(IC) Against the Giants PBP Group 2

The Colonel takes the sack of gems, to be shared later. It's a shame there's no personal items per se, but this, at least, is something that will be noticed (assuming the fire Giant -- Smolderheart, was it? -- was alive to notice its absence). The Colonel is ready to leave, when he sees Doc paying attention to the forge. Assuming he explains what he sees (Doc's gettin' downright chatty these days), the Colonel offers an idea.

OOC: The Colonel is proficient in Religion but not Arcana, and he may not know at least as much as I do about planar things. Nevertheless, he probably knows that there are spells whichcreat a binding for extra planar beings to this world, and that there are shackles that prevent extradimensional travel, even if he's not seen them. I don't know what an attempted Banishment would do, but he is able to cast Banishment, which might be a fun way to get around other attempts to keep it here... (away from books right now).
 

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Donnell
Race: Human
HP: 43/43 TH: 14
AC: 17/19 w shield
Pass Perc: 14
Pass Inv: 10
Pass Ins: 17
Initiative: +2
HD: 5/6
Action Surge: 0/1
Second Wind 1/1
arrows: 16


As they leave the room, Donnell says to the orc, in common,

"When we leave, you can probably come with us. You'd be free to go your own way once we're outside."

Once in the forge....

Donnell studies the forge, looking for any particular devices or inscriptions,

"Magic is powerful but it's delicate, isn't it? If we find what's keeping this hot, maybe we can just vandalize the magic holding it together.

If we had more time, I'd just throw these weapons in the forge to ruin them."

He scratches his thin and patchy 5 o'clock shadow (that took him 3 days to grow),

"Maybe it's some kind of a pact?"
OOC:
I just got a 4 on my investigation.

Insight: 1D20+7 = [15]+7 = 22

To get a clue to the Fire Giant's motives which might give a clue of how he went about ensnaring the elemental which might help us undo it. (kind of a long shot)
 
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OOC: I've never thought of Banishment as a way to rescue a captured extra-planar creature, but I don't see why that wouldn't send the Elemental back to its home plane. The saving throw wouldn't be for the Elemental itself (who would be willing) but for the magic of the imprisonment, resisting his attempt. The colonel can try to send the elemental home. It is a kind act, but there'd be no way for the elemental to express any opinion on the subject (or to express gratitude).
 

The Barbarian Druid followed the others when they ventured south to the forge and he too noted the presence of the spirit bound to the forge. Not that he had any further knowledge of such things than would a cleric, a arcanist or a deadman but he nonetheless hoped to soothe its rage and indeed if the Colonel choose to invoke some ritual to send it back to its natural place then the Druid would provide help and Guidance as he could....
 


Doc had hisself some past with restless spirits lookin' to move on, and he felt the lonesomeness and anger of a soul chained without no succor when he looked into the fire. He looked back at his compadres and his growing ease with 'em overcame his usual laconic nature as he plaintalked. Reckon the fire is just 'nother poor spirit these rustlers captured. I ain't got no way to parlay with 'em, but I figure that fire wants to be there as much as a moocow wants to be in a slaughterhouse. Now, I ain't got no need to mess with things that don't need no messin' with, but I reckon we should let this lonesome feller free.

Seein' as Hoss might try to free the spirit from its surly bonds, Doc looks over the forge to see if there is any useful information while wracking his brain to remember if he ever dealt with sumpin' similar.

OOC:

Doc will (1) investigate the forge to see if there is anything further to be learned; and (2) try his arcana knowledge to see if there is something he remembers that can help.

Investigate: 1D20+6 = [16]+6 = 22

Arcana: 1D20+2 = [14]+2 = 16


 

The Colonel listens to the advice of his companions, and prepares to act.

OOC: Last spell reckoning was in IC 1136: 1/1/3/2/2.

The Colonel wants to free this elemental Here are the parameters I see:

(a) Banishment should work. 4th level spell with range, Charisma save (which it can choose to fail voluntarily if it wants to be back on the plane of fire); if I maintain concentration for a minute, it stays there. It has to break the magic holding it, arguably.

(b) Dispel Evil and Good should also work. 5th level spell with no range (technically requires an attack on a creature I can reach). Hit would send it back to its home plane without needing a minute's concentration, and I'd have ten attempts to "attack" it.

(b) is bigger magic, but (a) gives the clearer effect; it is not clear to me that the bigger magic is doing something meaningfully stronger -- it just means the banishment is permanent, and I have multiple attempts; the bigger magic gives a front end benefit, but isn't necessarily stronger.

(c) depending on the investigation outcome, possibly we could damage the forge before attempting (a) or (b). Thunderwave pushes unsecured objects 10'. Might be worth trying if there's things that aren't pinned down but not easily lifted/moved.

(d) If we don't want to leave it to chance, the Colonel can cast Augury, either with a level-5 slot, or as a Ritual. If we thought we had 10 mins, saving the slot might be nice... But among the things we could ask about the relative methods of (a) (b) and (c).


Any advice taken, or I can just have the Colonel act. (Saving a level 4 slot for the banishment of the Fire Giant when we see him would be funny and/or prudent.).
 


Peering around the base of the forge, Doc found three iron bands, constructed separately from the main body of the forge and rivetted on later. They were marked (deeply etched) with a runic script that was most likely some arcane variant of the giant runic.

Doc couldn't read the words, but it didn't matter - he recognized a binding spell when he saw one. And the thing he knew about a binding spell was: If they're physically written, they can be physically broken.

The bad news was - they were solid iron bands made by Fire Giant hands. The good news was - there were plenty of tools on and around the anvil that were good for the right kind of leverage that might bust 'em off. If only there were a strong fellah, like a big northerner...
 

Donnell looked to where the Doc was searching,

"Oh, good eye, I totally missed that! Maybe there's a password to end the enchantment. Can anyone cast identify on the bands?"

Donnell wasn't magicky but he'd been around enough to see people do magicky things. He had magical armour, after all, and someone had used a spell to figure out what kind of magic was on it.

Donnell pauses,

"Maybe I can work these off somehow..."

OOC: can thieves tools work to pull up the bands? I have a crow bar, I think?

@Kobold Stew I actually like the idea of banishing it, if the forge fails its save. One minute concentration is nothing since we're not in combat. Because, even if the elemental is friendly to us, it's still going to walk around burning everything in its path.
 

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