IC 004 - Water Never Sleeps

sulldawga
Message
Author
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18426
Joined: Fri Jan 23, 2015 1:41 am

Re: IC 004 - Water Never Sleeps

#41 Post by Marullus »

Gar's new level 2 ability from the Accursed class gives him darkvision and also detect magic at will (takes a main action). See below. I'd like a standing action to be detecting as we enter each new location as long as we're exploring slowly and carefully and not, you know, being chased in Main Action-relevant combat turns. :)
Night-Black Eyes: You can see clearly in perfect darkness. As a Main Action, focus on a particular visible object, person, or location; you can tell if it is enchanted, though no details about the magic are seen.

Gars runs his fingers over the columns with a awed reverence. "In the ancient kingdoms of Mashripal, the rule of necromancer-kings shaped many things... gaining immortality and the powers of demigods. Those who came later aped at their great power. I suspect this wizard to be the latter, but let us not act on assumption."

He inhales slowly and deeply, closing his eyes. When he opens them, they are solidly black. "Darkness is no hinderance to me," he tells them, "I will go in first. Far enough ahead to spy upon any interlopers within that may not have that benefit. Come behind, and keep me in sight." He keeps the matte-black polearm, his shield slung readied on his shoulder, so he can test the way ahead of him when necessary...

None of us have stealth, and only Lavin has Notice-0. So lets goooo! :)
...I am hoping the '10 ft pole' gives a bonus to detecting traps and that the benefit of seeing in the dark grants advantage vs anyone within where stealth is concerned. He will move slowly, trying to be stealthy, and will detect magic. If he finds something, he's awesome at interpreting it. If he notices it. Let me know what rolls you want.
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#42 Post by sulldawga »

Round 1

Gars enters the Ruin through the double doors. The first room is about 20'x20', with cracked marble tiles and a musty odor. Decrepit tapestries and paintings ruined by the humidity hang on the walls.

There are four skeletons standing in a row in the center of the room. Each holds a weapon - axe, sword, or mace - of dubious value. There are a few piles of bones in the corners: arms in one, legs in another, skulls and rib cages in the third.

Gars' entrance does not prompt any reaction from the skeletons. He observes them, one by one, with his Night-Black Eyes but none are enchanted at all.

For the purposes of navigation, Gars entered the room from the south. There is a set of closed double doors to the north, and hallways to the west and east.
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: IC 004 - Water Never Sleeps

#43 Post by Enoch »

Lavin pads in a few moments later, slowing as she spots Gars. As the lantern-light hits the skeletons she reacts, hooking the butt of her halberd with her instep and kicking the shaft up into her left hand as she drops into a slight crouch.

After a moment she relaxes, settling into a one-handed grip on the weapon as she approaches the skeletons. "What's this? Are they magic?"

Notice: [1d20]=1
Not even going to ask if I notice anything unusual about them. (The test roll for this macro was a nat 20.)
EDIT: I should be rolling 2d6, not 1d20.
Notice: [2d6]=2
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#44 Post by sulldawga »

Enoch wrote: Wed Jul 19, 2023 1:38 am Lavin pads in a few moments later, slowing as she spots Gars. As the lantern-light hits the skeletons she reacts, hooking the butt of her halberd with her instep and kicking the shaft up into her left hand as she drops into a slight crouch.

After a moment she relaxes, settling into a one-handed grip on the weapon as she approaches the skeletons. "What's this? Are they magic?"

Notice: [1d20]=1
Not even going to ask if I notice anything unusual about them. (The test roll for this macro was a nat 20.)
EDIT: I should be rolling 2d6, not 1d20.
Notice: [2d6]=2
Lavin notices nothing out of the ordinary... except obviously the row of skeletons lined up before her!
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: IC 004 - Water Never Sleeps

#45 Post by Enoch »

You say "obviously" like she didn't just score the absolute minimum on both a d20 and a 2d6. I'm not sure she didn't walk right into them!
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#46 Post by sulldawga »

Better to make those rolls now when there's nothing to be found, eh? Or is there something to be found?

Too bad Lavin will never know! Mwahahahahaha!
User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29270
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: IC 004 - Water Never Sleeps

#47 Post by Rex »

Ciarra

Ciarra enters, bring up the rear and does a quick look around.

Notice [2d6]=9
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18426
Joined: Fri Jan 23, 2015 1:41 am

Re: IC 004 - Water Never Sleeps

#48 Post by Marullus »

Gars carefully inspects the paintings and tapestries, such as they are, for any additional clues to the identity of the necromancer. "Ahhh yes... even the remains of mouldering tapestry points to a latter-age practitioner." Thinking about the architectual design of hazrds as well as any clues to secrets hidden in the structure. He will then check the marble tiles for hollows or suspicious pressure plates (with his polearm). "This is the highest traffic area; I would suspect that any traps have long been triggered. What would be of most interest would be secrets that might escape the inspection of others... or areas further in that might remain undisturbed. Do either of you discern what direction the recent inhabitants might have gone, or when? They are the most pressing threat, after which we can explore with more liesure..."
Enoch wrote: Wed Jul 19, 2023 1:38 amAfter a moment she relaxes, settling into a one-handed grip on the weapon as she approaches the skeletons. "What's this? Are they magic?"
"Not currently," he says with appropriate caveat. "Necromantic welcoming committee. Though, the bone piles in the corners are more suspicious. Be wary that we don't trigger a spell's activation... though I don't see any latent in the area."
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: IC 004 - Water Never Sleeps

#49 Post by Enoch »

"Well, you would say that. You're not much of a wizard, after all." Lavin pokes at one of the skeletons with the blade of her polearm.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#50 Post by sulldawga »

Round 2

Ciarra notices nothing out of the ordinary.

Gars can make out nothing from the tapestries, they are too far gone. The paintings are mainly portraits of men he doesn't recognize except one he knows from a history book on mages of ancient times. This one was called Kluge Marlis and he lived in a kingdom far to the west called Ghandar. Gars is surprised to see the man connected with necromancy but, in the painting, Marlis' cloak is held with a pin in the shape of a laughing skull.

The tiles all seem solid, with nothing underneath.
User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29270
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: IC 004 - Water Never Sleeps

#51 Post by Rex »

Ciarra

Ciarra signals Gars she is ready to move on.
Enoch
Ranger Lord
Ranger Lord
Posts: 2131
Joined: Fri Jan 16, 2015 4:11 pm

Re: IC 004 - Water Never Sleeps

#52 Post by Enoch »

Lavin creeps up to the double doors and presses her ear against one, cupping her hand around it.

Notice: [2d6]=7
I'm assuming with that roll she doesn't hear anything.
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18426
Joined: Fri Jan 23, 2015 1:41 am

Re: IC 004 - Water Never Sleeps

#53 Post by Marullus »

Enoch wrote: Wed Jul 19, 2023 6:16 pm "Well, you would say that. You're not much of a wizard, after all." Lavin pokes at one of the skeletons with the blade of her polearm.
Gars opens and closes his mouth several times, much like a carp. After a minute he sighs, his tone quiet and poignant. "It is incorrect to call the rulers in Mashripal Necormancer-Kings. It is closer to call them God-Emperors. Their power shaped the world over vast expanses of space and time. They did not have petty distinctions such as High Magic vs Neceomancy... their magic could command a person or imbue a person so thoroughly that their children's children's children still bear the mark." He looks down at the shadow-metal poleaxe in his hand. "I am not a wizard. The God-Emperors could achieve life eternal but still feared a violent death. They created Wardens to protect them. Thousands of years may have passed, but their enchantments still follow my family. I aim to know more."

He clears his throat and recomposes himself, resuming his scholarly tone and tapping on one photo. "The wizards here... well, they are wizards. In the latter age, they could only reclaim portions of the powers wielded before. Schools of High Magic, Elemental Magic, and Necromancy all evolved as they clung to a single shard of power. This man is Kluge Marlis, known and documented among prominent High Mages of his era. Seeing him proudly depicted here in a necromantic hall is... interesting, to say the least. Also that he is among other portraits here... perhaps this was a place of a cabal rather than an individuals sanctum."

"Nevertheless, let us pick a direction. I agree, Lavin, closed doors are most interesting. "

The above conforms to the stock history presented in WWN; if you want any differences let me know.
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#54 Post by sulldawga »

Enoch wrote: Fri Jul 21, 2023 4:21 pm Lavin creeps up to the double doors and presses her ear against one, cupping her hand around it.

Notice: [2d6]=7
I'm assuming with that roll she doesn't hear anything.
Lavin hears nothing.

Gars is exaggerating with the God-Emperor stuff but, you know, he's dealing with history from a long time ago. The exact message sometimes gets lost in translation.
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#55 Post by sulldawga »

What's the party's next move?
User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29270
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: IC 004 - Water Never Sleeps

#56 Post by Rex »

Ciarra

"Gars, are you going to try the door?"
User avatar
Marullus
Rider of Rohan
Rider of Rohan
Posts: 18426
Joined: Fri Jan 23, 2015 1:41 am

Re: IC 004 - Water Never Sleeps

#57 Post by Marullus »

"Lavin, do you see any traps?" Gars asks, waiting as she listens.

Once Lavin gives her report, Gars will signal for them to conceal the light and he carefully opens the door. If there's no jump-scare then he peers in, enters cautiously, then looks around (threats, room detail, exits, detect magic).

Int/Notice [2d6]=8 Int/Magic [2d6+3]=5+3=8
User avatar
Rex
Rider of Rohan
Rider of Rohan
Posts: 29270
Joined: Mon May 15, 2017 9:44 pm
Location: Northern Vermont

Re: IC 004 - Water Never Sleeps

#58 Post by Rex »

Ciarra

When she gets the signal from Gars she will hood the lantern.
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#59 Post by sulldawga »

Round 3

Lavin does not find any traps so Gars gives the signal, Ciarra hoods the lantern, and Gars pushes the doors open.

The room is roughly 100' by 100'. In the center of the floor is a pit that's 50' in diameter and perhaps 15' deep. The pit has smooth stone walls and a flat stone floor with shallow grooves leading into small drains. There is a rope ladder in a rotting pile on the floor near the doorway. On the far side of the pit is a large chair mounted on a dais. Extending out in a semi circle from the chair, lining the edges of the pit, are wooden benches.

The chair looks to have been finely upholstered and contains indentations where perhaps gems were inserted? Alas, Gars is left to guess as nothing remains in the indentations and the upholstery is as rotten as the tapestries from the previous room.

There are a number of weapons and shields hanging from the walls. All are of average make and most are pitted and rusting.

Gars senses no magic in this room. There are no exits.
User avatar
sulldawga
Rider of Rohan
Rider of Rohan
Posts: 4669
Joined: Tue Jan 22, 2013 5:26 pm
Location: south of Boston, MA

Re: IC 004 - Water Never Sleeps

#60 Post by sulldawga »

Back in the entrance room, Ciarra and Lavin hear noises coming from outside. It sounds like something large sliding around in the dirt outside and... is that whistling?
Post Reply

Return to “Gateway to the West (Worlds without Number)”