The Ancient Paths - Path I

"Those skellitons aren't exactly chaotic my friend. They don't have the minds for it," Sabriel comments as she searches the room for tricks and traps.
 

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~ The Adventurers ~

The skeletons leave nothing of value in their wake and the zombies are outfitted in moth-eaten hide armor and splintered wooden clubs.
Sabriel makes a round of the slimy red chamber that now serves as the ghast's final resting place. She doesn't find anything suspicious around the boulder, the door, or the crimson dripping walls.
Dowkan, knowing a thing or two about mineral deposits, discovers that the walls are not truly dripping blood, but merely leaking nitrate-stained water. The water is bitter to taste and clearly not for drinking. The dwarf wipes his hands of the murky water and pushes the boulder out of the way to reveal the ghast's treasure horde!
Sitting in a pile of gold and silver is a longsword that shines blue in the torchlight and a gold ring with an emerald setting.

[sblock=OOC]28 gold, 52 silver, a longsword, and ring...
The fight that comment referred to was this one, Dhes ;) [/sblock]
 

"Humph. An elf toy," Dowkan comments about the long sword as he looks into the hoard. "Nae'talis, would the sword or ring be magic?"

"How are we lookin' if we push on?"
he asks of the group. "Nay even a scratch on me hide to show for the efforts today. But poor Hrolf here got himself a bit cut up. What ya say ta havin' a squizz down the tunnel a we bit?"
 

Nae'talis frowns thoughtfully as he palms the ring and hefts the sword in his hands, making a rather extravagent show of it all, unnecessarily. He studies the items himself firstly, and if that fails, he'll cast a magical detection spell to discern any potential abilities they might have.
 

After the wizard takes a go at the items, Sabriel will attempt to discern what their general function is.

ooc: [sblock]
A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

(3) Knowledge (History): 2 + 1 + 0
(3) Knowledge (Arcana): 2 + 1 + 0
(4) Decipher Script: 2 + 2 + 0
INT: 15 (2)[/sblock]
 



~ The Adventurers ~

Nae'talis runs his hands above the swords blade to sense any magical auras, but can't discern the blade's magical properties past an obvious minor enchantment that leaves it shining blue in the torchlight. Casting detect magic reveals that the sword is the only magical item in the ghast's trove.
Sabriel studies the treasures with a knowledgeable eye and can place the sword's age to several hundred years ago of elven make. The ring is newer by comparison but still older than anyone in the party. It seems to be an engagement ring with an inscription on the inside written in flowing Elven.
A Promise, Deo
A sepulchral draft billows up through the tunnel to the south, breaking the eerie silence for only a moment.
 


"One of my teachers said when adventuring tis best to rest while you can, because you never know what's around the corner till it's too late and you're out of spells." Sabriel said. "We probably need to rest, I know I need to. What little spells I have are tapped."
 

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