Kulan: Knightfall's Heroes of Carnell Game [IC]


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"Sooo...we're exploring the ruins, but not killing anything inside." Maur grumbles to the world in general
"It's not that I want to kill them, but they are giant vermin. We're kinda trying to see if we can get something useful about the area or shelter the horses. That would mean we have to kill big things inside. Or do we use snakes as guards for the horses?"

OOC: just doing something so Maur doesn't stand there, also, he can heal if needed
 

Litrix observes the happenings, but does nothing to interfere unless the beast attacks.
{Phar} just ... has his bow out and is keeping watch over things.
Neither Litrix nor Phar see any signs of spiders outside the ruins, and Litrix doesn't remember seeing any webs on the exterior of the building when he and Aureus scouted around the edge of ruins. He looks up at the sun of the day. Then, again, they may not come out until night.

"Sooo...we're exploring the ruins, but not killing anything inside." Maur grumbles to the world in general
"It's not that I want to kill them, but they are giant vermin. We're kinda trying to see if we can get something useful about the area or shelter the horses. That would mean we have to kill big things inside. Or do we use snakes as guards for the horses?"

OOC: just doing something so Maur doesn't stand there, also, he can heal if needed
"Snakes are not vermin," Caerth replies firmly. "She is not like the scorpion. And she is not a horde of spiders. Yes, those creatures are also part of nature, but if they attack and we must kill them, so be it." Caerth strokes the snake's head. "Once she is out of these ruins, nature will have to take its course. I doubt all of her snakelets will live, but I want to give them a chance to live. She still might not survive. Nature is fickle."

He looks at Maur. "While I'd like to take her somewhere safe, we don't have time. Eike is out there."

"You can talk to her, right?" Aureus asks. "Maybe she knows the best way through the cacti."

"I don't have that prepared today," Caerth replies.

Caerth takes out his wand of cure light wounds and uses it on the snake mother several times. All of her wounds close and the animal looks a lot stronger.

Aureus casts a resistance orison on the snake mother as well. "Hopefully that will help against the poison, but it will only last a minute."

"Clear a path," Caerth says. "No sudden movements."

Caerth urges the snake mother to leave the room through the breach. She doesn't hesitate, although her movements seem a bit sluggish. Once she is clear of the ruins, she quickly disappears down a rocky slope and into some dry grasses.

"That's all we can do," Caerth says.

Aureus moves to the room's double doors and inspects the doors for traps. Once she is certain the doors are trapped, she checks the lock. It is locked, but from the other side. She tests the handle and the door opens just enough to see beyond. Light streams through the door. It opens up into the courtyard. She closes it again.

"So, these doors head into the courtyard. Are we going to check it out?"

"We've come this far," Quinn agrees.

"Don't forget that the scorpion's lair is on the roof of the other side of courtyard," Caerth reminds his companions. "If we go in there, it will attack again. I might not be able to stop it again. We should leave."

"I know you don't want to hurt it," Quinn says to the half-orc druid. "But we should find out who built this place, if possible. These ruins are close enough to Carnell that it could be important."

Caerth sighs. Outvoted again. He nods but insists on going first. Aureus opens the doors wide and lets Caerth take the lead. Aureus, Quinn, and Phar follow him inside. Then, Litrix and Maur who flank the door. Angus stands in the large open doorway.

The courtyard seems to be better maintained than the rest of the ruins. It is covered in grasses that are wild but not completely overgrown. There is little to no sand built up inside the courtyard. South of the open doors is covered in more robust grasses and several small shrubs. There is an empty planter in the corner.

There is also a 10 by 15 ft. low stone platform with a firepit and an anvil. Rubble has fallen down behind the anvil. North of the doors is a covered well and another smaller low platform that looks like it was used for cooking. There is no sign of rust on it but there are blown leaves scattered on its surface. Beyond the anvil is the ruined wagon that Caerth clearly saw in the sky while in dire owl form.

At the other side of the courtyard is a table with two benches, another low stone platform with the dais on it, and another small planter. There is a large hole in the wall behind the dais. Caerth can see a set of stone doors in the southeast corner of the courtyard. Next to the table and benches is a pile of debris that looks like it has been piled up on purpose.

Angus's hooves on the sandstone floor of the breach room are loud enough to rouse the scorpion. It comes to the edge of its lair by the pile of rubble on the roof and clacks its pincers.

"STAY!" Caerth orders the beast.

The monstrous scorpion's primeval instincts seem to tell it not to press its luck. It move back away from the edge of the rocks that lead down into the courtyard. It settles back down into its lair and the courtyard goes silent.

Two other sets of double doors lead out of the courtyard. One by the dais is made of metal and leads into a separate building that is connected to the rest of the ruins only by walls. It has a sloped roof and is not as old as the rest of the ruins. Maur can tell it was built much later, but it is still old. The other set of double doors are made of wood and they are adjacent to the metal doors in the southeast corner.

You don't see any signs of webs in the courtyard.

Aureus moves next to Caerth and whispers. "Do you think it will stay up there?"

Caerth glances at her and then towards the scorpion's lair. "For now, it is more afraid of us."

"Let's not anger it and be quick," Quinn suggests. "Aureus, look around for traps. I'll watch your back."

Aureus nervously nods her head and begins to explore the courtyard, carefully and quietly. It takes quite a bit of time for her to check the courtyard and all three of the doors. All three doors are locked. While she is certain that none of them are trapped, she is hesitant to try to pick the locks while the scorpion in nearby. She and Quinn move back to the group.

"No traps," she says. "But all those doors are locked."

"The metal doors are interesting," Quinn adds. "Well crafted."

 

Race: Silver-Grey Elf Paragon
HP: 54/54
AC:
21; FF:18 T: 14
Spot:+11
Listen:+8
Search+13
Mage Hand; Open/Close; ❏❏Detect Magi;❏❏Electric Jolt;❏❏Prestidigitation
Fort:+4
Will: +8(10)
Refl: +8
Initiative: +3
Range:+9/+1
Melee: +6/+1
1st [6+1](DC18) ❏Familiar Pocket ❏Feather Fall ❏❏*Magic Missile ❏Protection from Evil ❏Slide Feather fall
2nd[6+1](DC19) ❏Cat's Grace (DC:19)❏Glitterdust *Scorching Ray ❏Web
3rd[5+1](DC20)❏Dispel Magic ❏*Fireball ❏Fly ❏Haste ❏*Lightning Bolt Summon Monster III
STR:11
DEX: 17 + 3
CON: 12 + 1
INT: 22+7
WIS: 12 +1
CHA:12 +1
Placeholder
(DC21)4th [4+1❏❏*Fire Shield ❏❏❏*Ice Storm
5th(3+1) (DC22) Dismissal []; Cacaphonic Burst[]; Break Enchantment[]


Phar looks around the ruins with curiosity, grabbing some of the crumbling masonry as he exits into the courtyard, rubbing it between his fingers.1

"Although it may not be made by the hands of elves, this stonework is familiar to me."

Phar puzzles over it.

"Perhaps I will investigate more thoroughly to see what stories this building reveals and any lingering auras of magic that might be colouring this dismal place.2"

He casts a spell then moves towards the forge to search for clues about the ruin's history.3


1. Knowledge Architecture/engineering: [17]+12 = 29
Knowledge Nobility: [1]+12 = 13

2. Casting Detect Magic

3. Searching for symbols/heraldry/banners. (or any secret doors!) Starting at the forge, then moving to the daius (avoiding the scorpion)
search: 1D20+13 = [18]+13 = 31
 
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Phar looks around the ruins with curiosity, grabbing some of the crumbling masonry as he exits into the courtyard, rubbing it between his fingers.1

"Although it may not be made by the hands of elves, this stonework is familiar to me."

Phar puzzles over it.
It was a long time ago, but Phar understands what he is looking at when it comes to these ruins. They are old, very old. Well, most of it is very old. He can tell that the building with the set of iron double doors was made much later than the rest of these structures. In fact, the entire courtyard area was built many centuries after the rest of the ancient structure. It has likely been patched and repaired many times.

The original builders were definitely human. This was once a temple dedicated to an old demigod known as Bogphin who was believed to have been born and died in the Kingdom of Stonn around 700 years ago when its current capital city was known as Araig. Ariagians built the Kingdom of Stonn and were highly influential in the Eastern Shores for centuries.

Bogphin was believed to have been a close friend of the man who founded the city of Araig (-50 N.C.), Zalmon. Some believe that that Bogphin might have been a mentor to Gabriel Stonn who would be paramount in the rise of the kingdom that now bears his name. (The truth of this is not really known, however.)

The original buildings of ruins were definitely built to honour Bogphin and were built by the Ariagians. The architecture is obvious to anyone who has studied the architectural history of the Kingdom of Stonn, which Phar did in his younger years. The architecture is simple but meant to last. Even if someone hadn't found and restored it much later (maybe around 400 to 450 N.C.), the ruins would still be standing today. In fact, if someone hadn't modified so much of it, it could be in better condition. Ariagians were master builders, for humans.

Phar isn't sure who built the additional structure and revamped the old fort, but there is some reverence for the past built into the new building. The later builders were paying homage to Bogphin, but the overall design was meant to be more naturalistic. (The iron door seems to be an odd addition.) Phar knows that Bogphin was a nature demigod, but he was killed shortly after the city of Ariag became known as Stonn City (53 N.C.) and his faith disappeared within 100 years of his death.

All of the doors of the courtyard look they were part of the restoration of the building by the secondary builders. They are all covered in naturalistic symbols denoting weather patterns and animals. The metal door is engraved with a stylised boot and is surrounded by what looks like the personal sigils of an adventuring group, although the designs are archaic.

"Perhaps I will investigate more thoroughly to see what stories this building reveals and any lingering auras of magic that might be colouring this dismal place.2"

He casts a spell then moves towards the forge to search for clues about the ruin's history.3
Phar doesn't find any active or lingering auras on the forge. However, as he looks up into the sky he can see a strange lingering aura that seems to shield most of the courtyard and parts of the ruins. It is very odd. As far as Phar can tell, it should be long gone, yet for some reason, it still still lingers over the ruins. It is likely what is protecting the courtyard from deteriorating completely.

If a mortal cast the abjuration that is protecting the courtyard from decay, her or she was very powerful. Phar is unable to determine the true strength of the aura, but he is certain that it is failing. It might last a few more years, at the most. Could it have been place by Bogphin?

He does find one faint active aura on the iron door. It is an illusion-based aura. It likely has a very specific trigger. Phar isn't sure if he should trigger it or if he even can trigger it.

OOC: Triggering the aura requires either a successful Decipher Script check or Use Magic Device check.





1. Knowledge Architecture/engineering: [17]+12 = 29
Knowledge Nobility: [1]+12 = 13 (equal to a 3)

2. Casting Detect Magic

3. Searching for symbols/heraldry/banners. (or any secret doors!) Starting at the forge, then moving to the dais (avoiding the scorpion)
search: 1D20+13 = [18]+13 = 31
 

Race: Silver-Grey Elf Paragon
HP: 54/54
AC:
21; FF:18 T: 14
Spot:+11
Listen:+8
Search+13
Mage Hand; Open/Close; ❏❏Detect Magi;❏❏Electric Jolt;❏❏Prestidigitation
Fort:+4
Will: +8(10)
Refl: +8
Initiative: +3
Range:+9/+1
Melee: +6/+1
1st [6+1](DC18) ❏Familiar Pocket ❏Feather Fall ❏❏*Magic Missile ❏Protection from Evil ❏Slide Feather fall
2nd[6+1](DC19) ❏Cat's Grace (DC:19)❏Glitterdust *Scorching Ray ❏Web
3rd[5+1](DC20)❏Dispel Magic ❏*Fireball ❏Fly ❏Haste ❏*Lightning Bolt Summon Monster III
STR:11
DEX: 17 + 3
CON: 12 + 1
INT: 22+7
WIS: 12 +1
CHA:12 +1
Placeholder
(DC21)4th [4+1❏❏*Fire Shield ❏❏❏*Ice Storm
5th(3+1) (DC22) Dismissal []; Cacaphonic Burst[]; Break Enchantment[]


"This whole area is protected by a powerful abjuration which protects this place from the curse that surrounds these lands. It is waning and may only last a few more years. I wonder if there could be a way to reinforce it..."1

He ponders

"These ruins are old and date back to -50NC. It was called Araig and its denizens were worshippers of a nature demi-god named Bogphin who was rumoured to be friends with the city's founder.

Many of the renovations seem to be in the style of the original architecture....except those doors."


He points at the large metal doors.

"Those doors do not belong and they are magically trapped. I lack the skill to determine their exact nature but they radiate illusion. I can surmise that it would be possible to dispel it but negating the magic may have unforeseen consequences. I think it would be better to understand it first.2 Can anyone decipher the inscriptions on the door?"



1. I would like to determine if there is a way (a spell or ritual) to reinforce the dome that protects the city.
Spellcraft: 1D20+23 = [20]+23 = 43

So, that's a nat. 20...I got a 43 but do you still consider it a 30? :)

2 .I don't have any skills to help. I'm not sure if Arcana or spellcraft could help to determine the nature of the spell on the doors.
To study the symbols on the door. (or spellcraft, if that's more appropriate, in which case, it's a 41
Arcana: 1D20+21 = [18]+21 = 39

Or to Aid someone trying to decipher script. Whatever is appropriate.
 


Usually Caerth is not very interested in architecture and old ruins, except perhaps how those old stones can make good shelters for various plants and animals, the half-orc druid nevertheless starts looking around when Phar mentions the origins of this place. Perhaps he can decipher some relevant information, as the people who built this were devoted to nature deities?



"Get whatever you think is worth it," he growls. "I think we've bothered the scorpion long enough."

OOC: Can I make a spot check to see if there's anything edible for the scorpion to keep it occupied?
Spot: 1D20+9 = [12]+9 = 21
 

"This whole area is protected by a powerful abjuration which protects this place from the curse that surrounds these lands. It is waning and may only last a few more years. I wonder if there could be a way to reinforce it..."1

He ponders

"These ruins are old and date back to -50NC. It was called Araig and its denizens were worshippers of a nature demi-god named Bogphin who was rumoured to be friends with the city's founder.

Many of the renovations seem to be in the style of the original architecture....except those doors."


1. I would like to determine if there is a way (a spell or ritual) to reinforce the dome that protects the city.
Spellcraft: 1D20+23 = [20]+23 = 43

So, that's a nat. 20...I got a 43 but do you still consider it a 30? :)
"Ariag... never heard that name before," Aureus muses. "Of course, much of your world is still a mystery to me."

"Ariag is the original name for Stonn City," Qi notes outloud for all to hear. "That city is still the capital of the Kingdom of Stonn. From what I know of history, Stonn never conquered any part of the Strandlands. But, it doesn't surprise me that the Ariagians had an outpost here. These lands were even wilder back then."

Phar casually listens, as he is lost in a deep train of thought. The magic that is protecting the ruins, or was protecting, is High Magic. Whoever placed the ward over the ruins was very powerful indeed. He or she might have had divine blood. There isn't any way that Phar or his companions could ever reinforce it.

He is able to determine that the illusion on the door isn't a trap. It is a magic mouth spell. It seems to be keyed to the personal sigil that sits just above the stylised boot symbol that dominates the iron door. It isn't an arcane sigil. It is divine... and something else he can't decipher. He is able to read The Hermit, but it might only be a nickname. There is another name... hidden, but Phar can't translate it.

There are five other personal sigils, as well. One is arcane, which he can read easily. Arixon. Where does he know that name from...? Three of the remaining four sigils are simple, nonmagical in nature. It is probably some form of proto-Anorian language that is closer to Harqualian. Clockwise from the hermit sigil, the others are Beornheard, Grigron, Arixon (at the bottom), and Jorziza. The last sigil he cannot read at all. Written along the stylised boot is Fellowship of the Boot... in the same proto-human tongue as three simple sigils.

Phar is certain that the iron doors can only be opened after the magic mouth has been activated. Try as he might, he can't get it to work. It requires more than his arcane knowledge. Divine power, most likely. Druid magic, maybe? He looks at Caerth. The half-orc druid is probably the only one who can activate the spell, but, it might take more than just him.

Phar's head begins to hurt. It is very complex, even for him.

OOC: Yes, it's a 30, so you got a 53. Writing this took a while. Plus, you can ask other Spellcraft-related questions regarding the ruins, the doors, the dais, etc. on the OOC thread. I'll answer everything I can.

High Magic refers to v.3.5 Epic magic.


Litrix stands ready to provide support, but remains at the entrance for the moment. No sense in provoking the beast with extra numbers.
Litrix watches as Quinn heads over to the cookery to look to see if he can find anything useful. Aureus stands on the steps leading up on to the dais and looks through the breach in the wall to what lies behind it. Caerth moves instinctively towards the scorpion's lair to make sure it doesn't attack, hopefully. Maur is drawn towards the firepit and the anvil, but he doesn't get too close. He also keeps an eye on the roof where the scorpion is laired.

"There is a small room back here," Aureus says excitedly. "There's a chest, a barrel, and some sort of silver box."

"Careful," Quinn warns. "Chests are not always chests."

"Phar, do you see anything?" Aureus asks her friend. "It that a real chest?"

Usually Caerth is not very interested in architecture and old ruins, except perhaps how those old stones can make good shelters for various plants and animals, the half-orc druid nevertheless starts looking around when Phar mentions the origins of this place. Perhaps he can decipher some relevant information, as the people who built this were devoted to nature deities?

Caerth had been moving carefully towards the scorpion's lair, but once he learns that a nature deity once had sway in this place, his interest is peaked greatly. He puts the scorpion in the back of his mind, as he moves around the courtyard. The anvil nd firepit aren't that interesting, but he knows if they start a fire, the scorpion will likely stay away. He leaves the cookery to Quinn, and heads to stand next to Phar by the iron doors.

At first, he is shocked. The Fellowship of the Boot! Aeron told him stories about them when Caerth was a boy. They are considered legends in the Strandlands, although few of them were born in the region. The half-orc druid can't help but get excited. The top sigil. It is Druidic in design Stratesus the Hermit! Caerth feels like he's discovered the home of a childhood hero.


'The Boots were heroes of a different kind, Caerth', Aeron had told him. 'Heroes of nature and civilization brought together by a mysterious patron from the west who had them pledge to protect the Strandlands from the darkest of evils. Ogre scions and murderous werebeasts.'

'And Stratesus was their leader, right?' Caerth had asked.

'He and his good friend, Avital. She was known as the Lady of Light.'

'I don't care about her! Tell me more about The Hermit!'


Aeron chuckled and spun an epic tale for his young protégé.


Caerth rarely showed emotion to his friends, but the emotion on his face betrayed him to Phar and Aureus. This wasn't just a coincidence. He and the others were meant to come here. He can see the aura of the magic mouth even without detect magic, and he knows that Stratesus's sigil is one of the keys to opening the door. It glows for him alone. But, when he touches it, nothing happens.

But, when he does, Phar sees that the sigil for Arixon begins to glow.

TaranTheWanderer said:
[Phar] points at the large metal doors.

"Those doors do not belong and they are magically trapped. I lack the skill to determine their exact nature but they radiate illusion. I can surmise that it would be possible to dispel it but negating the magic may have unforeseen consequences. I think it would be better to understand it first.2 Can anyone decipher the inscriptions on the door?"

2. I don't have any skills to help. I'm not sure if Arcana or spellcraft could help to determine the nature of the spell on the doors.
To study the symbols on the door. (or spellcraft, if that's more appropriate, in which case, it's a 41
Arcana: 1D20+21 = [18]+21 = 39

Or to Aid someone trying to decipher script. Whatever is appropriate.
Phar is certain. There are six sigils. Each one has to be touched by someone who has a similar nature to the person whose sigil is represented on the door. And, there is something else too. Something about the boot. A wildness that connects them all together. Something not yet realized.

It will take all of them. All seven of them, even though there are only six sigils. The seventh will activate the door by touching the boot.

Phar is certain.

JustinCase said:
"Get whatever you think is worth it," he growls. "I think we've bothered the scorpion long enough."

OOC: Can I make a spot check to see if there's anything edible for the scorpion to keep it occupied?
Spot: 1D20+9 = [12]+9 = 21
Caerth understands now what the scorpion represents. Stratesus was said to have had a special companion. It was a large scorpion that he rode as a mount. Shouzas. Could the huge scorpion be that once companion? Left on its own after its master died of old age? If it is Shouza, the creature is nearly as famous as the Boots were themselves.

The scorpion is no mere vermin. If they had killed it, Caerth would never had forgiven himself.

Aeron had always said that the Fellowship of the Boot disappeared one day, centuries ago. That they weren't heard of again after 475 N.C. The tales say that Grigron had died tragically fighting against an ogre horde and that his death greatly affected the other Boots. Grigron had been a rellastan from the Far South. He'd been a ranger that could fire a bow with incredible accuracy.

Avital, Lady of Light, had been a holy warrior of great renown. Beornheard the Bold had been a dwarven fighter. Jorziza had been a desert-dwelling lizardfolk from the Great Expanse; she was quite the thief. Arixon was the fellowship's mage; he was a human wizard.

Stratesus was a human druid of unknown origin. He was a mystery during his life and remained so after he and his fellow Boots disappeared. The only thing that was known about him was that he was born in lonely tower in an unknown land far from the Strandlands in the Northlands.

A strange though comes to Caerth's mind... Aeron.
 
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