|
Post by Wolfgar on Apr 9, 2010 7:28:07 GMT -5
1. Can we get a map of the western part of the compound?
2. Are the exterior walls of the compound thick enough to hide a passage?
3. Is the ground covered in sand? Or is it paved in stones large enough to conceal a trapdoor?
4. From Rose's description are we to understand that he disappeared into the Guild (as opposed to the ground or the exterior wall)?
5. Would Morvan and/or Flam be willing to spend some time invisible searching for secret doors behind the Guild?
6. Can we narrow down the area to check from Rose's description to 6" or 12" which Kazan and/or Morvan could Knock?
7. Can the star gem be used while invisible or does the process of looking through it count as activating an item? Would Flam be willing and able to use it invisibly? If so I suggest we have Flam accompany Rensslaer et al.
8. Since Basil appears to be busy Kazan will go ahead and purchase the 20 books from Rahman. Once in his possession he will cast detect magic on them. If none of them appear magic then he will start working his way through them while everyone else tramps around the oasis. If any appear magic let me know and I will take appropriate actions.
|
|
|
Post by Ginger on Apr 9, 2010 7:45:24 GMT -5
2 and 3. Given the concerns of the others about displaying the star gem, you'll need to come up with a way of camouflaging your activity or risk having a five inch diameter star opal be seen in your hands. Guards patrol the area near the oasis pool and the white palm, and a fairly regular stream of individuals cross the oasis on various trips during the day. We can cast invisibility on Rennslaer while he searches. We'll test it out in the inn first to make sure the gem works when the user is invisible.
|
|
|
Post by Ginger on Apr 9, 2010 7:47:44 GMT -5
5. Would Morvan and/or Flam be willing to spend some time invisible searching for secret doors behind the Guild? Since you have to make a roll, I don't think you can remain invisible and search for secret doors.
|
|
|
Post by Wolfgar on Apr 9, 2010 8:09:47 GMT -5
5. Would Morvan and/or Flam be willing to spend some time invisible searching for secret doors behind the Guild? Since you have to make a roll, I don't think you can remain invisible and search for secret doors. I don't think detecting or searching actions should cause invisibility to end. Elves have a 1 in 6 chance of seeing a concealed door by merely passing within 10' of one. It would be abusive to end invisibility by just happening to notice something. I don't see the difference between this die roll and the die roll for actively searching. Neither activity is particularly strenuous. More do I think any of the dwarven abilities which require die rolls would cause invisibility to end. Or perception checks. Or appraisal of items. Opening a (secret) door is another matter.
|
|
|
Post by Mr. Trommer on Apr 9, 2010 16:00:05 GMT -5
Basil will provide what ever assistance is requested by the party. He will also use his charm and bardic abilities to entertain and make new friends. Hopefully to make a little cash and get people to talk, etc.
|
|
|
Post by venger on Apr 9, 2010 16:03:57 GMT -5
We get a barrel and put a five inch diameter hole in one side. Rensslaer can get inside the barrel and peer through the gem/hole.
My idea is stupid, anyone got a better one? If not we go with the barrel.
Excellent.
That earns her a fancy ivory/scrimshaw pipe recovered from the Valley of the Undead Jarls (valued at 200gp?) and Rensslaer's gratitude. Remind me to give you that Post-it.
|
|
|
Post by Dead Greyhawk on Apr 9, 2010 20:58:28 GMT -5
1. Can we get a map of the western part of the compound? 2. Are the exterior walls of the compound thick enough to hide a passage? 3. Is the ground covered in sand? Or is it paved in stones large enough to conceal a trapdoor? 4. From Rose's description are we to understand that he disappeared into the Guild (as opposed to the ground or the exterior wall)? 5. Would Morvan and/or Flam be willing to spend some time invisible searching for secret doors behind the Guild? 6. Can we narrow down the area to check from Rose's description to 6" or 12" which Kazan and/or Morvan could Knock? 7. Can the star gem be used while invisible or does the process of looking through it count as activating an item? Would Flam be willing and able to use it invisibly? If so I suggest we have Flam accompany Rensslaer et al. 8. Since Basil appears to be busy Kazan will go ahead and purchase the 20 books from Rahman. Once in his possession he will cast detect magic on them. If none of them appear magic then he will start working his way through them while everyone else tramps around the oasis. If any appear magic let me know and I will take appropriate actions. 1. Yes. See below. Sandvoyagers' Guild to the left, temple to the right 2. Maybe, though it looks tight. The walls are about 5 feet thick except for the support structures, which look about 10 feet thick. 3. The ground is covered in large flat stones which are then covered in sand. Think of one of those curved front walks with the flat stones. 4. Rose did not see him disappear. He could have gone through a wall or a trap door. She was sort of vague about the location, so it could be anywhere along the alley between the temple and the Sandvoyagers' guild and conceivably into the exterior wall, the guild, or the temple. 5. Morvan is confident that he cannot search for secret doors while invisible. He could search for a concealed door by sight, since no poking or prodding is necessary, but actively searching for a concealed door or a secret door will void invisibility. 6. Please see attached map. 7. The star gem is a visual effect and as such cannot be used while invisible. The gem would also be invisible and thus could not be used to see through. 8. You buy 20 books. Rahman is overjoyed. He also provides you with a free book of poems by someone named Abdel. None of the books are magical, though some of them appear rather old. You sit down to read through them. It will take you 5 days to read them all if you do no other activities. Morvan, if not engaged in other activities will read as well. The first three books that you read provide you with no particularly interesting information. They are Far Adventure, an autobiography by Maeve Downey, The Sky Book of Stormgate by Rennhi, and Tales of the Great Frontier by A. A. Craig. I don't think detecting or searching actions should cause invisibility to end. Elves have a 1 in 6 chance of seeing a concealed door by merely passing within 10' of one. It would be abusive to end invisibility by just happening to notice something. I don't see the difference between this die roll and the die roll for actively searching. Neither activity is particularly strenuous. More do I think any of the dwarven abilities which require die rolls would cause invisibility to end. Or perception checks. Or appraisal of items. Opening a (secret) door is another matter. I'm going to agree and disagree with you. I think that things that you don't have to actively touch shouldn't make invisibility go away. Judging depth underground for a dwarf or observing a concealed door by looking for an elf should be like a perception check and not cause invisibility to end. On the other hand, I think determining if a wall is a shifting wall or if a hidden doorway exists is more interactive, requires poking and prodding, and, like opening stuck doors, causes invisibility to drop. I think that this is a continuum of activities where on one end you have combat and on the other end you have sleeping. My judgment call is that things that have you interacting strongly with your environment cause invisibility to drop. That said, if no one else is using Morvan's particular talents, he's happy to wander over visible or invisible and see if he can spot a concealed door. Attachments:
|
|
|
Post by Dead Greyhawk on Apr 9, 2010 21:25:03 GMT -5
Basil will provide what ever assistance is requested by the party. He will also use his charm and bardic abilities to entertain and make new friends. Hopefully to make a little cash and get people to talk, etc. My word Basil is a busy man. Kazan pokes at him about Amun-re's Staff of Ruling until Basil sits down and looks at it. The staff is quite confusing and Basil has to think about it a lot. So many rumors swirl about the staff when he talks to people at the Desert Igloo that it is tough to decipher them. The good news is that talking with the Symbayans is proving easier and easier and Basil can add the Eastern human language to his list of bardic learned languages. Basil finally determines that Amun-re's staff of ruling has multiple powers that are limited in use. The staff can do the following: 1. Striking the tip to the ground three times will cause the staff to polymorph itself into a large venomous snake (AC 4; MV 15", H D 4; hp 28; #AT 1 ; Dmg 1-4 + save vs. Poison or die; AL same as whoever wields the staff). The snake will not attack the wielder of the staff. Grasping the snake by the tail firmly, at -2 to hit, polymorphs the snake back to a golden staff. 2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which,for every round it is spun before released at its target, will develop 1-10 points damage potential. Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. 3. Striking the ground once and then pointing it skyward will produce a clap of thunder of such volume that all exposed creatures within 1,000 feet must save vs. Petrification or be struck with fear for 1-10 rounds. Each function can be used 5 times and then the staff must be exposed daily to the sun and the moon for a fortnight to rebuild the 5 charges. The staff must be exposed at the same time each day and night and the moon must be full in the middle of the exposure. Basil also sits down to read through the books that Kazan has purchased. Like Kazan, he is able to read three of them before becoming too bored or tired to continue. The first two are The Anatomy of Purple Dragons and Hailstones: Magic vs. Mundane. The third, The Status of Spirits in Royal Abodes, contains reference to lost souls and spirits from the nobility of the desert tribes. Specific references are made of those who search out their ancestors in the ruins of the desert. "There are obelisks in the desert that speak of greatness, but they are evil places where death awaits. None who have gone forth to study those ancient stones have ever returned," reads the book. Basil also looks over the other 14 books you have. He finds that all of the books are old and written on ancient paper. He is unable to say which of these books should or should not be read. Basil can spend time reading books or doing the other things, such as trying to charm or suggest people or becoming a bird and trailing folk. You'll have to make the call.
|
|
|
Post by Dead Greyhawk on Apr 9, 2010 21:30:27 GMT -5
We get a barrel and put a five inch diameter hole in one side. Rensslaer can get inside the barrel and peer through the gem/hole. Barrels aren't cheap, but you get one off of Hogan for the proverbial arm and a leg. Someone, or two, will have to haul you around. Morvan seems to be going in two different directions (reading books or helping you out) so figure out who's going to direct him. Rose is pleased with the gift of the scrimshaw pipe. She confides that she doesn't smoke, but her uncle does. Her uncle is a fine and upstanding member of the desert community and having a pipe with such a history of being brought from a far-away land can only help with gaining the respect of others. She admits that being half as tall as the average person can make it hard to gain respect in the oasis.
|
|
|
Post by Wolfgar on Apr 10, 2010 8:24:39 GMT -5
Basil finally determines that Amun-re's staff of ruling has multiple powers that are limited in use. The staff can do the following: 1. Striking the tip to the ground three times will cause the staff to polymorph itself into a large venomous snake (AC 4; MV 15", H D 4; hp 28; #AT 1 ; Dmg 1-4 + save vs. Poison or die; AL same as whoever wields the staff). The snake will not attack the wielder of the staff. Grasping the snake by the tail firmly, at -2 to hit, polymorphs the snake back to a golden staff. 2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which,for every round it is spun before released at its target, will develop 1-10 points damage potential. Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. 3. Striking the ground once and then pointing it skyward will produce a clap of thunder of such volume that all exposed creatures within 1,000 feet must save vs. Petrification or be struck with fear for 1-10 rounds. This doesn't sound as awesome as I hoped. Everything seems double edged. A snake that won't attack the wielder but could attack a party member. Lightning that could go off on the user. A thunder clap that knocks out everyone else in party. I guess these are fine for a megalomaniac. Follow up questions: 1. Do functions 2 and 3 only work outside? 2. What is the range on the globe lightning? Or does it move in a specific direction until is hits someone/something? 3. Does each round of spinning count as one of the 5 charges? Or is it each release regardless of how long it is spun? 4. How much control does the wielder have over the snake? 5. Does the staff act as a magic (+1?) staff for melee purposes? 6. Is it the "stand in place" fear or the "run for your life" fear? Since only evil characters are allowed to use poison I think using the venomous snake feature would be counter alignment for everyone in the party. But whoever wields it can make their own decision. I am not sure if I would use the globe lightning in combat. Too much build up without enough bang. It would have been useful for destroying those hell mouths in the land of song. The thunder clap will be useful against large number of opponents with worse saving throws. Just make sure Zinc doesn't make any claims about being a priest of Jascar before he rolls a 1.
|
|
|
Post by Wolfgar on Apr 10, 2010 8:59:27 GMT -5
I don't want to spend days reading books. At some point we want to investigate the temple and the warehouse but that we can't do much of that over the board.
At some point Kazan will ask Morvan and Basil to join him at looking at the ruins carved on the temple. In addition to reading the ruins, they can use this as an opportunity to check for concealed doors along the back alley way in either the temple or the warehouse. If they do not find any then Kazan will Knock the temple. He will stand with his back to the corner formed by the warehouse and the outer wall so that he is facing the southwest corner of the temple. Morvan and Basil will stand at either end of the alley way making sure no one is coming. At 7th level Knock will cover 35' along each wall. When the coast is clear he will cast the spell. If anything opens they will move quickly to close it and mark the location for later investigation - attempting to determine the mechanism before closing it.
|
|
|
Post by venger on Apr 10, 2010 9:52:50 GMT -5
Before Kazan hauls off and casts KNOCK on their TEMPLE, Rensslaer will remind him that we have a gem of true-seeing which should make all secret and hidden doors readily apparent.
Just lug Rensslaer around in a barrel so he can look at all the stuff: the headless statue, the ancient temple, the white palm, and the obelisk, the back of the Sandvoyagers Guild, etc.
The worst that can happen is we don't find anything and then we can resort to magicking it open.
Rensslaer has a soft spot for halflings, and he will spend time telling Rose about the wondrous adventures of Fort Guy's Guys and the wild halflings we met on "the Hill." (Elmo, Bert, Ernie, etc.) He'll politely inquire as to how her uncle came to live here in the desert, where they're originally from, what circumstance brought her here? etc.
Rensslaer will also try to obtain a map of the desert.
|
|
|
Post by Dead Greyhawk on Apr 10, 2010 12:16:16 GMT -5
Basil finally determines that Amun-re's staff of ruling has multiple powers that are limited in use. The staff can do the following: 1. Striking the tip to the ground three times will cause the staff to polymorph itself into a large venomous snake (AC 4; MV 15", H D 4; hp 28; #AT 1 ; Dmg 1-4 + save vs. Poison or die; AL same as whoever wields the staff). The snake will not attack the wielder of the staff. Grasping the snake by the tail firmly, at -2 to hit, polymorphs the snake back to a golden staff. 2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which,for every round it is spun before released at its target, will develop 1-10 points damage potential. Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. 3. Striking the ground once and then pointing it skyward will produce a clap of thunder of such volume that all exposed creatures within 1,000 feet must save vs. Petrification or be struck with fear for 1-10 rounds. This doesn't sound as awesome as I hoped. Everything seems double edged. A snake that won't attack the wielder but could attack a party member. Lightning that could go off on the user. A thunder clap that knocks out everyone else in party. I guess these are fine for a megalomaniac. Follow up questions: 1. Do functions 2 and 3 only work outside? 2. What is the range on the globe lightning? Or does it move in a specific direction until is hits someone/something? 3. Does each round of spinning count as one of the 5 charges? Or is it each release regardless of how long it is spun? 4. How much control does the wielder have over the snake? 5. Does the staff act as a magic (+1?) staff for melee purposes? 6. Is it the "stand in place" fear or the "run for your life" fear? 1. Function 2 can be done inside and outside. Function 3 requires the staff to be pointed toward the sky, so that's only outdoors. 2. Let's say the same as lightning bolt, with each round of spinning equal to one level of casting. 3. One charge is one release, regardless of the number of rounds spinning. 4. I think the snake follows the caster's direction, but is not passive like a serpent staff. So, if someone attacks the snake, it may or may not switch targets for example. Think of the snake like a trained dog. Unlike the serpent staff, if the snake is killed, the staff is not destroyed. 5. The staff is magical without any bonuses. Basil is unsure what it can damage, but it is the staff of the pharaoh. 6. Run for your life.
|
|
|
Post by Dead Greyhawk on Apr 10, 2010 12:32:32 GMT -5
Since Morvan appears to have some free time on Day 2, he'll read a book. It's called Tales for Ghosts. Inside he finds an interesting passage that reads:
"Beyond the hills the world ends in a bottomless sky. There death stalks in ships that sail the clouds and attempt to bring the souls they capture to their ancient City of Damnation."
Seven of the 20 books have been read.
|
|
|
Post by Dead Greyhawk on Apr 10, 2010 12:32:56 GMT -5
Time elapsed: 2 days
Expenses Day 1 Kazan 10 GP (bath, clothes, incidentals) Zinc 300 GP (carousing, bribe of Blackblade, bribe of Baz) Rensslaer 210 GP (bath, clothes, carousing, bribe of Blackblade, incidentals)
Day 2 Kazan 500 GP (20 books) Rensslaer 40 GP and a scrimshaw pipe (barrel, bribe of Rose, bribe of Jalal, carousing)
|
|
|
Post by Dead Greyhawk on Apr 10, 2010 12:55:15 GMT -5
At some point Kazan will ask Morvan and Basil to join him at looking at the ruins carved on the temple. In addition to reading the ruins, they can use this as an opportunity to check for concealed doors along the back alley way in either the temple or the warehouse. If they do not find any then Kazan will Knock the temple. He will stand with his back to the corner formed by the warehouse and the outer wall so that he is facing the southwest corner of the temple. Morvan and Basil will stand at either end of the alley way making sure no one is coming. At 7th level Knock will cover 35' along each wall. When the coast is clear he will cast the spell. If anything opens they will move quickly to close it and mark the location for later investigation - attempting to determine the mechanism before closing it. Rensslaer reminds you that the star gem reveals secret doors and that casting Knock might be premature. You should tell me if you are ignoring Rensslaer's $0.02. With respect to the rest of your plan, you head over to the ancient temple. It seems to be made of one room. This room is about 40 feet square. In its center are six pillars which once supported the stone roof. The roof is now broken and rubble litters the floor. An ancient altar is at one end of the room. Behind the ancient altar runes carved into the stone can still be seen. You head back to the Wayfarers' House, and Morvan casts protection from evil on each of you and find traps on himself. Returning to the temple and heading in, you head over to the runes. Morvan sees no traps. Basil pieces together the runes. He thinks they say the following, "I, Martek, have laid up for you a great power and treasure for when you return to wrestle with the awakened evil." "No man knows the time, but the place is set." "Not at white palm, yet neither far from it." Careful observation of the altar shows two things. One is that it is of a different stone than the surrounding walls and floor. The second is that it appears too small for the markings on the floor. It is possible that this is not the original altar. While it is not trapped, Morvan is loathe to push around the altar during the daytime when those in the bazaar, which comes up to the edge of the temple, might observe the Champions fiddling with it. The three of you walk around the temple looking at the walls for concealed doors. Morvan does not see any in the temple walls, the exterior walls, or the sandvoyagers' guild's walls. See attached map. Attachments:
|
|
|
Post by Dead Greyhawk on Apr 10, 2010 13:04:41 GMT -5
Rensslaer has a soft spot for halflings, and he will spend time telling Rose about the wondrous adventures of Fort Guy's Guys and the wild halflings we met on "the Hill." (Elmo, Bert, Ernie, etc.) He'll politely inquire as to how her uncle came to live here in the desert, where they're originally from, what circumstance brought her here? etc. Rensslaer will also try to obtain a map of the desert. Rose appreciates the exploits of Fort Guy's Guys and the hill halflings. She says that her uncle was an important person in the City State of the Invincible Overlord (though she is somewhat fuzzy on the details of what he did) and that he's retired here. People still come visit him about once a month in the short time she's been here. She heard one of the strangers call him Shylo. It turns out that Rose is probably a run-away from an arranged marriage on the Islands. She is a little vague about how she got to the Desert Igloo, but it sounds like she spent all of her money doing so and thus is working up a new stake with her uncle at his tavern. She's quite concerned about the Malatath, as she'll have nowhere to go if the oasis is attacked. Rensslaer is unable to get a detailed map of the desert in the bazaar. It seems that the Symbayans, like the Thune, consider the locations of oases and waterholes so important that they can't be put on paper. The sheik probably has a map or two, but he has banned their sale in the oasis. You do discover that a number of ruins lie to the east and that beyond them is something called the Skysea, which is described as the end of the world. Your ears pick up when one of the ruins is called the Crypt of Badr Al-Mosak. The other one that sounds interesting is the City of the Phoenix.
|
|
|
Post by Wolfgar on Apr 11, 2010 9:06:27 GMT -5
Kazan will hold off on the Knock. From the map it is no longer clear that any secret door along the outside of the temple will lead anywhere except into the temple. There are steps leading up to the temple so there may still be an entrance to a lower level along the outside. Maybe a Knock on the floor of the temple around the altar would be more helpful.
I think lugging around a barrel will raise suspensions. Especially as they see us shift the barrel a couple of feet every couple of minutes. And we don't seem to use the barrel to hold anything. A better option might be to fashion a scope with the star gem at one end. Maybe that will sufficiently conceal the gem from casual observers. The gem is then just a lens in the scope as opposed to a separate item. We can explain that the scope helps us read ruins and look for clues but being vague as to how it works.
Also we aren't making any headway on the disappearance of Shadalah. I think the next thing to do is explore the temple and warehouse at night.
|
|
|
Post by Wolfgar on Apr 11, 2010 9:07:45 GMT -5
Rolando, after properly lubricated, rattles off what he's said before and that the three star gems were given by Martek to the Pharaohs and sheiks of the land in the time of the ancients. They are each named and have a distinctive description. 1. The Star of Mo-pelar was given to the Pharaoh of Bakar and was lost into his cursed and theft-proof tomb. The gem was an opal; five inches in diameter. The Star of Mo-Pelar provided true sight. 2. The Star of Shah-pelar was a red star gem that was stolen by Badr Al-Mosak. It is rumored to rest in his tomb. The Star of Shah-pelar healed all wounds. 3. The Star of Khan-pelar is a clear crystal gem most valued by seers and sages, for it provided magical invigoration. The crystal has since passed out of living memory although it was once rumored to be in the area of the White Palm. You do discover that a number of ruins lie to the east and that beyond them is something called the Skysea, which is described as the end of the world. Your ears pick up when one of the ruins is called the Crypt of Badr Al-Mosak. The other one that sounds interesting is the City of the Phoenix. Sounds like we should be looking in the ruins to the east for the second gem. Could we hire a guide to take use to the Crypt?
|
|
|
Post by Dead Greyhawk on Apr 11, 2010 21:06:37 GMT -5
Could we hire a guide to take use to the Crypt? You ask around at the Desert Igloo about hiring a guide to take you east in the desert, not wanting to play too much of your hand. Hogan himself tells you that not only is the Oasis of the White Palm the furthest north that the Symbayans have extended their power but also the furthest east. The Symbayans do not control the land between the oasis and the Skysea. According to Hogan, the only folks who would be able to guide you through the deserts north and east of the Oasis would be the Thune Dervishes, enemies of the the Symbayans. Hogan talks about how a few decades ago, most of the Symbayans converted from their Thune-like ways and began worshipping their one god, Anu. This started the long war between the true Thunes and the Symbayans. Hogan says that the Thune are fanatics that engage in Bloodquest, tracking and killing their enemies and those that defile the holy places of their land. On further reflection, Hogan points out that the sandvoyagers' guild have many secret routes for their trade. The sandvoyagers might be willing to try a new route or take adventuresome folk along on their sandsleds, but the price would certainly be high, if at all possible.
|
|
|
Post by venger on Apr 12, 2010 7:19:29 GMT -5
Rensslaer will assure her that Fort Guy's Guys have faced dragons, devils and worse, and that this Malatath will be defeated.
OK, plan B:
Rensslaer is the first to admit that the barrel idea is stupid.
He will attempt to acquire a tube with a 5" diameter opening, scroll tube, pipe-fitting, etc. Failing that he'll roll up a newspaper or some parchment into a cone. Through this make-shift apparatus he will TRUE SEE all those things the wizards are said to have been interested in. And the Sandvoyager's Guild. And the pile of books. And Korus when he's not looking.
Anyone think it's worth it to ask the Sheikh or one of his sons to let us see a map? Zinc could divine for Star Gems and missing brides.
|
|
|
Post by Ginger on Apr 12, 2010 8:06:09 GMT -5
2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which,for every round it is spun before released at its target, will develop 1-10 points damage potential. Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. Does the lightning count as 11th level for magic resistance purposes?
|
|
|
Post by Ginger on Apr 12, 2010 8:09:39 GMT -5
In addition to the gems, we need to construct a mallet out of a demon horn. Maybe the demon is this effreit?
|
|
|
Post by Ginger on Apr 12, 2010 10:52:40 GMT -5
4. I think the snake follows the caster's direction, but is not passive like a serpent staff. So, if someone attacks the snake, it may or may not switch targets for example. Think of the snake like a trained dog. Unlike the serpent staff, if the snake is killed, the staff is not destroyed. Since the snake's alignment is "same as whoever wields the staff" will a Lawful Good snake be less likely to disobey? Also on the staff, will you get a channeling check if you're hit while concentrating on the staff or do you just lose the charge? I presume you lose your DEX bonus, as if you're casting?
|
|
|
Post by Dead Greyhawk on Apr 13, 2010 6:11:30 GMT -5
He will attempt to acquire a tube with a 5" diameter opening, scroll tube, pipe-fitting, etc. Failing that he'll roll up a newspaper or some parchment into a cone. Through this make-shift apparatus he will TRUE SEE all those things the wizards are said to have been interested in. And the Sandvoyager's Guild. And the pile of books. And Korus when he's not looking. Rolando also tells you that the three wizards who were here over the past month and disappeared last week were very interested in the Star of Khan-pelar. They paid heavily for information regarding it, though Rolando could tell them no more than he told you. He knows the wizards three provided massive tribute to the sheik, and he may have told them more. They certainly were allowed to roam about the oasis and investigate what caught their fancy without any protest. Even Nadron Illanis, the high priest of Anu, the one god worshiped by the Symbayans, was unable to stand in their way. One of the patrons seems to overhear your conversation with Rolando. Even though you thought you had held your voices low, he joins in as if you were talking with him in your midst. Calling himself Zorath Blackblade, he says he knows much about what the wizards did. Zorath drinks a lot and requires a small to you and large to him bribe before he tells you his piece. In a bored voice, he recounts how he led the three wizards about the oasis. They were named Trifakas, Sardok, and Pawnis. Trifakas was the leader and spoke wildly, while Sardok grumbled a lot. Pawnis clad himself in many layers of robes and veils so that none of his skin met the sun. They were most interested in those oases where Martek built buildings in the past and asked many questions about the Star of Khan-Pelar and Martek's Sphere of Power. Zorath has come from the coast recently and is neither Thune or Symbayan, but of another tribe. With much time on his hands, apparently suddenly, he led the wizards about the oasis. They were very interested in the obelisk in the oasis. You are able to buy a small rug in the bazaar and roll it into a tube of the right size. You do look a bit odd walking around with it under your arm, but you find you can look up through the tube briefly to observe the area you want to. You make a scene, but it is probably less of one than if you were to have been carried around in a barrel. You hike around the oasis to the monolith. It takes about ten minutes to look over the monolith (2 minutes a side and 2 minutes total walking around it). As before, the monolith lies in the center of several screening palm trees. It is 25-foot tall by 7-foot square . The writings on its surface in the old Symbayan language claim ownership of the oasis in the name of the many gods. A door is hidden in the north side of the monolith and appears to open outwards. Pleased, you head over to the headless statue at the far eastern end of the oasis. It takes 5 minutes to look over the statue (2 minutes a side and one minute of walking about). Amid a few palm trees is the headless statue of a regal figure seated on a throne. The statue is partially buried in the sand. The head of the statue lies on the ground 15 feet away. When viewed through the star gem, you see a shadowy figure of a turbaned man rise from the throne and point off to the east. Startled, you head over to the White Palm. Here, guards and others who hike to the water or collect fronds from palms clearly see you approach and look up through your rolled rug. The White Palm appears as a lush, green palm tree. When viewed through the star gem, the tree takes on the appearance of pregnant woman who smiles over the oasis, spreading her arms wide. As you hike over to the tents, you ponder the star gem, wondering what else it will display. It takes you quite a bit of time before you can spot Korus. You whip up your rug tube and peer at him quickly. He looks the same. Not wanting to be confronted, you dash off back to the compound. A hike around the compound reveals an old, partially sand-filled door in the wall behind the temple. Given the amount of sand that lies up against it on the exterior, you judge it has not been recently used. A stroll behind the temple confirms the doorway does extend through the wall itself. Based on Rose's description, Korus could have exited from her sight through this door. Unfortunately, it appears that the sandvoyagers' guild also has a door hidden in its wall. The door is across from the temple. Based on Rose's description, Korus could have exited from her sight through this door. Your explorations inside the compound have gathered some attention from the bazaar-goers, who think you are a bit bizarre, but you follow on with your last planned location. Hiking up the stairs into the temple, you give it a once over for five minutes (one minute on each wall, one minute on the floor, one minute on the altar). Nothing immediately springs into view. You head back to the Wayfarers' House. There, the books look like books.
|
|
|
Post by Dead Greyhawk on Apr 13, 2010 6:13:36 GMT -5
2. Striking the ground twice and then spinning the tip in the air will create a globular ball of lightning which,for every round it is spun before released at its target, will develop 1-10 points damage potential. Note, however, that the person spinning the lightning must concentrate both on its spinning and on its direction for detonation. If the spinner is disturbed during his spinning (e.g. he moves, is hit or is distracted) then the ball detonates on the spot with as much damage as had been spun to that point. Does the lightning count as 11th level for magic resistance purposes? I would have thought it should be either 8th level, as a staff, or at a level equal to the number of rounds spun. The latter would make it both less and more powerful. The former would make it more determined. Since the snake's alignment is "same as whoever wields the staff" will a Lawful Good snake be less likely to disobey? Also on the staff, will you get a channeling check if you're hit while concentrating on the staff or do you just lose the charge? I presume you lose your DEX bonus, as if you're casting? The snake will not intentionally thwart the wielder. It just isn't as single-minded as the staff of the serpent. Probably though, since there should be some difference between a CE and LG snake. I think you don't get a channeling check, but you also don't lose your DEX bonus. I think this would officially be "using an item" for which you keep your DEX bonus. This lower AC means you don't get a channeling check.
|
|
|
Post by Dead Greyhawk on Apr 13, 2010 6:50:26 GMT -5
Morvan and Basil, each with a bit of spare time before they turn in for the night, read a book. Morvan reads The Blind Assassin . Basil reads Five Ambushes. Neither find anything of relevance.
Time elapsed: 3 days
Expenses Day 1 Kazan 10 GP (bath, clothes, incidentals) Zinc 300 GP (carousing, bribe of Blackblade, bribe of Baz) Rensslaer 210 GP (bath, clothes, carousing, bribe of Blackblade, incidentals)
Day 2 Kazan 500 GP (20 books) Rensslaer 40 GP and a scrimshaw pipe (barrel, bribe of Rose, bribe of Jalal, carousing)
Day 3 Kazan 10 GP (carousing, bribe of Hogan) Rensslaer 20 GP (rug, carousing)
|
|
|
Post by venger on Apr 13, 2010 6:53:05 GMT -5
A door is hidden in the north side of the monolith and appears to open outwards. Brilliant! When viewed through the star gem, you see a shadowy figure of a turbaned man rise from the throne and point off to the east. Hoping against all hopes that this is the Badr Al-Mosak guy pointing us in the direction of his tomb. A hike around the compound reveals an old, partially sand-filled door in the wall behind the temple. Given the amount of sand that lies up against it on the exterior, you judge it has not been recently used. A stroll behind the temple confirms the doorway does extend through the wall itself. Based on Rose's description, Korus could have exited from her sight through this door. Unfortunately, it appears that the sandvoyagers' guild also has a door hidden in its wall. The door is across from the temple. Based on Rose's description, Korus could have exited from her sight through this door. Boom!
|
|
|
Post by Ginger on Apr 13, 2010 9:29:10 GMT -5
The snake will not intentionally thwart the wielder. It just isn't as single-minded as the staff of the serpent. Probably though, since there should be some difference between a CE and LG snake. Maybe the snake would have to make a morale or intelligence check to see if it operates under its own initiative when attacked, modified up or down depending on its alignment?
|
|
|
Post by Wolfgar on Apr 13, 2010 9:31:05 GMT -5
Nice work. Aren't you glad I saved you from the embarrassment of being carried around in a barrel?
So I think we can assume Rose saw someone slip into the Sandvoyagers' Guild. If it was Korus then it is further proof that he is hiding stuff from us and possibly setting us up. The other option being his brother, but I am not sure what motivation Hassan would have to kidnap his own finance. My working hypothesis is that Korus doesn't like being the second son and is looking to undermine his brother (and his father?). He contracted with the Sandvoyagers' Guild to kidnap his brother's finance but somehow there was a mix-up and someone else has her.
Do we want to explore the monolith or the warehouse first? It might be easier to do the monolith first since busting into the warehouse might engender some bad feelings towards us.
Kazan will inquire at the Sandvoyagers' Guild regarding: 1. the exchange of gold/platinum for gems/jewels 2. possibility of hiring transport/guides to the ruins to the east 3. any information regarding the Skysea
Kazan will look over the camp of the three wizards. He will use detect magic. He will borrow the gem or have Rensslaer join him. He will also look for the signs of the glass footprints in the sand to the east. He will inquire around (Baz? guards?) to see whether the location of the footprints are close to the place that trail from Shadalah's tent ended.
|
|