Keyrie will go over to Dog and Lucein and offer a ride, weather or not someone gets on she will move towards the final Zombie getting as close as possible while staying out of melee range.
(I count as one size larger for determining carrying capacity so I can carry a lot.)
Dog runs to the rest of the group, completely out of breath but still alert and somehow feeling strong. He does his best to comfort Genny and Nev, and then sinks to he ground, amazed they are all alive.
"Is everyone alright? I could use a bath, and a meal, and some sleep before we get out of this ludicrous city. Does ANYONE have any idea who that was, or what that was, or what she really wanted? Once I catch my breath I'm going to go look at the... bodies... and see if I can find out who they were. I feel I was not paying close enough attention to the mysteries of this place. I'm guessing that stone clanking sound we heard yesterday had something to do with their arrival. We should search this place one last time before getting on our way."
Keyrie will gently let her payload down, then end her Wild Shape. "I think we find a place to hole down to at least get a short rest in," She glances around their group. "I think we could all use a rest." Keyrie will look around for an easily defensible house, where everyone can hole up.
During Dog's short rest, he'll talk with Gash about the magic he used in the battle. "I think I can do that telekinesis thing (force) if someone hits me, so if we need someone to be disarmed, or to move an object, just punch my leg and I should be able to do that as a reflex."
After he takes his short rest, he'll examine the bodies, see if any have identifying information/emblems/documents/insignia still on their clothes. The woman's remains are just dust now, right? He'll look at where she was to see if there's anything left. And then he'll really examine the statue in the middle of the plaza to see if he missed anything about it, look for secret compartments, etc. And until someone tells him otherwise, he's going to keep investigating the houses on the square, and their contents, for any answers about what this city was, what it's for, who the inhabitants were, or any detail that might help explain their role in prophesizing current events.
While the zombies mainly have tattered, torn, and burned clothing, the woman was carrying a simple brass key. It is difficult to compare her to the statue but some clues suggest the statue does depict the woman. The robes she wore are embroidered with a border of glyphs or runes that are mirrored on the statue. The statue itself contains no compartments, levers, buttons, or secrets of any kind. The plaza and its surrounding buildings are abandoned, stripped of any identifying information or useful contents.
Tock would like to climb all over the statue in center of the plaza and examine it from every angle. Then climb to the highest point and keep a look out over the city to see any other forces appear or anything like that.
( LOL, you just answered the question before I had Tock do all the asking! )
Dog shows the brass key to the others, asking "anyone see anything that might need to be unlocked?" He offers to carry the bag of holding again so Nev doesn't have to juggle Genny and it.
How far out into this southern exit have we ventured in the last few days of exploration? Do we know it connects to the outside world? And is there a way to follow the reverse path the zombies took to get into the square? I think they came from two entrances so maybe not. Dog would like to try one more time to see if he can find any clue that would help him puzzle this out.
If he finds zilch yet again, he asks, "well, anyone have any other ideas? Are we leaving? Nev, what do you want to do?"
No, you've only gone a few hundred feet down the southern corridor but otherwise stayed near the town. On closer inspection, it does appear that the zombies came through the southern entrance. And the first few hundred feet into that passage look quite different now. Several chambers have opened on either side of the southern passage. Most of them are empty rooms, filled with footprints, shards of broken glass, some scraps of cloth, a few fingers, tufts of hair, teeth, and dried flesh. In the center of each empty room is a stone slab, stained with blood and encircled with runes.
One room is different from the rest. It contains a lived-in chamber, with a bed, a desk, and bookshelves filled with old books on topics such as necromancy, the gods, and more mundane topics like beekeeping and house construction. A scroll tied with a ribbon sits atop an oilskin map on the desk. An open door leads to a second, interior chamber. Inside are 8 beds, a locked chest, and some dusty, but otherwise 8 never-worn sets of clothing of various sizes. Shelves in this room also contain numerous wax-sealed jugs of water (6), wine (3), and mead (3; all labeled in common), 8 dusty blankets, 8 candles, 3 hooded lanterns, 3 healing potions, 1 healer's kit, 4 mess kits, 2 iron pots, 3 tinderboxes, 2 shovels, 8 empty waterskins, and 4 bars of soap.
Gash starts by ritually casting detect magic after the battle. Scanning over their fallen foes and in each room they enter. He will then probably head right toward the scroll and then begin to look into the more interesting books. Unless something else looks magical. He will gather up whatever magic items he finds and start ritually casting identify on each.
Dog first looks through any papers on the desk, and leafs through the books to see if there are any notes, or things that jump out at him. He looks at the brass key, at the chest, and checks to see if it unlocks it (if not, he looks to Tock). He also puts anything no one else wants into the bag of holding.
"Eight beds. Six of us from the circus, Nev makes seven, Genny eight. Or this woman makes eight? What IS this place?!"
Before Dog puts the key into the lock, Gash stops him. The lock, the key, and some number of items in the chest appear to be magical. Nothing else in the town or secret chambers is magical, including the scroll or map.
Keyrie will get her shrub out of the bag of holding (assuming no one stops her) she will hold the pot carefully while opening the scroll and looking at the map, seeing if she can recognize where they are on the map.
"Hang on Dog, let me see that key before you do anything, its got a magical aura. Let me take some time with it and the chest before we do anything. And as you pointed out... 8 beds suit us nicely, if we can figure out how to fortify it then we can all sleep here. That was very intense what we all just went through. Also, has anyone been thinking about those statues that forced us down here? I can't stop thinking about them. What is their deal? Did they work for that woman?"
Gash casts identify on the key and then the chest as a ritual, to try and figure out what kind of magic are attached to both items as well as if one or both appear to be trapped.
Dog defers to Gash, who knows much more about magic than he does, and waits to find out more.
"They could serve nicely for tonight, but I was thinking more existentially and teleologically. Were these rooms built for us? Those clothes are unused. Was she waiting for us? If so, why did they attack us?"
(I'd rather not be a stickler here, but this is a case where components matter and Gash does not have a pearl worth 100 GP to cast identify.)
(oh yeah, well I suppose thats fair lol. There doesn't happen to be one around does there? lol. Is there anything i can learn through detect magic, what school of magic do i sense at least?)
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Gash- Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
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Keyrie will go over to Dog and Lucein and offer a ride, weather or not someone gets on she will move towards the final Zombie getting as close as possible while staying out of melee range.
(I count as one size larger for determining carrying capacity so I can carry a lot.)
Feytok recklessly slashes at the lone teenage zombie with his battleaxe.
Attack: 21 Damage: 8
Z24 CON(13) check: 7
The zombie's head is removed from her shoulders and falls to the ground, leaving only the sound of panting heroes and a whimpering aasimar child...
(After 2 minutes of game time, combat has ended!)
Dog runs to the rest of the group, completely out of breath but still alert and somehow feeling strong. He does his best to comfort Genny and Nev, and then sinks to he ground, amazed they are all alive.
"Is everyone alright? I could use a bath, and a meal, and some sleep before we get out of this ludicrous city. Does ANYONE have any idea who that was, or what that was, or what she really wanted? Once I catch my breath I'm going to go look at the... bodies... and see if I can find out who they were. I feel I was not paying close enough attention to the mysteries of this place. I'm guessing that stone clanking sound we heard yesterday had something to do with their arrival. We should search this place one last time before getting on our way."
Gash walks to Dog, “I’m very proud of you. You wielded your magic well.”
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Keyrie will gently let her payload down, then end her Wild Shape. "I think we find a place to hole down to at least get a short rest in," She glances around their group. "I think we could all use a rest." Keyrie will look around for an easily defensible house, where everyone can hole up.
Neventi and her daughter return to the house they had moved into a few days before. Gentoa calms enough for a nap while Neventi packs their things.
(Everyone may take a short rest.)
During Dog's short rest, he'll talk with Gash about the magic he used in the battle. "I think I can do that telekinesis thing (force) if someone hits me, so if we need someone to be disarmed, or to move an object, just punch my leg and I should be able to do that as a reflex."
After he takes his short rest, he'll examine the bodies, see if any have identifying information/emblems/documents/insignia still on their clothes. The woman's remains are just dust now, right? He'll look at where she was to see if there's anything left. And then he'll really examine the statue in the middle of the plaza to see if he missed anything about it, look for secret compartments, etc. And until someone tells him otherwise, he's going to keep investigating the houses on the square, and their contents, for any answers about what this city was, what it's for, who the inhabitants were, or any detail that might help explain their role in prophesizing current events.
Investigation: 14
Perception: 14
While the zombies mainly have tattered, torn, and burned clothing, the woman was carrying a simple brass key. It is difficult to compare her to the statue but some clues suggest the statue does depict the woman. The robes she wore are embroidered with a border of glyphs or runes that are mirrored on the statue. The statue itself contains no compartments, levers, buttons, or secrets of any kind. The plaza and its surrounding buildings are abandoned, stripped of any identifying information or useful contents.
Tock would like to climb all over the statue in center of the plaza and examine it from every angle. Then climb to the highest point and keep a look out over the city to see any other forces appear or anything like that.
( LOL, you just answered the question before I had Tock do all the asking! )
Dog shows the brass key to the others, asking "anyone see anything that might need to be unlocked?" He offers to carry the bag of holding again so Nev doesn't have to juggle Genny and it.
How far out into this southern exit have we ventured in the last few days of exploration? Do we know it connects to the outside world? And is there a way to follow the reverse path the zombies took to get into the square? I think they came from two entrances so maybe not. Dog would like to try one more time to see if he can find any clue that would help him puzzle this out.
If he finds zilch yet again, he asks, "well, anyone have any other ideas? Are we leaving? Nev, what do you want to do?"
No, you've only gone a few hundred feet down the southern corridor but otherwise stayed near the town. On closer inspection, it does appear that the zombies came through the southern entrance. And the first few hundred feet into that passage look quite different now. Several chambers have opened on either side of the southern passage. Most of them are empty rooms, filled with footprints, shards of broken glass, some scraps of cloth, a few fingers, tufts of hair, teeth, and dried flesh. In the center of each empty room is a stone slab, stained with blood and encircled with runes.
One room is different from the rest. It contains a lived-in chamber, with a bed, a desk, and bookshelves filled with old books on topics such as necromancy, the gods, and more mundane topics like beekeeping and house construction. A scroll tied with a ribbon sits atop an oilskin map on the desk. An open door leads to a second, interior chamber. Inside are 8 beds, a locked chest, and some dusty, but otherwise 8 never-worn sets of clothing of various sizes. Shelves in this room also contain numerous wax-sealed jugs of water (6), wine (3), and mead (3; all labeled in common), 8 dusty blankets, 8 candles, 3 hooded lanterns, 3 healing potions, 1 healer's kit, 4 mess kits, 2 iron pots, 3 tinderboxes, 2 shovels, 8 empty waterskins, and 4 bars of soap.
Gash starts by ritually casting detect magic after the battle. Scanning over their fallen foes and in each room they enter. He will then probably head right toward the scroll and then begin to look into the more interesting books. Unless something else looks magical. He will gather up whatever magic items he finds and start ritually casting identify on each.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Dog first looks through any papers on the desk, and leafs through the books to see if there are any notes, or things that jump out at him. He looks at the brass key, at the chest, and checks to see if it unlocks it (if not, he looks to Tock). He also puts anything no one else wants into the bag of holding.
"Eight beds. Six of us from the circus, Nev makes seven, Genny eight. Or this woman makes eight? What IS this place?!"
Before Dog puts the key into the lock, Gash stops him. The lock, the key, and some number of items in the chest appear to be magical. Nothing else in the town or secret chambers is magical, including the scroll or map.
Keyrie will get her shrub out of the bag of holding (assuming no one stops her) she will hold the pot carefully while opening the scroll and looking at the map, seeing if she can recognize where they are on the map.
"Hang on Dog, let me see that key before you do anything, its got a magical aura. Let me take some time with it and the chest before we do anything. And as you pointed out... 8 beds suit us nicely, if we can figure out how to fortify it then we can all sleep here. That was very intense what we all just went through. Also, has anyone been thinking about those statues that forced us down here? I can't stop thinking about them. What is their deal? Did they work for that woman?"
Gash casts identify on the key and then the chest as a ritual, to try and figure out what kind of magic are attached to both items as well as if one or both appear to be trapped.
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen
Dog defers to Gash, who knows much more about magic than he does, and waits to find out more.
"They could serve nicely for tonight, but I was thinking more existentially and teleologically. Were these rooms built for us? Those clothes are unused. Was she waiting for us? If so, why did they attack us?"
Hit dice 11
(I'd rather not be a stickler here, but this is a case where components matter and Gash does not have a pearl worth 100 GP to cast identify.)
(oh yeah, well I suppose thats fair lol. There doesn't happen to be one around does there? lol. Is there anything i can learn through detect magic, what school of magic do i sense at least?)
Gash - Lvl14 Goblin Wizard - The High Court of the Aasimar Queen