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Forums of the Coast • Part 2.a Rescue the Riftwardens - Page 2
Page 2 of 7

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 4:10 pm
by Squall255
All 3 buildings have a somewhat evil aura around them. The church has a stronger Evil aura, though even this isn't particularly strong or overwhelming.

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 9:19 pm
by Zanaikin
Epi casts Detect Magic to see what kind of spell auras we're dealing with here (can't fail the spellcraft unless they're over lvl9), as well as get an idea of where exactly these auras are coming from.

(can we see anything in these buildings? I assume these have been abandoned for decades so the windows should be broken at least... )
( Perception 9+17 = 28; +3 shadows/dark )

Re: Part 2.a Rescue the Riftwardens

Posted: Tue Nov 14, 2017 9:54 pm
by Squall255
The Church doesn't have any windows facing you, but the Library has a few small windows to look through, and the school has some moderately large ones.

Looking at the Library, you aren't able to get much. The bookshelves look like they are still standing, though dusty and full of cobwebs. still a few books on the shelves, but generally in disarray and weathered. You're not able to see anything below about chest height based on the window placements without getting closer.

Looking in the School, the building looks even more empty. You think you might be able to make out a teacher's desk/table, and a few chairs seem to be put on top of some of the desks. You can't see anything below about waist height without getting closer.

None of the buildings look like they have any creatures in them aside from the insects flirting about.

The magic is more a residual marker than an active spell. Like what you would expect to see in a wizarding classroom that's had the wards removed.

Re: Part 2.a Rescue the Riftwardens

Posted: Wed Nov 15, 2017 12:02 am
by Mr_Praetorian
"The church is radiating the most evil. A good a place as any to start." Daveed noted, reading his sword and shield.

"Let's go."

(Daveed will take the forward position in the marching order.)

Re: Part 2.a Rescue the Riftwardens

Posted: Fri Nov 17, 2017 5:44 pm
by littleangryman
Malorix steels himself for whatever desecration they might find inside and takes up position near the middle of the marching order.

Re: Part 2.a Rescue the Riftwardens

Posted: Sat Nov 18, 2017 4:11 am
by Squall255
You all sneak across the open market space and into the front doors of the church. The smell of death hangs heavily in the air as you look down rows of pews leading to an altar, and notice immediately that something is wrong here. Each pew has long rectangular planters of dirt with no plants in them, and the whole floor is also covered in what appears to be a layer of topsoil. Webs hang from the ceiling and you see the a moth or two captured in them still struggling for freedom. All the religious iconography has been destroyed, and the insect noises seem to have gotten louder. You can still talk in a whisper, but only barely, and only thanks to having honed your ears while adventuring.

The room is about 100ft deep, and 50ft across. There is a door to the right of the entrance, and at the end of the room there is one door leading right and one leading left.

Re: Part 2.a Rescue the Riftwardens

Posted: Sun Nov 19, 2017 7:57 pm
by Sajuuk
Cernandlon waits for instructions, but refocuses his mental powers while he waits.
(Changing active type on Disrupt Pattern to Vermin)

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 20, 2017 4:45 pm
by Mr_Praetorian
Daveed approaches the door to the right, and tries to open it.

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 20, 2017 8:09 pm
by Zanaikin
Epi maintains Detect Magic, scanning the surroundings for anomalies as she follows after Daveed.

She also checks up on her mother's familiar to see how they're reacting.

Re: Part 2.a Rescue the Riftwardens

Posted: Wed Nov 22, 2017 3:32 pm
by Squall255
Daveed opens the door easily, and inside is a 10ftx50ft room that is full of boxes of apparently rotting fruit, fresh topsoil, jars of flies, as well as some vials of what appears to be water. Epicette notes that the soil in these boxes faintly registers as magic, again not strong enough to give any kind of school, and at first she almost didn't notice it. The moths and worms from the previous room continue their infestation and are fairly prevalent here as well.

The familiar hasn't had any response to whatever has been draining it's life, but you also don't "expect" another pulse for at least 10 to 15 minutes based on the previous timings. It seems to be conserving it's strength and just focusing on breathing for now.

Anyone with ranks can roll Knowledge[Religion].

Re: Part 2.a Rescue the Riftwardens

Posted: Wed Nov 22, 2017 6:28 pm
by littleangryman
(Knowledge:Religion: 13+12=25)

Re: Part 2.a Rescue the Riftwardens

Posted: Wed Nov 22, 2017 7:27 pm
by Squall255
Malorix's religious knowledge reveals that all of the maggots and bugs clearly mark this as the work of Deskari's minions who often use these creatures in religious practices and as magical foci for spells. Arcane followers of the Demon would use them as inspiration or as material components in their craft as well.

Re: Part 2.a Rescue the Riftwardens

Posted: Thu Nov 23, 2017 9:15 pm
by littleangryman
"Lovely. Okay, people, we've got Deskari's flunkies around here somewhere. This disgusting mess has their signature all over it. I wouldn't be surprised if they just stepped out for a moment, to come back any minute now."

Re: Part 2.a Rescue the Riftwardens

Posted: Fri Nov 24, 2017 12:58 pm
by Zanaikin
Epicette looks like she wants to throw up and is trying to stay away from fly jars and rotting fruits.

Re: Part 2.a Rescue the Riftwardens

Posted: Mon Nov 27, 2017 3:03 pm
by Mr_Praetorian
"Let's keep moving."

Daveed moves to the next closed door, and opens it.