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Author Topic: D&D 5e: Lost Isle/[1st Cycle-Missing the Birdgirl. Not that one, the other one]  (Read 58492 times)

lawastooshort

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #765 on: April 14, 2015, 09:07:56 am »

Feclan fought off his weak but insistent piratical instinct to charge forward and loot the enemy – there was a Halfling, and he hadn’t seen a woman in months – wait, he was getting distracted. He was in one mind to stay with his new-found shipmates. They were starving after all, and that forgave a lot.

But then the bird-wrecked survivors here also seemed in trouble, and if they weren’t enemy, and genuinely needed help, why, then it was wrong to take advantage in such a way.

Possibly.

It was hard to tell with such burning hunger.

Action(s): Advance to a range where I can make out the group. How many are there, what state in, how many armed? Then recall my own group: what is our status, how many armed, how many injured. Consider: what effect does their weakness and my injury have on our combat ability? If violence looks about to break out, then shout at both sides to stop!

Also consider my inventory - what do I have apart from my dagger?

What weapons do we still have?


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Criptfeind

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #766 on: April 14, 2015, 09:19:44 am »

Sarco nods more enthusiastically now. "I am sure we'd be able to make it in time. And actually having something useful to do, finding these artifacts, would make me feel better after all you have done for us. I think that we should do it."
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #767 on: April 14, 2015, 09:31:21 am »

Action(s): Advance to a range where I can make out the group. How many are there, what state in, how many armed? Then recall my own group: what is our status, how many armed, how many injured. Consider: what effect does their weakness and my injury have on our combat ability? If violence looks about to break out, then shout at both sides to stop!

Also consider my inventory - what do I have apart from my dagger?

What weapons do we still have?


You make out only the single warrior-she has two swords, and a crossbow-she's heavily wounded in bandages, and seems to occasionally pause to cough, indicating she's suffering from some sort of fever. The rest are merely young, defenseless. You can't help but wonder if it was alone, though you can't see anything else in the misty grey sky.

As for your own group, there are ten-six are armed with a mix of short swords, daggers and hooked poles-two more, the better sort, are armed with battleaxes and good scavenged armor. At least one of your Seaspells survived-one of the best ones-his name is Gaff, and he's a specialist in cold magics. Generally, none of your side are heavily wounded-those that were are already dead. They are not so weak from hunger that they can't fight, either.

As for yourself, you think you can still fight-it was a clean break, and aside from that arm, all your other parts are intact. You have all your equipment, as well, or were able to find replacements for whatever you lost.

You do have a good amount of supplies at your disposal...everything but food. The Roc Queen broke the ship in two, taking the hull with the food back to it's nest...
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #768 on: April 14, 2015, 09:37:26 am »

"+I'll be quick, don't worry. Wish me luck and we'll go. But if it gets too dangerous, escape, ok? We'll manage somehow.+" She signed a smile at him.

"Times wasting! Let's go, companions!"
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #769 on: April 14, 2015, 09:54:26 am »

Wataklano also signs a smile.

"Well, good luck to you all. Have fun! Don't be late...you know, you know...you can find the museum hall to the east-200ft, then up the green ladder (not the red one), then 400ft South, then wait, turn 360 degrees and jump into the brick wall. I suggest holding your breath as well. The way back is the way you came. Heh!

...Trust me!"
he says at a distance, him and his fellows hurrying away.
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scriver

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #770 on: April 14, 2015, 10:29:36 am »

Tadhg gathers up his pack in a hurry and then joins Kawtari in ushing the rest to hurry up.

Ready to go!
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #771 on: April 15, 2015, 09:58:18 am »

The party seems in agreement, though Aldeth and Samara keep silent.

...

Needless to say, after a few misteps (Tadhg takes the red ladder and falls into a pit filled with snakes, though thankfully they are only illusionary) the party arrives a seeming dead end-a red brick wall.

Sarco touches the wall experimentally with his hammer, then touches it. It seems entirely solid.

You all remember how you got in, though. It's all about faith.

...

One by one, the group hops at the wall madly-only at the last moment does it's stony consistency approach that of mud, sucking in the traveler, and using their momentum to deposit them at the opposite end of the wall, with clean clothes and none the worse for wear.

The hall in front of you is smaller than you might have guessed-it looks more like a junk shop than a hall for revered relics, with multiple racks and cases displaying a number of random items. Tadhg notes with some dismay many of the items seem the sort carried by seagoing men...no doubt scavenged from the Roc's nautical feeding habits. It goes on and one, leading past a pair of currently open double doors, into a hallway with pillars beyond-stretching into darkness.

While it would be interesting to search the whole hall, all that you really concern yourself with is at the antechambers at each corner-the most treasured objects. The Kenku would have placed anything truly magical or valuable there...it's easy to spot the thirteen books, the old cracked claw, and the fragments of egg shells Wataklano was talking about. There's also other things...

Quote
=NW Antechamber=
1. A set of four gemstone coins on a bed of satin-made of sapphire, ruby, jade and diamond.
Placard-These pieces are a set of 'Elemental coins', a sort of currency used in the Elemental planes. Wataklano managed to take them from a Genie during a game of Crabback. Note, it was sort of a bad deal-they aren't exactly kept in your pocket. Taking one into your hand willingly absorbs the energy into your essence. We've noted they allow the user a minimal amount of influence over a specific element-the Sapphire lets you control tiny gusts of wind, for example-and it's likely these are just the most minor of currency. Really fun as toys, but otherwise not very useful unless you live in the Elemental planes.

2. A small leather purse
Placard-This terrible item nearly destroyed the Monastery's economy. Developed by a grudge holding Wizard who thought we should embrace economic 'commensalism'. Simply put, every morning you find ten real gold coins in the pouch. The purse is actually non-magical, at least inherently. But spending one of these magic coins is the trick-every coin you spend will make, at the next sunrise, nine more coins appear in the wielders possession. But, by the next sunrise, those coins given will vanish-except for the ones given to others, which causes the enchantment to persist. There's always a few coins that remain, however, and are resistant to destruction...

We're sure using this would give you the death penalty in some places.


=SW Antechamber=
3. A large, fancy purple velvet hat with a feather in it.
Placard-We're not sure who this came from, but we found it on one of the ships that fell from the sky. It's an ordinary hat, in most regards, a bit garish to be sure. The surprise is, if you wear the hat, then take it off and sweep it over yourself fancy style-you change your gender in every way that counts, though retain your soul, mind, and physical traits (we checked). It lasts until you take the hat off again. Ironically, doesn't work on Kenku's-only mammalian humanoids. There's a good story how we learned that.

Ask Wataklano!


4. A long metal pole with a spring and footpads in the bottom, and a handle at the top
Placard-We have no idea what this is. Some sort of weapon? A arcane artifact? Some of the younger Kenku posit it was an ancient transportation device, but anyone who used it has inevitably died of shame after they stop bouncing around like fools. We're keeping it here till we figure out what it really does.

=NE Antechamber=
5. A silent ticking wooden box. Utterly plain brown wood, no way of opening it is apparent, nor any clue to the source of the ticking.
Placard-This thing is creepy. What's it making that sound for? We've done our work-it never stops. It just keeps going forever. Is it counting something down? Or winding up? Is it detecting something and trying to warn us?

Tried to open it by force, but it's pretty much invulnerable to everything we've thrown at it-axes, hammer, spells. Threw it off the mountain and even had it fed through Great Beak's digestive system-not a scratch. Also heavy as the Nine Hells. Instead of a creepy doorstop, we've put the annoying thing in here.


6. A seemingly normal throwing javelin, gleaming with a corkscrewing, razor sharp point
Placard- It's not that it's useless, but why else would it be here? We call this the 'Drunken Javelin', since it magically and unerringly seeks out a random target when thrown-any target, including his allies, or flying back and attacking the thrower himself. Otherwise it's a finely made weapon, whose magical enchantment only works when thrown. It does do decent damage, anyway, so it's not a terrible device....assuming you and your friends are quite spy.

Needless to say we had enough 'fun' with it already, and we're keeping it here till we find a way to give it an enemy of ours.


=SE Antechamber=
7. A mason jar sealed with wax paper.
Placard-Surely the product of an evil wizard, this jar seemingly produces an infinite amount of some inedible white gunk, no matter how much you use-it always refills with nastiness at dawn. It's utterly inedible to us, if it's even food-though a passing human noted it's something called 'mayo-naze'.

8. A medium sized hand mirror hanging on the wall. It shows the room behind you...but backwards.

Placard-We're pretty sure this is either showing an elaborate illusion spell or an entirely alternate mirror universe. Really, if you're looking into the mirror you'll probably see some odd counterpart of yours on the other side-if you move it around, the people on the other end are moving it at the same time. We theorize by the amount of rude gestures we've gotten that the beings on the other end are probably our evil twins in an alternate, amazing reality. Communication is a bit difficult, since written words appear to the other side upside down and backwards. Best stick to gestures.

~One can see a reflection of the placard in the mirror as well, and when puzzled out it reads...
We're pretty sure this is either showing an elaborate illusion spell or an entirely alternate mirror universe. Really, if you're looking into the mirror you'll probably see some disgusting counterpart of yours on the other side-if you move it around, the people on the other end are moving it at the same time, copying us. We theorize by the amount of helpful gestures we've gotten that the beings on the other end are probably our goody goody twins in an alternate, more boring reality. Communication is a bit difficult, since written words appear to the other side upside down and backwards. Best stick to rude gestures.

« Last Edit: April 15, 2015, 10:01:30 am by Dwarmin »
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Criptfeind

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #772 on: April 15, 2015, 10:25:54 am »

Sarco helps gathers up the artifacts that the bird people actually want before looking over the rest of the junk taking the jar of mayonnaise and cautiously taking a small lick of the substance.

"I think we should take the bag of coin, and then possibly destroy it, it seems like it's a dangerous artifact."
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Feclan's Lucky Day]
« Reply #773 on: April 15, 2015, 10:27:43 am »

Sarco helps gathers up the artifacts that the bird people actually want before looking over the rest of the junk taking the jar of mayonnaise and cautiously taking a small lick of the substance.

The taste really is abominable.
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #774 on: April 15, 2015, 10:29:50 am »

Kawtari picked up the elemental coins.
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Criptfeind

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #775 on: April 15, 2015, 10:36:35 am »

"We can leave this one for the snake queen I believe." Sarco says as he replaces the jar in it's chamber. Picking up the mirror he looks in it with interest.
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Dwarmin

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #776 on: April 15, 2015, 10:47:10 am »

Kawtari picked up the elemental coins.

Kawtari scoops up all the coins in her palm, and watches as they sink into her skin.

She feels very weird then, as if the four elements are fighting for dominance...she feels the chill of a gust of wind, the weight of a small stone upon her, the sting of tiny flame and the coolness of a stream of water. After a moment, they seem to balance and cancel each other out. She feels full of life and light, and a bit charred around the edges.

In fact, she begins to glow quite brightly-a vivid teal aura encircles her. Alarmed, she tries to brush the light 'off' and realizes she can control it at thought.

Well, that's sort of useful.

...

Kawtari gains the following ability!

Minor Positive Energy Alignment: Kawtari can use the 'Light' spell as a cantrip

"We can leave this one for the snake queen I believe." Sarco says as he replaces the jar in it's chamber. Picking up the mirror he looks in it with interest.

Sarco looks through the mirror and sees another being picking up the mirror on the other end...it's another Lizardfolk-the anti Sarco? Well, to be sure, they do look like egg-brothers. He's wearing a lot more studded leather, and has a number of tattoos and ritual scars-he seems to have sharpened fangs and teeth, as well. His eyes and skin are the same color as yours, but his features seem more apt to snarl. You can even see some fresh blood on his claws, indicating his party (you can see some vague shadows of the others behind him) dealt with the Kenku, in a much different way than yours did...

You guess in this other world, your 'twin' might have become a bandit instead of a Knight. Or maybe where ever he lives, there's no difference between them.

He gives you an elaborate rude gesture-which in Lizardfolk translates to 'Up your tail with a rusty spear.' Wow, uncalled for.
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scriver

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #777 on: April 15, 2015, 11:18:49 am »

Tadhg grabs the javelin and puts on the hat (it goes well with his nice brocade vest). He then walks over to Sarko and the mirror. "Give me that, I want to have a look."
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Criptfeind

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #778 on: April 15, 2015, 11:31:19 am »

Sarco nods and hands over the mirror to Tadhg. "I am wondering for what purpose it possibly be used, perhaps to see the outcomes of our own actions in certain circumstances. If we are allowed to wait. However, the way that I even came to this place... It seems too coincidental that a version of me that is evil would also have made it's way to this location at the same time I did. I feel that perhaps the other side is not in fact another reality, but simply a illusion based on this reality, and so that we would be unable to wait for their actions."
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GiglameshDespair

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Re: D&D 5e: Lost Isle/[1st Cycle-Welcome to the Hall of Dubious Wonder]
« Reply #779 on: April 15, 2015, 11:36:21 am »

((Woops, didn't mean to post just then.))
Kawtari weighed the coins in her hand. Alarmed at first, she took a second to play with forming the light into rough shapes. She'd never used magic before. This was what it was like, huh? Strange feeling.

She picked up the gold purse. Gold could always be useful, she reasoned.
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