____________________________

Wildshape: 2/day; current shape: NA
Spells Running:

Orisons: Guidance, Flare, Resistance, Detect Magic, Mending

Level 1:Cure Light Wounds, Entangle, Goodberry, Shillelagh, Obscuring Mist, Produce Flame, Speak with Animals

Level 2: Spider Climb, Flaming Sphere, Barkskin*, Windwall, Resist Energy (Electrical), Thorny Entanglement

Level 3: Call Lightning, Sleet Storm, Gaseous Form, Summon Nature's Ally 3

Level 4: Dispel Magic, Ball Lightning, Flame Strike

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Thursday October 5th, 2023 11:09:00 PM

Isaac looks to the new member Urist. "Keep close the aura of this place radiates fear. I have my own aura to help negate that fear." He waits until they are closer to the Abby before asking Khord if he wants a Bull’s Strength spell cast on him.

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+12=31 ; d20+12=28 ; d20+8=26 ;
Thursday October 5th, 2023 11:26:50 PM

Fascinated by the stonework, Urist is too distracted to crack wise. She studies the structure, walking around it, using her stone sense and knowledge and craft skills. She takes out a hammer and taps here and there, listening.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Know Engineering: 31
Craft Stone: 28
Know History: 26

Wow! Great rolls!

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+2=7 ;
Thursday October 5th, 2023 11:28:18 PM


Oh, and untrained Perception at +2 ... 7

DM Bob and Carla - ”Shaken…not stirred!” 
Friday October 6th, 2023 12:22:05 AM

Beatrix shivers in excitement at seeing the ruins for the first time.

Jasper registers the gloom, and casts a protective spell upon herself. She scans the ruins for a door that correlates with the one Olostim marked with an ‘X’ on his crude map. She thinks she sees something, however the druid is too far from the actual building to tell for certain if it’s the door they’re looking for.

Urist investigates the low wall that is the boundary around the ruins. It is overgrown with vegetation in some places and crumbled in other places, so shouldn’t pose an obstacle to the party’s entrance onto the property. She doesn’t learn much from the wall itself, other than it is very, very old.

Benni and Snark warn the newer members to prepare for an assault on their emotions. Isaac suggests everyone keep close in order to benefit from his personal protective aura. Snark makes this a little easier by magically enlarging the paladin to double his height, and half a ton in weight! He takes steps to protect himself as well. Benni keeps watch, but doesn’t detect any imminent threat to the party.

Crossing the boundary wall is like crossing from day into night, except there are no twinkling stars or friendly moon overhead. The sun seems to fade from existence, and the temperature drops. A feeling of unease as if entering a nightmare where terrible things lurk and horrors crawl forth to plague the living threatens to overwhelm all - except Issac who's somehow found within him the ability to resist the feeling.

Everyone except Isaac Will Save DC 15* vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks.)

* If within 10ft of Isaac, add +4

Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21  d20+11=18 ;
Friday October 6th, 2023 6:08:36 AM

Having been forewarned by the stories the others told of previous trips and that Isaac can help shield her from the effects Beatrix tries to stick close to him as they cross the boundary. It's a good thing to as she suspects she might not have been able to resist without the paladin's aura of courage (18 will). After taking a moment to gather herself and look at the area she'll move ahead so the others can crowd around Isaac for his bonus.

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK)  d20+13=24 ;
Friday October 6th, 2023 9:32:20 AM

Onesimos stays within 10feet of Isaac, feeling the now-familiar dread wash over him. He looks to his companions, ready to give a Calming Touch to any who are Shaken.

….

Will 24
Calming Touch: d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.

Benni Spells
0. Detect Magic, Detect Poison, Light, Stabilize
1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith.
2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions.
3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon.
4. Holy Smite. Freedom of Movement.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+14=33 ;
Friday October 6th, 2023 11:36:04 AM

(Will save 33)

Snark stays close to the big paladin. He touches the key in his pocket, ready for what comes next as we head toward the buildings.

Jasper (Holly) HP 62/62 AC 23 (temp +2) /13/19 CMD 9 | CMB 7  d20+12=29 ;
Friday October 6th, 2023 6:01:36 PM

Jasper steps into the haven of Isaac's aura. (OOC: I forgot to add the +4; luckily I didn't need it.). She's unsettled, but not so rattled she can't abide it. She places a hand on her scimitar and examines the charcoal sky.

Will = 29

____________________________

Wildshape: 2/day; current shape: NA
Spells Running:

0: Guidance, Flare, Resistance, Detect Magic, Mending
1: Cure Light Wounds, Entangle, Goodberry, Shillelagh, Obscuring Mist, Produce Flame, Speak with Animals
2: Spider Climb, Flaming Sphere, Barkskin*, Windwall, Resist Energy (Electrical), Thorny Entanglement
3: Call Lightning, Sleet Storm, Gaseous Form, Summon Nature's Ally 3
4: Dispel Magic, Ball Lightning, Flame Strike

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Friday October 6th, 2023 6:06:19 PM

Isaac waits for Benni to help anyone who becomes shaken and using his own lay on hands ability if it's needed.

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+7=27 ;
Saturday October 7th, 2023 8:38:17 PM


Save vs fear for Urist: nat 20, 27.

"My new friends, be not afraid!"

"This place is not scary at all. The only thing I'm afraid of is sausage."

"I fear the wurst."

Urist is clearly ready to go forward to the abbey proper.

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 
Sunday October 8th, 2023 6:19:14 PM

Snark looks over at the dwarf.

"You may fear sausage Urist, but I find eggs more worrysome. Because your yokes are killing me."

DM Bob and Carla - ”Not scary at all…?” 
Sunday October 8th, 2023 9:07:50 PM

Some things don’t change, and the onslaught of dread on crossing the boundary wall enclosing the ruins is one of them. Having been forewarned by Benni, Snark and Isaac the newcomers stay within the haven of the enlarged paladin’s aura.

Beatrix is cognizant of the benefits conveyed by proximity to Isaac, and moves ahead to make space so her companions can benefit as well. Jasper is unaffected. A fearless Urist cracks a joke!

Khord/Bill please roll as soon as possible for the half orc and Niko. Will Save DC 15 vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks - however, if within 10ft of Isaac, add +4…and note availability of calming touch per Benni’s post

The party skirt the outbuildings, seeking out the front approach to the largest part of the structure. Tall columns of grey rock shot through with veins of green support a grande archivault over two massive wooden doors ornamented with intricate ironwork . There is a strange lock of solid green stone on one door.

Urist Highlight to display spoiler: { due to Stonecunning feat gets a sense that something is odd about the entire structure.}

Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41  d20+12=27 ; d20+12=26 ; d20+12=20 ; d20+12=32 ; d20+19=21 ; d20+19=24 ; d20+19=35 ; d20+19=20 ;
Monday October 9th, 2023 12:12:32 AM

The little gnome looks at the large Abbey as we approach. Up until now, it's only been an outbuilding and a stable that we've had access to, but as we approach the front of the building it is the strange lock of solid green stone on one door that catches his eye. He pulls out the green key Olostim had found in the spine of a book. It appears to be green like the lock.

"The color of that lock suggests this might be the right place to approach. I'll conjure an Unseen Servant so's we can open the door and hopefully not get blown up. Anybody any good at checking for traps?"

Snark will cast Detect Magic on the door and the lock, trying to see any enchantments and their locations. He concentrates for a few rounds to narrow things down.
(Knowledge Arcana checks for schools of magic involved: 27, 26, 20, 32 - DC is 15 + spell level or 1/2 caster level for non-spell effect.)

If there is magic he also attempts to identify it.
(Spellcraft checks: 21, 24, 35, 20 - DC is 15 + item's caster level.)

He will wait for others to check the lock as well, and then he will conjure an Unseen Servant and hand it the key, instructing it to unlock and open the door as we all stand 50' away. Snark is careful to make sure the Unseen Servant stays within his 55' range.

Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21  d20+8=11 ; d20=13 ;
Monday October 9th, 2023 6:55:09 AM

Beatrix spends a minute running around all over the place, both to check for enemies outside the place and to see if she can spot where the previous adventures happened (perception 13). Tink failed her save that I just now remembered to roll and she stays in one of Beatrix's satchels shivering. (11 vs fear)

“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) 
Monday October 9th, 2023 10:37:04 AM

Onesimos keeps with the team as they move about to the front doors, Snark deducing the elf’s own mind.

He looks to Khord, the Twilight Ranger perhaps having some skill with traps.

Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 
Monday October 9th, 2023 1:27:45 PM

Jasper has no skill with traps. She does have the map, though, should they need it.
First, she waits to see what happens with the green key in the green lock.

____________________________

Wildshape: 2/day; current shape: NA
Spells Running:

0: Guidance, Flare, Resistance, Detect Magic, Mending
1: Cure Light Wounds, Entangle, Goodberry, Shillelagh, Obscuring Mist, Produce Flame, Speak with Animals
2: Spider Climb, Flaming Sphere, Barkskin*, Windwall, Resist Energy (Electrical), Thorny Entanglement
3: Call Lightning, Sleet Storm, Gaseous Form, Summon Nature's Ally 3
4: Dispel Magic, Ball Lightning, Flame Strike

Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 
Monday October 9th, 2023 8:01:22 PM

Isaac chuckles at the joke "That was the Wurst." He smiles glad at the light heartened of Urist

Urist (AC19, HP: 61 of 61) (Cayzle)  d20+12=28 ; d20+8=19 ;
Monday October 9th, 2023 8:51:40 PM


Urist tells her new pals: "Something is odd about the entire structure." She uses her knowledge of arcana and of engineering to figure it out.
Know Engineering: 28
Know Arcana: 19

She sees Snark is trying to figure it out too. "Here, let my music clear your head and help you think better," she says. She takes out her gitar and strums a magic melody.
(Inspire Competence for a round to grant a +2 competence bonus to Snark)

Urist also looks for bird poo on the green stone. "I want to know if it's been jay'ed!"

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