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[Adventure!] Daunton's Dead Past DM: FourMonos. Judge: Peer Committee
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<blockquote data-quote="FourMonos" data-source="post: 6519875" data-attributes="member: 88601"><p>The collection of heroes pause just a moment after the gargoyle moves, then immediately start assessing the situation for options and threats.</p><p></p><p>Vermitrax leaps from the cart and runes appear around him. The runes of the gargoyles do seem to respond to the necromancers magic. The runes on their foreheads and around the door glow but do not disappear.</p><p></p><p>[sblock=Fhangrim] The gargoyles toes flex after you remove the stone. Not what you were expecting. Experience notwithstanding, this particular trigger appears all magical, no physical manifestation is going to offset this particular situation. You do notice the door is not trapped and would be quite easy to open the lock and deadbolt... as long as gargoyles aren't trying to tear you to pieces. [/sblock]</p><p></p><p>[sblock=Drew] You eyes dart expertly around the building and the gargoyles critically assessing the threat. There is no doubt about it, the gargoyles here are the physical manifestation of real gargoyles, not an illusion or mechanical aspects of some more elaborate trap. As a habit of your superb training, you scan the surrounding grounds, buildings and approaches. There appear to be no imminent threat from any other direction. [/sblock]</p><p></p><p>[sblock=Illarion] You are quite convincing, but the words fall on deaf ears. The gargoyles show no influence from your words. [/sblock]</p><p></p><p>[sblock=Mikara] Let's face it, the situation sucks. You hate cities in general. Small cramped spaces. No room to stretch your legs, not enough vegetation, usually too many humanoids in too small an area. At least the last part isn't a bother currently... But the oppressive darkness doesn't feel right. That's probably what bothers you the most right now is how <em>unnatural</em> this feels. All things considered, you don't feel as aware of your surroundings as usual. You see a building, four gargoyle statues worked into the stonework and nothing else going on around you. [/sblock]</p><p></p><p>[sblock=Lilli] You are pretty sure this was a magical activation ritual prepared by the Igors You're not sure where they got the gargoyles, they weren't here the last time you were at the IAC, but they have now been activated. Looking at the runes, you are pretty sure you recognize the handiwork of Meincroft, the senior Igor at the IAC. While you're not sure if a ritual could help, there is not enough time to perform a ritual, the gargoyles are in the process of awakening to defend the IAC headquarters. Perhaps the runes themselves have something to do with the trap... [/sblock]</p><p></p><p>[sblock=Lerrick] You pleas fall on deaf, stone ears. The gargoyles are not effected. [/sblock]</p><p></p><p>[sblock=Raiyek] Your touch with Palladys seems weaker than normal. Curious. Your knowledge of the spiritual is helpful. These creatures are not infernal or of another plane. Your familiarity with runes suggests they are related to what is transpiring. [/sblock]</p><p></p><p>[sblock=Vermitrax] Imbeciles. You are surrounded by imbeciles. Clearly the runes are not only a ward against intruders, but also a way past the gargoyles by anyone familiar with even rudimentary magic!! Each gargoyle is labeled. That must be the key. Starting from the left, the gargoyle runes are: Light, Force, Sound and Manipulation. Your initial magical pressure didn't break the ward in front of you, someone competent must have put this in place. [/sblock]</p></blockquote><p></p>
[QUOTE="FourMonos, post: 6519875, member: 88601"] The collection of heroes pause just a moment after the gargoyle moves, then immediately start assessing the situation for options and threats. Vermitrax leaps from the cart and runes appear around him. The runes of the gargoyles do seem to respond to the necromancers magic. The runes on their foreheads and around the door glow but do not disappear. [sblock=Fhangrim] The gargoyles toes flex after you remove the stone. Not what you were expecting. Experience notwithstanding, this particular trigger appears all magical, no physical manifestation is going to offset this particular situation. You do notice the door is not trapped and would be quite easy to open the lock and deadbolt... as long as gargoyles aren't trying to tear you to pieces. [/sblock] [sblock=Drew] You eyes dart expertly around the building and the gargoyles critically assessing the threat. There is no doubt about it, the gargoyles here are the physical manifestation of real gargoyles, not an illusion or mechanical aspects of some more elaborate trap. As a habit of your superb training, you scan the surrounding grounds, buildings and approaches. There appear to be no imminent threat from any other direction. [/sblock] [sblock=Illarion] You are quite convincing, but the words fall on deaf ears. The gargoyles show no influence from your words. [/sblock] [sblock=Mikara] Let's face it, the situation sucks. You hate cities in general. Small cramped spaces. No room to stretch your legs, not enough vegetation, usually too many humanoids in too small an area. At least the last part isn't a bother currently... But the oppressive darkness doesn't feel right. That's probably what bothers you the most right now is how [I]unnatural[/I] this feels. All things considered, you don't feel as aware of your surroundings as usual. You see a building, four gargoyle statues worked into the stonework and nothing else going on around you. [/sblock] [sblock=Lilli] You are pretty sure this was a magical activation ritual prepared by the Igors You're not sure where they got the gargoyles, they weren't here the last time you were at the IAC, but they have now been activated. Looking at the runes, you are pretty sure you recognize the handiwork of Meincroft, the senior Igor at the IAC. While you're not sure if a ritual could help, there is not enough time to perform a ritual, the gargoyles are in the process of awakening to defend the IAC headquarters. Perhaps the runes themselves have something to do with the trap... [/sblock] [sblock=Lerrick] You pleas fall on deaf, stone ears. The gargoyles are not effected. [/sblock] [sblock=Raiyek] Your touch with Palladys seems weaker than normal. Curious. Your knowledge of the spiritual is helpful. These creatures are not infernal or of another plane. Your familiarity with runes suggests they are related to what is transpiring. [/sblock] [sblock=Vermitrax] Imbeciles. You are surrounded by imbeciles. Clearly the runes are not only a ward against intruders, but also a way past the gargoyles by anyone familiar with even rudimentary magic!! Each gargoyle is labeled. That must be the key. Starting from the left, the gargoyle runes are: Light, Force, Sound and Manipulation. Your initial magical pressure didn't break the ward in front of you, someone competent must have put this in place. [/sblock] [/QUOTE]
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[Adventure!] Daunton's Dead Past DM: FourMonos. Judge: Peer Committee
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