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Post by venger on Jun 15, 2010 17:57:52 GMT -5
We'll identify it with the other junk, right?
If it's beneficial we'll safeguard it from harm until Kazan wants to use it. If it's harmful, we'll destroy it.
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Post by Dead Greyhawk on Jun 15, 2010 21:03:29 GMT -5
So, just to clarify, is Kazan: 1. Choosing to try to discover Identify as his new spell? 2. Attempting to write Identify in a spell book? 3. Identifying objects with his pearls?
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Post by Wolfgar on Jun 15, 2010 21:34:55 GMT -5
It has no class restrictions. We'll identify it with the other junk, right? If it's beneficial we'll safeguard it from harm until Kazan wants to use it. If it's harmful, we'll destroy it. Agreed. So, just to clarify, is Kazan: 1. Choosing to try to discover Identify as his new spell? 2. Attempting to write Identify in a spell book? 3. Identifying objects with his pearls? That is the plan but without looking in my folder I don't know if the spell ink was destroyed by the Efreet.
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Post by Ginger on Jun 15, 2010 21:59:36 GMT -5
So, just to clarify, is Kazan: 1. Choosing to try to discover Identify as his new spell? 2. Attempting to write Identify in a spell book? 3. Identifying objects with his pearls? That is the plan but without looking in my folder I don't know if the spell ink was destroyed by the Efreet. I suppose we can't just presume that Flam was carrying them to simplify things? I'm dying in anticipation...
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Post by venger on Jun 16, 2010 10:05:24 GMT -5
So the tomb of Martek is on an island in the middle of this glass sea, which is really pretty epic.
3 crystal towers with a hexagonal base, the towers are really tall (can be seen for a couple miles) with like metal lightning rod wings coming out the top. In the base is a big hatch looking stone door.
Each tower has an inscription, which I don't remember any of really. It said something about how once a day the towers will chime and we have to knock to enter.
A cursory once-over with the Star Gem revealed nothing unusual.
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Post by Dead Greyhawk on Jun 16, 2010 19:47:11 GMT -5
So the tomb of Martek is on an island in the middle of this glass sea, which is really pretty epic. 3 crystal towers with a hexagonal base, the towers are really tall (can be seen for a couple miles) with like metal lightning rod wings coming out the top. In the base is a big hatch looking stone door. Each tower has an inscription, which I don't remember any of really. It said something about how once a day the towers will chime and we have to knock to enter. A cursory once-over with the Star Gem revealed nothing unusual. Thanks for the reminder. On the north crystal spire. my name is Martek and rising here before you is the tomb of my body from here shall my sphere of power be called forth in the appointed day from beyond death and bring salvation to the desert peoples. On the east crystal spire. The mighty crystal spires rise around the entrance to my tomb. The bearers of the gem of stars must bear it to me and thereby gain their prize. On the west crystal spire. Only once each day, when the crystals sound, the way will be made clear. You have but to knock to enter.
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Post by venger on Jun 17, 2010 7:24:50 GMT -5
Also, irritatingly, we sat around for 24 hours waiting for the towers to "sound" and nothing happened.
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Post by Wolfgar on Jun 17, 2010 9:04:35 GMT -5
That is the plan but without looking in my folder I don't know if the spell ink was destroyed by the Efreet. I suppose we can't just presume that Flam was carrying them to simplify things? I'm dying in anticipation... While the clerics were busy memorizing spells I buried my valuable a safe distance from camp. At least that is what I would have done if the DM asked.
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Post by Wolfgar on Jun 17, 2010 9:09:09 GMT -5
Maybe the act of knocking makes the crystals sound. Did we try a physical or magical knock on any of the crystals?
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Post by Ginger on Jun 17, 2010 10:54:09 GMT -5
Maybe the act of knocking makes the crystals sound. Did we try a physical or magical knock on any of the crystals? We just sat for a day waiting, assuming something would happen on its own. We wanted to check out the situation before heading in. Now that we've seen nothing happened, we'll try knocking, using the star gems, etc.
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Post by Mr. Trommer on Jun 17, 2010 12:57:33 GMT -5
If I remember correctly the information wwe gathered said that we needed all three Star gems before entering the tomb of Martek. The divinations Zinc did indicated that the third one was in the direction of the Sky City. He divined again once we reached the tomb but there was no direction given for the third gem on any scale map he used. It was assumed that the three mages had the gem. We still have to find the third gem. Perhaps we need all three gems, one for each crystal spire, to sound the crystals.
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Post by Wolfgar on Jun 17, 2010 13:45:50 GMT -5
If only we had a crystal ball then we could scry for them.
I don't like our chances against three wizards if it comes to fight. We have had trouble against a single high level wizard. Hopefully they are all out of henchmen after their camp was destroyed by the Efreet. What is a good strategy? Grapple them? With our ACs they are unlikely to be able to break free. The extra people can then beat them unconscious.
Maybe someone should hang out invisible just in case we are attacked. For instance, Zinc or Rensslaer could stay near by and cast Hold Person if they showed up and started attacking.
Of course they could just come in flying and casting fireballs from outside our range. It doesn't sound like there is much cover on the island.
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Post by Ginger on Jun 17, 2010 14:13:35 GMT -5
If only we had a crystal ball then we could scry for them. I don't like our chances against three wizards if it comes to fight. We have had trouble against a single high level wizard. Hopefully they are all out of henchmen after their camp was destroyed by the Efreet. What is a good strategy? Grapple them? With our ACs they are unlikely to be able to break free. The extra people can then beat them unconscious. Maybe someone should hang out invisible just in case we are attacked. For instance, Zinc or Rensslaer could stay near by and cast Hold Person if they showed up and started attacking. Of course they could just come in flying and casting fireballs from outside our range. It doesn't sound like there is much cover on the island. We shouldn't need to grapple them. Specialization and DEX bonuses mean you guys will disrupt nearly any spell. And we should definitely have one or 2 of us invisible at all times. I'll need to cast spells, so probably Alfred and/or Rennslaer. We should consider that they may be willing to talk before fireballing. After all, we have the star gems they need. You don't fireball someone you know has a valuable relic you need. We might have had divination difficulty because they've split up and I was searching for the group of 3 wizards. We know their names, we should search individually next.
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Post by Dead Greyhawk on Jun 17, 2010 20:22:08 GMT -5
Just to clarify, Rensslaer did use the Gem of Mo-Pelar to find the hatch in the gray granite inlay. But yes, no one attempted to do anything unusual with the two now-glowing star gems.
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Post by venger on Jun 18, 2010 7:05:06 GMT -5
I did not realize the hatch was only visible through the Star Gem. Hmm, maybe we should just knock it.
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Post by Friedrich on Jun 19, 2010 17:33:00 GMT -5
A couple of thoughts here:
1. Per Kazan's earlier post: don't we have a crystal ball that we found in the crypt. If we identify it (and it is as it appears to be) shouldn't that be a big help in locating these guys? Maybe I am missing something here.
2. Regarding the locate object spell, if Zinc is asking for "3 wizards" could that be what is throwing it off?
I mean that for all we know it is two wizards and a monk, or 3 dopplegangers or 3 demons posing as something else. Could this possibly be a reason why Zinc has had problems?
3. Regarding the invis spell; Alfred will volunteer to be invisible because he is the only non spell caster and he can make multiple attacks at a distance which would be effective against spell casters as it eliminates the need to close in before attacking.
But then again maybe the fact that he can shoot from a distance means Renslaaer should be invisible as he needs to close first to hit and Alfred does not.
Anyway, I’m just throwing some thoughts out there.
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Post by Wolfgar on Jun 19, 2010 19:24:10 GMT -5
Sorry, my earlier post was written with sarcasm. I forget that it might not be obvious to the reader. I know we have an unidentified crystal ball. Hopefully Kazan still has spell ink and could have identified it during the trip.
You are correct about the attempts to locate the 3 wizards. Zinc mentioned we can try using their names the next time - Trifakas, Sardok, and Pawnis. Of course if those aren't their real names I am not sure what the spell will do.
I think we have some things to try immediately - knock, open the hatch. If those don't work and we plan on staying around for a while then we can make some people invisible.
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