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Re: Quest #21 "Island Hopping"
Posted: Wed Sep 04, 2019 5:53 pm
by Quonundrum
Storm11 wrote:The orange robes half-orc inspects the Dias. Perhaps if we destroy some of these symbols, carve them out maybe, it will disrupt the magic? He looks for the thoughts of the Priest of Magic?
Andronichishche almost didn't register Saracen's query as he was immediately focused on the dais upon entering the cave. He blinks suddenly, looking up from a crouched position about a foot from the strange construction.
"Destroy the symbols ...?".
"Oh, yes ... usually with a circle of magic symbols such as this, the integrity of the markings are essential to their proper functioning." Andron rubs his chin with his right hand, peering intently at the symbols.
"However, caution is advised until we can determine, if possible, their purpose."
Pointing now to the central carved image,
"What is most peculiar is the quality of the carving between the bull's head and the symbols. It would suggest the former was added either after the dais was originally constructed or completed in haste, without care for the detail."
Andronichishche proceeds to examine the symbols and attempts to interpret their meaning, casting
read magic followed by
comprehend languages, if needed. He won't attempt to touch any part of the dais, though.
Just in case rolls: [3d6] = 9, [4d6] = 12, [5d6] = 14, [6d6] = 21, [1d100] = 39
Re: Quest #21 "Island Hopping"
Posted: Wed Sep 04, 2019 10:33 pm
by wolfpack
Storm11 wrote:
The orange robes half-orc inspects the Dias. Perhaps if we destroy some of these symbols, carve them out maybe, it will disrupt the magic?
Or make it explode in a giant ball of fire.
Re: Quest #21 "Island Hopping"
Posted: Thu Sep 05, 2019 1:11 pm
by OGRE MAGE
OGRE MAGE wrote: The cave and all of its passages are pitch black except where the natural light shines in near the entrance.
With no light source in use, the humans cant see inside the cave unless they stay near the entrance.
Re: Quest #21 "Island Hopping"
Posted: Thu Sep 05, 2019 4:42 pm
by Rex
Tlachtga
Tlachtga lights one of her torches, then begins her examination. Keeping Cu by her left side.
Re: Quest #21 "Island Hopping"
Posted: Thu Sep 05, 2019 4:50 pm
by ravenn4544
Alordan will light the torch that was left and hand it to someone to carry so he can be ready to act.
Re: Quest #21 "Island Hopping"
Posted: Thu Sep 05, 2019 11:48 pm
by Quonundrum
Andronichishche accepts the now burning torch from Alordan, "Thank you Mr. Alordan, the light will help distinguish the details." He turns back to examine the dais, pausing momently in thought as he considers Gramble's remark. Mr. Gramble may be one of the most stoic, dare I say sardonic, perhaps uncouth, man I have ever met ... but he does exhibit flashes of excellent common sense. As he begins to interpret the symbols he takes extra care to not disturb them in any manner.
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 2:21 am
by wolfpack
Gramble will help Alordan prepare his net to set a trap as soon as the wizardly people get done staring at the dais.
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 5:01 am
by Rex
Tlachtga
If Tlachtga doesn't find anything she will offer to help with the trap.
Note for Trap: Class Druid and Secondary Skill Hunter/Gatherer
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 6:02 pm
by Jernau35
Maag
When he hears Gramble's remark about things exploding in a ball of fire, Maag decides to loiter just outside the entrance to the cave. Certain members of the party have previous in blowing things up, so he reasons somebody had better stand back a bit to render aid afterwards.
As he loiters, he keeps a general watch, being especially aware that the local minotaur population seems to like jumping down from above. He hugs the wall, trying to keep a low profile.
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 7:20 pm
by OGRE MAGE
Back To The Cave
Moonday, 15th of Goodmonth
Early Morning, Rainy, Misty, Humid
Saracen says a quick blessing over Alordan as he searches the ground for any new tracks. The stone floor shows him that the net was dragged through anything that might have been found before the group arrived. Tlachtga fires up a torch, lighting the remains of the one left behind. Andron steps up to hold the partially spent torch as he examines the raised dais in the floor.
The magic dabbling priest of Rao sees only one familiar symbol in the ring of magic sigils, one that is definitely related to summoning. The party's druid takes a look as well, recognizing another of the symbols, this one relating to the bovine species. Attempting to read the magic of the symbols doesn't offer any new information, so Andron saves his comprehension spell.
Maag decides to watch the group from the back, keeping his eye out for any more leaping bull-men. Setting a trap near the dais is discussed, but no details are offered for such an endeavor. Now that there is more light in the main area of the entrance chamber, the words scrawled everywhere in reddish brown "ink" that cover the walls can be read again.
I will have my revenge!
Actions?
map:
Sir Crestbrook 11/11 LoH
Saracen 25/33 4/5 1st 2/2 2nd
Gramble 10/16
Lerrick 11/11 3/4 1st
Alordan 15/18
Andron 6/6 1/3 1st CL, DM, RM / 1/1 1st RM: 2 (torch: 40'r/5.2T)
Tlachtga 8/8 1/4 1st (torch: 40'r/6.0T)
Cu AC:3 13/13
Maag 12/12
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 7:35 pm
by Storm11
Saracen rummages around and opens one of his slightly shimmering enchanted vials and chugs it down, feeling the light of pholtus flow through him.
Alertness [1d4] = 2 : Healing [1d4] = 3
He places the empty vial back into the safety of his pouch and moves over to examine the deeper entrance into the caves, searching for the scored mark and the chalk mark the half-orcs placed on their previous visit, seeing if either has been found or disturbed.
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 7:36 pm
by ravenn4544
Alordan wonders at the writing "Would a minotaur have written that? I doubt it. Would Cave have written that? I'm not so sure either. Who else then?"
Considering the trap, Alordan looks at spreading the net out in front of the dais where someone would step off - probably facing the cave entrance. He'll tie a rope to it also so that someone can pull it from a distance. This will all be covered with sand and then all evidence wiped clear. "Anyone have any better ideas..?"
While he is figuring out his trap, he'll offhandedly say to Andron, "Don't forget to light a new torch when that one gets low - don't want to get stuck in the dark...."
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 9:21 pm
by Quonundrum
Andronichishche carefully examines the magic symbols using the light from his torch to enhance the contrast, murmuring to himself as he does so, "Interesting ... that's unusual ... an odd serif used with this symbol ... never seen that before ...", finally after a few minutes he stands to provide his analysis. "The purpose for most of these symbols eludes me, their design and arrangement is quite strange, almost an amalgamation of different languages. There is however, one symbol that is definitely associated with summoning magic." He points down to the esoteric rune, naively assuming this would help the others' understanding in any way.
It is now that he notices the writing covering the walls of the cave. "Fascinating ...", he says, swinging his torch in a wide circle before directing it at the stone dais. "Perhaps a message to whomever ... or whatever ... this dais is intended to summon? The enigmatic wizard may be responsible?" He ceases his speculation to acknowledge Alordan's comment, a brief smile fading into an expression of confusion.
"Certainly ... except, I don't have any more torches."
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 9:34 pm
by ravenn4544
Alordan mentions that he has other torches packed. "This summoning you mention. We know something was summoned to this dais - we saw tracks showing that it had to be so. Would it work both ways? I hate to think of where or what is on the other side of this..."
Re: Quest #21 "Island Hopping"
Posted: Fri Sep 06, 2019 10:34 pm
by kruk
Sir Crestbrook the Mighty
Sir Crestbrook stands guard, watching the three tunnel exits from the main room for any intruders as the others set traps and examine the dais.
Lerrick
The cleric makes her rounds examining the walking wounded. Spotting Gramble, she lightly touches
the wound from the minotaur and heals it the best she can.
This is the best I can do for now Gramble. I'd like to save the remainder of my healing powers for later as I am quite sure it will be needed.
CLW on Gramble for
[1d8] = 3 hp
Re: Quest #21 "Island Hopping"
Posted: Sat Sep 07, 2019 12:36 am
by wolfpack
Thanks, hopefully we trap the next bastard who comes through so i don't have to fight it.
Re: Quest #21 "Island Hopping"
Posted: Sat Sep 07, 2019 1:05 am
by Quonundrum
Alordan wrote:"This summoning you mention. We know something was summoned to this dais - we saw tracks showing that it had to be so. Would it work both ways?"
Andronichishche ponders Alordan's question, glancing briefly at the net the latter is proposing to rig into a makeshift trap,
"It's possible there is another dais with an equivalent enchantment to summon from this one, but with the available information this cannot be confirmed ..." He glances back again at the net in Alordan's hands, obviously considering something.
"Your other net is still missing, though. Where was it taken?"
Andron will pick up a loose rock or piece of debris and toss it onto the center of the dais.
Re: Quest #21 "Island Hopping"
Posted: Sat Sep 07, 2019 1:20 am
by Jernau35
Maag
"If tossin' a rock on it don't work, maybe it would wiv sumfin dat is alive? Like a lizard or sumfin."
Maag stays safely back as he offers up his take on wizardly matters.
Re: Quest #21 "Island Hopping"
Posted: Sat Sep 07, 2019 4:20 am
by Rex
Tlachtga
"At least one of the symbols represents the family of creatures that the Minotaur belongs to. It is clearly designed to summon them, it is possible that it works both ways but if so, I suspect it will only do so for a Minotaur."
She will study the writing on the walls.
"I have an extra torch and one spell left that I could use for Faerie Fire in a pinch."
Re: Quest #21 "Island Hopping"
Posted: Sat Sep 07, 2019 1:48 pm
by OGRE MAGE
Back To The Cave
Moonday, 15th of Goodmonth
Early Morning, Rainy, Misty, Humid
After a bit more magical healing for Saracen and Gramble, the homely half-orc searches for the marks on the walls they left behind last time. He sees that the lower marks have been tampered with. Someone or something has attempted to clear the marks away. However, the scratched arrows on the upper portion of the wall remains untouched.
The outdoorsy types help the ranger Alordan spread out his much more manageable sized fishing net on the floor between the dais and the cave mouth. He ties a pull rope to one side, but covering it completely on the nearly bare stone floor proves impossible unless debris can be brought in from another source.
The 2 newest members of the expedition offer some intelligent and intriguing ideas about the mysterious findings in the cave entrance. The ever inquisitive Andronichishche tosses a small stone onto the center of the dais. Nothing happens. Maag suggests using a lizard or sumfin.
As the others continue watching over the entire complex, contemplating which direction they should go first, Sir Crestbrookâs attention is suddenly directed towards the passage leading south.
(Please see private thread)
Actions?
map:
Sir Crestbrook 11/11 LoH
Saracen 28/33 4/5 1st 2/2 2nd
Gramble 13/16
Lerrick 11/11 2/4 1st
Alordan 15/18
Andron 6/6 1/3 1st CL, DM, RM / 1/1 1st RM: 1 (torch: 40'r/5.1T)
Tlachtga 8/8 1/4 1st (torch: 40'r/5.9T)
Cu AC:3 13/13
Maag 12/12