Castle Amber: A D&D Adventure

Talk about things that are not making games here. But you should also make games!

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marionline
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Post by marionline »

Thistlewhistle apologises for almost breaking Kalar's weapon and asks if he may read the scroll, eyeing it couriously.
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Post by Spoonweaver »

(Kalar Magic Detect)The key, the cloak, the token and the necklace are magical
Thistlewhistle, sees that no one else seems too interested in the scroll at the moment and decides to start studying it. Silas strolls along the path. Nothing seems to be in the way between him and the door. He reaches it without any hint of a problem. There is a large knob on the door, and no where one would put a key, so chances are it's either unlocked or unable to be unlocked. Silas carefully opens the door, staying ever aware of any traps that might be around. The door creeks open.
This part of the castle seems to be a chapel. Brightly colored stained glass windows are inset into the walls. The pews are made of intricately carved oak and have plush velvet cushions. The floor is wood parquet, making a colorful pattern. The entire building seems strangely garish and lewdly decorated for a religious house. Lined up along the south, east and west walls are 24 marble statues. The statues, while carved wearing saintly gowns, actually seem to mock saintliness. The faces are all sarcastic and leering faces. The statues all bear a distinctive Clover family crest.
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Post by Bob the Hamster »

Silas looks around for something to prop the door open with. He likes this room, and he would like to sit down on the back pew and rest and study the decorations for a while, but he will not do so unless he can prop the door open so that if the others come looking for him they will be able to see which way he went.
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Post by Spoonweaver »

As the others pick through the treasure in the chest. Silas finds a large sturdy branch as well as a large rock to prop the door open with. He props open the door and sits in the back pew to rest and study.
Thunderous footsteps erupt behind Silas. Silas turns to see one of the statues has come to life. It touches Silas before he has a chance to dodge. Then it stops. It quickly turns from a shiny marble to dull granite and makes no further movements.
Silas, though startled, actually feels better after the encounter. An image of an owl flashes in his head for a moment and a sense of wisdom washes over him.
None of the other statues seem to move, though Silas takes note of the large number of other statues. The statue that touched him remains as it was the moment it touched him, finger extended with a smug look on it's face.


Silas gains 1 wisdom permanently.
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Post by Bob the Hamster »

Silas thanks the statue out loud. He also asks for its name.

Silas carefully counts the pews, and looks at how they are layed out in the room in relationship to each statue. He is wondering if sitting in each pew will summon the attention of a different statue.


I added the +1 wisdom to Silas's character sheet.

I realized that I had never added the +1931 exp from the banquet hall. That means Silas has gone up to level 2, and presumably so did the others, but it has been so long since I leveled up a character I am going to have to look it up before I can update my sheet for that.
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Post by Spoonweaver »

The chapel has 8 pews in total. The statue that came to life seemed to come from a back corner, not one near the pew Silas sat at. In the corners near the entrance Silas came in are a dual set or stairs leading up to a choir loft. The loft is 20' up and seems empty from Silas' stand point. The altar itself is bare aside from a religion figurine that Silas doesn't recognize.

(Silas Listen Check)
You hear a muffled, forlorn howling and a faint scratching sound that
seems to be coming from somewhere beneath the chapel floor
to the west.



*Yea, I noticed Silas hadn't leveled as well. The main concern was his lack of new spells. Thankfully it hasnt come up TOO much. I figure skills could only really increase by 1 or 2 and none of your spot/listen checks have been that close yet. Same goes with AC. I would have held things up if there was an issue.
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Post by Bob the Hamster »

Silas stands up, moves to the next pew forward, and sits down again. He continues listening and looking around.
Last edited by Bob the Hamster on Mon Jan 05, 2015 11:00 pm, edited 3 times in total.
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Post by Spoonweaver »

The sound he heard before persists. Nothing else occurs.
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Post by Bob the Hamster »

Level 2:

2+INT mod skill points is 5. I gave him +1 concentration +1 spellcraft +3 use magic device

I get one more level 0 spell. I went with Daze.

I went from 0 to 1 Base Attack Bonus

I went from +2 to +3 will save. I had not previously put the +2 in my character sheet. so my will save on my sheet is going from +0 to +3 (I think that is right?)

My spells per day is now lev0=6 lev1=4

Did I miss anything? Am I supposed to get any more HP?

Silas relaxes and waits
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Post by BMR »

Kalar takes the key and hands it to Galse. "Here, this looks important, best if you keep a hold of it.

He takes the cloak and puts it on, hoping it doesn't kill him outright. The token, he place into one of his pouches. He doesn't risk the necklace though, and places it in one of his pouches, determined to learn more about it later.

"Gnome, you hang on to that scroll. We'll have a closer look at it next time we camp. We'll discuss it then, so it's up to you to make the most out of it until then. As for the cash, the rest of you can divide it up as you see fit. I have no interest in it."
Being from the third world, I reserve the right to speak in the third person.

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Post by marionline »

Aafter reading it again, Thistlewhistle places the scroll in the case where he keeps his writing paper. "What a pitty that some of the words can't be read...". The gnome shakes his head a bit.
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Post by BMR »

With nothing left to do at the fountain, Kalar heads off in the direction that Silas went. This is partially out of concern that a potential asset might be in danger, but mostly out of concern that said asset just might be doing things behind his back, particularly the sharp, stabby sort.

At the entrance Kalar stops. He takes a look inside.

A chapel, well, that's more familiar ground, so to speak. Kalar ponders this for a moment.

If it's a sanctified area, particularly to some sort of goody-goody deity (doubtful, considering most everything here thus far has been trying to kill them) then his entering might provoke some sort of response. Looking at the statues and their mocking bearing, Kalar feels that that just might be the sort of sick joke this place seems to enjoy playing on them.

Then again, Silas seems to be alive and well with nothing reacting to his presence
(Kalar didn't see the statue move, after all.) so it just might be safe. But still, Kalar doubts Silas has any sort of divine connection to any deity, so the previous concern still stands.

To solve the conundrum, Kalar decides to try a minor spell from the outside. Hopefully, if there is some sort of divine protection or sanction, then Kalar's accessing his deity's powers will trigger whatever's there. He raises his holy symbol and <a href="http://www.d20srd.org/srd/spells/create ... >magically creates some water</a> in the area, stretching out the four gallons created so that the water covers as much of the area as possible. Of course, he conveniently "forgets" that Silas is there at the time.

With luck, it will do as intended. Even if it doesn't though, the wood parquet will hopefully get slippery enough that anything that suddenly jumps them will have to be more careful when running around.
Last edited by BMR on Tue Jan 06, 2015 3:41 pm, edited 3 times in total.
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Post by Spoonweaver »

Silas sits in the chapel waiting for the others. A loud couple of knocks come from the direction the previous sounds came from followed by a sob. Then silence. A few minutes later, a light splash of water falls on Silas, as well as most of the chapel. Looking around for the source, Silas sees that the others have joined him in the chapel. Knowing the ways of magic, he can guess that water was just created above him, and that it likely came from a divine caster.
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Post by Bob the Hamster »

Silas doesn't say anything to Kalar about his annoyance at being dampened.He thinks about how nice it would be to quietly murder Kalar, but of course, only if he can get away with it secretly.
Silas studies the statues, trying to guess if any of them represent Vecna, or the Vecnan virtues of secrecy. The most likely symbols would be a statue missing its left eye and hand, a statue bearing the mark of an eye in the palm of its hand, or a statue with all of its features concealed or obscured. If he sees one that matches his notions, he will touch it. If not, he will continue relaxing and listening to the noises
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Post by Spoonweaver »

Silas ignores the others for now. They watch as he gets up and examines the statues. Silas does find one of the statues missing a hand. Though it is the right hand. This statue is on the wall near where he heard the sound from before. None of the other statues seem damaged. Though close to this statue, it makes no move to touch Silas.
Last edited by Spoonweaver on Tue Jan 06, 2015 5:49 pm, edited 1 time in total.
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