The Selgaunt Campaign

Mega action post

After thoroughly investigating the goo for anything of value, Artemis investigates a number of other areas of the room (in the following order, unless someone else gets to them first):

He borrows the Everburning Torch briefly, and walks along the narrow chasm, attempting to see how deep it is, and see if anything of value is lodged in the chasm.

He checks the area where the weasels have been glancing for any stuff, if he finds any he'll put it on the ground in an open area so it can be looked at by a Detect Magic.

He checks the footing of the rubble pile up to the door at G-10, seeing if there are any loose or unstable spots. Having reached that door, he will investigate its mechanism and check it for traps. He will try to disable any found traps.

He'll climb back down, and investigate the rubble in the far corner of the room, and the 2 damaged archways.

Then, he'll move back across the room and investigate the 3 doors that the steps lead up to for mechanisms & traps.

That should cover the next 1/2 hour to hour for Artemis. This will change if the situation changes, or if the party decides to move onward. No dice at work, so I'll need Martin to roll in places that need rolling.
 
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OOC: I'm waiting to see what others want to do before launching into Artemis's and Xen's posts. They can easily be combined, and I've got plenty of answers, but time available and the actions of the other Follies will determine how much I can answer.

tdr, db and glin, if you guys can chime in that would be great -- and in your posts, include a timeframe. If everyone is happy taking Art's half hour, let me know (along with what you want to do in that half hour). :)
 

Cupric will continue to diplome, bluff and gather information from the spell eaters. Cupric also tries to recall if these creatues have any particular good/evil leanings. He's not eager to get stabbed in the back.
After the great talkathon, Cupric will assist in the search, though halfheartedly, spending a majority of his time keeping an eye on the spell eaters.

OOC: Diplo: 12+15=27 Bluff: 7+13=20 Gather: 20+8=28 Search: 7+2=10
The gather represents just a general pumping for information. Anything else they might know that might be useful that I haven't specifically asked them.
 

Let's see if this thing works on spell eaters.

Ye Gods, they seem to speak like weasles, even if they aren't...quite, Tuggle thinks as he patiently listens to Cupric inquisite the spell eaters. Wondering whether they are a mated pair, Tuggle "Speaks to burrowing mammal" and asks about the location of the siphon, using a form of inflection that portrays a wish not to compete for food. In much the same way that you might obliquely probe in conversation to figure out whether an aquaintance is accompanied by a friend, girlfried, or cousin, Tuggle tries to infer whether the weasles are a mated pair or not. (Figuring that if there are any mini-spell eaters around, negotiations will be affected).

OOC: After this exchange, Tuggle will approach Marduke and casually ask for Tal's rope. It will be his...oh yes, it will be his.
 

There's treasure in them thar rubble...

OOC: It sounds like everyone is happy taking Artemis's 1/2 hour, so half an hour it is! Get ready for...information overload.

Exploring the rubble heap that leads up to the far door yields some interesting results -- it appears that this is where the two spelleaters had their nest. The entrance is wide enough to reach into, and within is a comfortable little hollow not much bigger than the two spelleaters would be together.

Treasure

What takes up the extra room are several items:

- A pair of supple leather books, stained a dark walnut color, with small pyramidal brass studs running down each side.

- A pair of bracers made of red leather straps interwoven with steel plates, with spirals and whorls etched into the metal.

- A stout cylinder of iron, barely a foot long, capped with two onyx spheres, with braided gold wire wound around it as a handgrip.

- Another runekey arm, but different from the one already in your possession -- this one is brassy in color, with narrower bands and smaller runes, and it is still attached to part of a metal shoulder. It is also deeply marred in places, as if damaged by fire or blows of some sort.

Within the hollow, these items have been made into a little nest. Although they are undamaged, the boots and the bracers look slightly chewed on.

None of these items fall under bardic knowledge, unfortunately.

The Spelleaters

The spelleaters seems resigned to whatever happens, and make no attempt to stop you from removing the items from their nest. This is helped along by Cupric's continued soothing conversation, as well as Tuggle's speak with animals.

While the spelleaters are not burrowers per se, weasels are somewhere in their family tree. It's kind of like speaking to someone in a common language, but they use a weird dialect and have a nearly indecipherable accent. Still, it's enough to put the spelleaters more at ease.

As Cupric conveys to the others, they're not necessarily evil creatures -- just greedy, unprincipled, self-centered and wholly devoted to consuming magic. In other words, they're pretty much like most adventurers...

They are also not usually spellcasters, oddly enough. These two seem to have gained their arcane talents over time, perhaps due to exposure to the tower's potent magic. As Tuggle discovers during their talk, they are both what you would call sorcerers -- they don't really know the term -- unlike the rest of their kind.

The spelleaters are indeed a mated pair: their names are Griffilhalz and Erminaraiast (female and male, respectively). They have no young, and wouldn't want to share the siphon with them if they did.

It's clear that the siphon is in the room beyond the next door-panel, which the spelleaters say is safe -- they have explored it many times. Over the course of this long conversation, they are convinced (largely by burrow-speak) that the Follies want nothing to do with their food source, the siphon.

The eaters acquired their nest-horde from unlucky souls who wandered their way over the past decade or so. They drained what they wanted to completely, and kept some items as long-term snacks. The useless stuff -- bodies, mundane gear, etc. -- got fed to the cube.

The only other thing they mention of note is this: they didn't acquire the arm that way -- it was wedged deep in the chasm that divides the room. It took them ages to get out, but once they had done so they found that it could open the door-panel to the siphon room.

They explain which runes to touch to accomplish this, and now seem totally resigned to their fate.

More Treasure

Tal's detect magic reveals the following details about the items from their nest: all four items (counting the pairs as one apiece) are magical. The boots radiate faint transmutation; the bracers, moderate conjuration; the rod, strong magic of no school (this is unusual); the arm, strong conjuration and moderate divination.

The years-long nibbling of the spelleaters may have reduced the effectiveness of these items, whatever they are, but there's no way to know for sure.

Exhaustive searching in the goop the cube left behind -- done carefully, so as to avoid injury by the weakening acid -- turns up the following:

- 35 platinum pieces from Amn.

- A masterwork dagger with a falcon motif on its handle.

- A rusted iron scroll case, which, when opened, contains two perfectly preserved scrolls of arcane writing (clearly spells).

The Rest of the Room

Apart from what's already been described, the only features of interest are the large broken archway and the smaller portal arches -- it's clear from the architecture that that's what they are. None of them radiate magic, which could mean they're inactive, or it could mean that they no longer work.

According to Griffilhalz and Erminaraiast, they all no longer work because the two spelleaters drained their magic completely years ago.

If it did work, the large arch would be more than capable of transporting a large squad of soldiers all at once -- much like the scene in the painting back in the mosaic room, only on a smaller scale (that one was a much larger portal).

And deep in the chasm -- perhaps forty feet down, where it is only a few inches wide -- is a glint of metal: dark bronze with a hint of oxidized green (copper?). The spelleaters confirm this, saying that they couldn't reach it and couldn't drain it -- but whatever it is radiates magic. It's wedged in and obscured by the twists of rock above it, but it's just barely possible to make out that it might be another piece of runegolem.

The Far Door-Panel

As Artemis discovers, the far door panel is not trapped, and has no functioning mechanism. It can only be raised using the runekey arm, and the spelleaters even mention that mage hand (which they call "unzzzeen paw") doesn't work. They have explored the area the Follies came from using mage hand, which is how they know.

OOC: After all of this, the spelleaters lapse into slightly sullen silence -- they'd clearly prefer to be left alone, and they answer questions listlessly and without interest.

Xen, Tal can accurately learn everyone's condition and react accordingly.

What would you all like to do?
 

Questions & Suggestions...

"I think we should collect what we can here, and explore the siphon area. Then we can leave these creatures alone, and explore other parts of the tower." Artemis suggests.

Pulling the party members aside Artemis mentions in a whisper, "Perhaps if we need to seal up the tower after exploring it, we could convince them to drain all the portals we can find in the tower, and bring the painting here through our portal through the cave so they can destroy it if needed. They seem content to live out their days here, feeding off the tower's plentiful magic. I think they would be greedy enough to seal themselves in if needed."

"We should mention to them that we may be back through this area as needed. Perhaps we can develop a sign to let them know it is us. Maybe dancing lights in a particular configuration?"

"Can anyone still make elementals of earth to recover the other parts of the creature still at the bottom of this chasm?" Artemis asks.

"Can we leave the door to the siphon room open & take the rune arm you have, or does it need to be closed for some reason?" Artemis asks the weasels.

Hope I'm not taking other people's planned actions.
 
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Artemis Blade said:
"Can we leave the door to the siphon room open & take the rune arm you have, or does it need to be closed for some reason?" Artemis asks the weasels.

Both spelleaters become very agitated at the thought of you closing the siphon room door behind you -- then they couldn't get to the siphon! After being asked this, they are much more alert and constantly watch all of the Follies, waiting to see what you'll do.
 
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"Err, let me clarify what I ACTUALLY said... Is it possible to lock the door open to the siphon room permanently with some rubble or does it need to be closed for some reason? If it can be permanently locked open, can we take the arm for the extent of our stay in the tower?" Artemis explains, noting their agitation.

This is the meaning I was intending. Does the door need to be closed for some reason, or can it be locked open permanently?
 

"If I remeber the tales correctly, I believe preists of Torm can summon creature to aid them as well. Perhaps Tal could see about retreiving the metallic object down there.", says Cupric who then smooths over Artemis' comment.
Cupric will also diplomatically state that it would be best for everyone if the spelleater didn't eat anymore of the follies spells if they could help it, as the Follies have learned the secret of making their magic uneatable.

OOC: Bluff: 17+13=30
 

Marduke gives Tal back his rope, stays alert and keeps quiet.


OOC: Marduke will drop the know(portal) bomb on if he thinks a portal can really be drained of its magic or if it’s possible that they’re just off and the chipmonk-folk mistakenly believe that they’ve drained them.
15 (5+10)
 

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