Kulan: Knightfall's Crisis in Bluffside Game [IC]


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Knightfall

World of Kulan DM
"UGH! Gah! PHatoo!!"

Vinny caughs, spits sputters and gags as he backs away from the privy. "That is nasty. needed down here I am sure, but nastyy!"
"And we needed somewhere to dump the mimic's waste as well," Lowenan adds. "It wasn't very clean."

"Can I get my spellbook?" Silagord asks Custodio and Vinccenzo. "I will hand it over to you if you insist, but I don't want to leave it here." He points towards the corridor. "It's locked in a chest in the barracks."

"I have some family items storied in there too," Lady Arnona says.

"Fine! But make it quick," Custodio says as he leads Lowenan out the double doors and down the corridor. "Vinny, can you watch them?"

Silagord nods and he rushes out of the room and back into the barracks. Arnona goes with him. Mutt growls at Silagord and Thare but the dog doesn't menace the cat. Instead, the big dog becomes impatient and begins looking for his pack mate. He has soon found his way to Tuck.

Rhilaseth follows them out but stays within sight of Custodio and Tim, as not to antagonize the Elite guard and knight. He waits for Custodio to lead his commander out of the room.

Breva shrugs at Vinny's strong reaction to the privy. "A necessary evil I suppose. Shall we leave this place for now?"
"As fast as we can," Custodio agrees. "Let's get out of here."

Lowenan motions to the DMK. "You are not going to be able to get him to leave," the ex-commander says. "He will not leave the genie here alone." He pauses at the doorway. "Loremaster, there is a good chance that he might never be able to leave here," he says to Akos. "As I said earlier, he believes he's been down here only a few months, and that might be true, down here, but he's been away from the true passage of time in the world for years. If he leaves without some sort of magical protection, he will quickly die of starvation and thirst."

"Will he really just stay here?" Custodio asks. "What if Phelix comes for him?"

"Phelix's Loyalists fear him," Lowenan says. "Only their strongest leaders would be a match for him, and it would take several of them to overwhelm him. He will fight to the death to protect her and this room. My ment-... Phelix may not risk it right away. But you are right, he will not want to lose access to this room. He will send someone through the portal, eventually."

"But if he eats and drinks..."

"Enough for the passage of years and years?" Lowenan shakes his head. "No, he would die from the shock. He will need a magic ring that will provide his body with the energy he needs to be able to return to the world. And, there are a few spells that could protect him after leaving the labyrinth but they will only last a few minutes at most." He pauses. "He must stay here or risk a painful death. I have come to admire him and don't wish him to die such an ignoble death." He looks at Akos. "You must explain it to him. Phelix's never let me tell him the truth. I should have ignored that order."

"Someone should stay with him," Custodio suggests.

"He will be fine on his own. He was for a long time before Phelix first encountered him. But he must be told why we are leaving and why he must stay."

The DMK soon becomes aware that everyone is talking about him. He signs to Akos to try find out what the problem is and why the other are leaving. "You must help her," he signs to Akos. "you said you'd free her."

"Lo siento mucho, Sin Voz," Lowenan says.
 


JustinCase

the magical equivalent to the number zero
Vinccenzo inspects the floor around the petrified wizard to see if there are any pieces of the wizard in the rubble pile or anything else that could be useful. He finds several discarded small chips that could be put back in place on his arms but none for the petrified wizard's face or his missing finger. He also finds a tarnished ring in the pile of rubble and he disturbs a tiny mouse that skitters away along the wall.

Tuck listens to the conversation with interest, but is then strangely intrigued by the mouse fleeing from Vinny searching the floor.

Calling over to Mutt, the kobold instructs the dog to catch the rodent.

His guts tell Tuck that somehow the mouse is important. Either there is significance to its presence here in this room, or it could come in useful later.
 


JustinCase

the magical equivalent to the number zero
OOC: Can I assume Tuck caught the mouse?


Upon catching the little rodent, Tuck inspects it thoroughly. There seems to be nothing out of the ordinary about the mouse, and the kobold nods to himself.

"I will be keeping this one close by, to check the temporal effects as we're leaving," he states, still unconvinced that the mouse is not a spy or something.

Then Tuck and Mutt are ready to go.
 


Tellerian Hawke

Defender of Oerth
Tim says to Akos, "Sign to him, and tell him that we will return with help, but because time passes differently here, it might be awhile. Tell him not to give up hope. I do not intend to sit by while an innocent suffers. I know nothing about the Djinni, but seeing his loyalty to her is enough for me. No one can command that kind of loyalty through cruelty, callousness, or fear."
 

Neurotic

I plan on living forever. Or die trying.
Akos nods at Tim and takes some time to carefully sign the intent to the knight.

At the end, he takes a moment to heal the genie once more, pulses of healing light passing more easily through the portal now that the combat is over. But the energy is still weak, dissipating as it passes through the planar rift.

Genie healing vs AC 10; healed: 1D20+4 = [18]+4 = 22
2D6 = [1, 5] = 6
Genie healing vs AC 10; healed: 1D20+4 = [20]+4 = 24
2D6 = [1, 4] = 5

OOC: full round action or two to carefully sign - taking 20 if there is time + 2 standard actions to heal (1 if we DO NOT have time to do it)
 

Knightfall

World of Kulan DM
"Loremaster, let the Knight know we must leave for now but will return."

"Lady Arnona and Siligord, please retrieve your belongings quickly."

Vinny follows and watches the two closely.
The two ex-guards move into the small barracks room and move to the two chests. Arnona produces a key and unlocks both of the chests. Silagord pulls out a spellbook, pouch of coins, and a few other items that look to be personal. He willingly hands over his spellbook to Vinny, although the Sectarian Guard can tell it pains the young man to do so.

All of Arnona's possessions look to be deeply personal in nature. There is a heavy cloak that is neatly folded, an old pocket watch, and a few other things that she stuffs in a pack that was hidden under the bed.

"We are ready," she says. She and Silagord walk in front of Vinny through the corridor next to the other ex-guards and Custodio.

Breva considers the knights perilous situation and shakes his head. "Once you explain things we really should go."
"Quickly," Custodio adds.

Tuck listens to the conversation with interest, but is then strangely intrigued by the mouse fleeing from Vinny searching the floor.

Calling over to Mutt, the kobold instructs the dog to catch the rodent.

His guts tell Tuck that somehow the mouse is important. Either there is significance to its presence here in this room, or it could come in useful later.
Upon seeing the mouse chase Breva moves to see what is happening.
The mouse squeaks in fear as Mutt corners it and then Tuck rushes in to scoop up the miniscule animal. It shakes with fear in Tuck's hands but has more to fear from Mutt than the kobold.

Mutt whines. He thought it was going to be a snack.

Upon catching the little rodent, Tuck inspects it thoroughly. There seems to be nothing out of the ordinary about the mouse, and the kobold nods to himself.

"I will be keeping this one close by, to check the temporal effects as we're leaving," he states, still unconvinced that the mouse is not a spy or something.

Then Tuck and Mutt are ready to go.
"If it has spent its life here," Lowenan says. "Then is will probably die the moment you take it beyond the double doors past the golem. We have seen some rats down here before and there is a room southeast of the entry point from the guard post that seems to be a lair for giant rats. There are giant spiders in a room to the west and giant beetles in a room to the southwest. We avoided them whenever possible."

"So the doors are important?" Custodio says. He motions for the others to stop. "Explain."

"The doors seem to be designed to be a barrier even though they look mundane," the ex-commander says. "Once we are past them, the time effect will be lessened. But as long as they remain open, time will spill out of this part of the labyrinth and into the world above. Leaving the doors open for you was part of Phelix's plan. Once we are through, they must be closed or time will continue to slow in Bluffside."

Tim says to Akos, "Sign to him, and tell him that we will return with help, but because time passes differently here, it might be awhile. Tell him not to give up hope. I do not intend to sit by while an innocent suffers. I know nothing about the Djinni, but seeing his loyalty to her is enough for me. No one can command that kind of loyalty through cruelty, callousness, or fear."
Akos nods at Tim and takes some time to carefully sign the intent to the knight.
While the others head for the exit, Tim and Akos say behind to explain the situation to the knight. He nearly drops his sword in shock. At first, he doesn't believe Akos and it takes precious minutes for the Loremaster to convince him of the truth. Once he realizes his life is at stake and that the others must leave, he nods to Akos and moves to the altar.

"I will say and watch over her," he signs to the Loremaster. "Please hurry and save yourself from my fate. I will pray for your return and salvation for both of us, and I will watch over the wizard turned to stone. If Phelix comes or me, I will make him pay for his treachery."

He bows to both Akos and Tim.

Neurotic said:
At the end, he takes a moment to heal the genie once more, pulses of healing light passing more easily through the portal now that the combat is over. But the energy is still weak, dissipating as it passes through the planar rift.

Genie healing vs AC 10; healed: 1D20+4 = [18]+4 = 22
2D6 = [1, 5] = 6
Genie healing vs AC 10; healed: 1D20+4 = [20]+4 = 24
2D6 = [1, 4] = 5

OOC: full round action or two to carefully sign - taking 20 if there is time + 2 standard actions to heal (1 if we DO NOT have time to do it)
Once Akos has done all he can, he and Tim follow the others down the corridor in the direction of the entryway. The DMK closes the double doors to the portal room behind them. He will guard the room and the genie with his life, Tim is sure of the man's resolve.

They find their allies and prisoners paused in front of the double doors leading into the entry room that leads up into the guard post above. Akos can now see that time is 'off' when he and Tim approach. The others seems to be moving a lot quicker than he and Tim.

"We must close the doors behind us to block the magic," Custodio says. His voice sounds funny to Tim. High pitched and squeaky. "Lowenan says its the only way to keep this slower time from affecting all of Bluffside."

Tuck takes a step into the chokepoint and the mouse squeals in pain. Before he can move back, the mouse has turned into a shriveled husk. That would have been the DMK's fate if he had tried to come with them. Tuck feels the effect himself. He is hit with pang in his stomach that tells him he's going to need to eat, drink, and then relieve himself very soon and he'll have to find a privy very soon.

Custodio follows him in and immediately regrets it. "Oh gods, I hate this place. Lets get out of here and find a place to... relax."

"The effect will be much worse once the doors close behind us," Lowenan says. "Prepare yourself for painful stomach cramps and waves of nausea. We must get up the rope as fast as possible and hope no one has an accident while climbing."

OOC: Neurotic, if you want Akos to Take 20, then that is at least 2 minutes, which equals another 2 hours in Bluffside.

Once the doors are shut, all the PCs, Custodio, and Mutt must make a DC 15 Fortitude save or become nauseated. The DC for the ex-guards are higher (DC 20) since they have been there longer but each of them gets a +4 circumstance bonus to their rolls because they had access to food, wine, and water. PCs that eat rations and drink water from waterskins gets a +2 circumstance bonus to their rolls.

On a successful save, the character is simply very hungry and thirsty and must eat food and drink water within 1 hour or start to feel light-headed. If they go longer without food or water they become fatigued within 1d4+1 hours.

On a Natural 1, bad things begin to happen inside a character's gut. There is an urge that can't be delayed. :poop:
 
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