The Stuff of Dreams (Orsal Judging)

Dungannon said:
"Very well then, we will meet again tomorrow evening in this room and, until then we all agree to stay out of each others' way. I'd show you to the door at this point, but you obviously know where it is."
"Indeed", nodded Kamdar, who slowly rose and jauntily snatched up the heavy bag of coin beside him. "By your leave", he gestured as he sauntered out of the room. Jobe followed, backing through the door as he watched the adventurers warily. Their last sight of the conspirators was of Jobe tucking his crossbow into the folds of his cloak as he shut the door behind him.
 

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After they leave, "Let's go to the office and figure out a plan. We need a way to get a confession"

OOC: If the duration is still good on the Message spell (10 minutes) Ryland will use his whisper. Any ideas? The venue seems to rule out bringing in Vagan. How do we get them to talk and stick it to them?
 



"That one's child's play.", Ryland says before casting the spell.

OOC: [sblock=Detect Magic]
Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
--------- Aura Power ---------
Spell or Object Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6x10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

[/sblock]
 

Salix said:
"That one's child's play.", Ryland says before casting the spell.
Ryland cast the simple spell, then scanned the room. Magically, it was a desert...not a trace or hint of magic, none even coming, Ryland noted to himself, from his own possessions or those of Devlin.
 

El Jefe said:
Ryland cast the simple spell, then scanned the room. Magically, it was a desert...not a trace or hint of magic, none even coming, Ryland noted to himself, from his own possessions or those of Devlin.

Nothing here, Devlin, he whispers. What's your idea?
 


The pair returned to Archer's office. The door was still locked, but Eppy's special knock had it open in no time at all. Eppy seemed relieved to see Devlin and Ryland each in one piece and in good spirits.
 


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