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Rifts Adventure IC

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"While treasures and knowledge would be nice to find," Snowfall says warmly to Daisy, "the best of these is your continued safety. I've got my silly side, but I am all serious when I say thanks for doing what would cause us great pain to even attempt!"
 
When Daisy comes into view, Terra is horrified at the condition of the young dragon. To do this to another intelligent being is just unimaginable! She quickly pulls out her Atlantean Crystal Healing Wand from its pack and holds it at the ready until Daisy comes out of the anti-magic zone.
Snowfall bows again as is respectful toward this extremely rare breed of dragon. "What name you want us to call you, miss? And would you allow us to soothe your pains tend to your injuries as Daisy has already begun?" Snowfall points to Terra's Atlantean wand and his own formidable tattoos which he expects the dragoness to recognize while breaking out his favorite lunch box and offering any of its fresh delights to the poorly-treated Chiang-Ku.
Placing her healing crystal near the wounded dragon, it glows for a moment and as you watch, some of the bleeding slows to a stop. The one treatment must have felt good, judging by the sigh from her, but she is far from fully recovered. When she finally opens her eyes, there is a bit of a sparkle that was not there before as her body soaks up the magic around her, infusing her with strength and added healing ability.

Finally speaking up, she says, "I am called Rammoth, and I thank you for helping me. Are you sure that Salnesh is dead? The one called Daisy told me as much, but pardon me for not being so sure. He is a tricky one, and has slipped away from the clutches of those that seek to end his life before."
The hatchling double-takes when Daisy returns with the most peculiar companion, another dragon. A low rumbling growl began to creep up his throat out of instinctual reflex. His pupils narrow to thin lines while channeling a small jolt of psychic energy to alter his senses. [activating See Aura for 6 ISP]
Zephiron's See Aura detects the following information as you look at the other dragon:
All things, organic and inorganic, have an aura. The aura has many features and distinctions, and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
• Estimate the general level of experience. Low (I -3), medium (4-7), high (8th and up).
Rammoth is in the medium level experience range.
• The presence of magic (no indication of what, or power level).
She is a magical being.
• The presence of psychic abilities. Low (Minor) or high (Major or Master).
She possesses major psychic abilities.
• High or low base P.P.E.
High base PPE, but at the moment, she has none
• The presence of a possessing entity (does not indicate Psychic Possession or mind control).
None
• Health : Sick, injured or completely well .
Very injured, but not sick.
• The presence of an unusual human aberration which indicates a serious illness or that the character is not human and may be a mutant, D-Bee, or demon, but does not reveal which.
No illnesses, and yes, this being is a non-human.

Rammoth looks up at the much larger dragon with a smile. "Rest easy, brother. I will be fine, and apparently, the one responsible for my condition is gone. There is no need for such rage. If anyone is to be upset, it is me, but I just don't have the energy to act out in such a manner."
 
"I am going to head back in. If Salnesh was using this area, there may be others like them. I will see if I can find anything else, and see if I can find a way to turn off that anti-magic field."
Turning to go, Daisy once more steps into the anti-magic zone and feels the sense of relief from the oppression of the ley line nexus on you. Going back to the room where you found the young dragon, there are two other chambers next to it, one of which is also barred and chained up in the same way as the room that housed Rammoth.

Looking in the first room, you find a withered and decayed body of some kind of humanoid. It would seem that this being was also a prisoner, but was not able to resist the effects of the zone and has passed a long time ago.

In the next room, once you rip your way through the door, what you spot is not another prisoner, but several large chests pushed up against the wall, and in the center of the room, there is a large crystal the size of a man's thigh sitting on a pedestal. It has a faint glow to it, even as it seems to suck all the light around the thing into it. If you were to guess, you would say that you have found the source of the anti-magic field.
 
He is a tricky one, and has slipped away from the clutches of those that seek to end his life before.
The Crazy chimes in as the question is asked. "You tell me about that. Fought him for years. Could feel his presence near me, but not any longer. If anyone could survive, it'd be him. But we did all we could to let him never return." With that, Eron carefully steps closer, grabbing his sword firmly for the first time since the fight has ended. His lips form words meant to be spoken by cyberknights, not his kind; calling forth the healing magic that's part of the blade, and sending it over towards Rammoth. More a gesture than anything else, but Sir Duncan Cooley believed that gestures mattered. This is the knight's sword, so it feels right.

(lemme use one of the healing charges of the sword, now that there's an opportunity. 2d6 mdc in case it matters.)
 
Turning to go, Daisy once more steps into the anti-magic zone and feels the sense of relief from the oppression of the ley line nexus on you. Going back to the room where you found the young dragon, there are two other chambers next to it, one of which is also barred and chained up in the same way as the room that housed Rammoth.

Looking in the first room, you find a withered and decayed body of some kind of humanoid. It would seem that this being was also a prisoner, but was not able to resist the effects of the zone and has passed a long time ago.

In the next room, once you rip your way through the door, what you spot is not another prisoner, but several large chests pushed up against the wall, and in the center of the room, there is a large crystal the size of a man's thigh sitting on a pedestal. It has a faint glow to it, even as it seems to suck all the light around the thing into it. If you were to guess, you would say that you have found the source of the anti-magic field.


Daisy would explore the area, while it was sad that the other body found was dead, it was expected given the nature of their captor.

But the final room was of interest.


Daisy inspected the chests to see what sort of things the demon had locked away, as valuables would always be useful. Amd checking them in an anti magic field would be safer in case they contained dangerous magical artifacts.



Moving in to the crystal. Diast would reach out to pick it up. Trying to see if there was a way to turn it off. Maybe some button or rune or something. It would be a handy thing to keep around if she could just turn it on and off.

Though if it failed to have an 'off switch', Diasy would try and crush it in her hands... and failing that... shoot it with a boom gun slug.
 
The Crazy chimes in as the question is asked. "You tell me about that. Fought him for years. Could feel his presence near me, but not any longer. If anyone could survive, it'd be him. But we did all we could to let him never return." With that, Eron carefully steps closer, grabbing his sword firmly for the first time since the fight has ended. His lips form words meant to be spoken by cyberknights, not his kind; calling forth the healing magic that's part of the blade, and sending it over towards Rammoth. More a gesture than anything else, but Sir Duncan Cooley believed that gestures mattered. This is the knight's sword, so it feels right.

(lemme use one of the healing charges of the sword, now that there's an opportunity. 2d6 mdc in case it matters.)
Between Terra's use of the healing crystal, Zephiron's spell, and the touch of the holy sword, Rammoth's wounds quickly close up and the shine returns to her golden scales. She is clearly feeling much better, even if she is not at 100% yet.

Standing up, she shakes her body like a wet dog, making flakes of old, dried up blood and scales fly off. "Ugh. I am in need of a bath in a serious way." She looks at each of you in turn, saying, "I cannot thank you enough with just my words. I literally owe you all my life. If there is some way for me to repay you for this wondrous gift, I will gladly do whatever it is I can do that is in my power to answer your request."
Daisy would explore the area, while it was sad that the other body found was dead, it was expected given the nature of their captor.

But the final room was of interest.


Daisy inspected the chests to see what sort of things the demon had locked away, as valuables would always be useful. Amd checking them in an anti magic field would be safer in case they contained dangerous magical artifacts.



Moving in to the crystal. Diast would reach out to pick it up. Trying to see if there was a way to turn it off. Maybe some button or rune or something. It would be a handy thing to keep around if she could just turn it on and off.

Though if it failed to have an 'off switch', Diasy would try and crush it in her hands... and failing that... shoot it with a boom gun slug.
In the first chest, there is a large fortune of precious gemstones; millions of credits worth if you can find a way to spend it.

In the second chest there is a large bowl made of crystal. While pretty, it doesn't seem to be remarkable in any other way. But you strongly suspect that there is something special about it or else it would not be locked away in here.

The third chest holds three swords of different design.

Moving to the crystal, it feels remarkably heavy for its size, but not so much that a person couldn't be able to lift it. There is no obvious means of turning off the anti-magic field. Do you try and destroy it?
 
Between Terra's use of the healing crystal, Zephiron's spell, and the touch of the holy sword, Rammoth's wounds quickly close up and the shine returns to her golden scales. She is clearly feeling much better, even if she is not at 100% yet.

Standing up, she shakes her body like a wet dog, making flakes of old, dried up blood and scales fly off. "Ugh. I am in need of a bath in a serious way." She looks at each of you in turn, saying, "I cannot thank you enough with just my words. I literally owe you all my life. If there is some way for me to repay you for this wondrous gift, I will gladly do whatever it is I can do that is in my power to answer your request."

In the first chest, there is a large fortune of precious gemstones; millions of credits worth if you can find a way to spend it.

In the second chest there is a large bowl made of crystal. While pretty, it doesn't seem to be remarkable in any other way. But you strongly suspect that there is something special about it or else it would not be locked away in here.

The third chest holds three swords of different design.

Moving to the crystal, it feels remarkably heavy for its size, but not so much that a person couldn't be able to lift it. There is no obvious means of turning off the anti-magic field. Do you try and destroy it?

I dont have any time constraints I'm aware of. So I would like to take the chests back to the party and explain to them what I found.

I then ask if any of them, or the werejaguars, know how to turn off the crystal. And if nobody knows, if they would want me to leave it or destroy it.
 
Between Terra's use of the healing crystal, Zephiron's spell, and the touch of the holy sword, Rammoth's wounds quickly close up and the shine returns to her golden scales. She is clearly feeling much better, even if she is not at 100% yet.

Snowfall uses his Energized Healing tattoo magic and over the next 14 minutes, tries to completely restore Rammoth's health (Grand total healed M.D. = 168D6 + 504 M.D.).

Snowfall reflects on the satisfaction of using tattoo magic to restore one of the very race that created tattoo magic.

Notes to self and anyone else interested.

3 healing touches per Round for 1D6+3 M.D. each = 12 touches per minute. Energized Healing Touch lasts (7 experience levels x 2 Energized tattoo = 14). 12 x 14 = 168 total touches for 168D6 + 504 M.D. total using 35 P.P.E.).

Standing up, she shakes her body like a wet dog, making flakes of old, dried up blood and scales fly off. "Ugh. I am in need of a bath in a serious way." She looks at each of you in turn, saying, "I cannot thank you enough with just my words. I literally owe you all my life. If there is some way for me to repay you for this wondrous gift, I will gladly do whatever it is I can do that is in my power to answer your request."

Snowfall brings out his Atlantean Water Crystal and uses it to wash her off as best he can if, of course, she's willing.

"It's an honor to serve you, Rammoth. What is it that you do with your power? What would satisfy your honor?"
 
"It's an honor to serve you, Rammoth. What is it that you do with your power? What would satisfy your honor?"
By now, Rammoth is looking much different from the sad, bloody mess that she was when Daisy carried her out of the anti-magic field. Her wounds are now all healed, and her body is once more infused with the magic energy that she needs in order to survive. Stretching out, she then lies down with her six feet tucked up under her body and she says, "My power? It is what that horror Salnesh wanted from me; my knowledge and skill in making the mystic tattoos that are on your own body and that of the Atlantean next to you. He wanted me to share what I know and give him several tattoos of power, and had I done so, he would have been much harder to kill than I am sure he was."

Rammoth cocks her head to one side as she regards the lot of you. "Perhaps I can use my knowledge of magic to repay you all, if you are interested."

Then, Daisy comes out with the first of the three chests, telling you about and showing off what she has found.
 
Snowfall looks about to everyone before turning to Rammoth and patting Juu affectionately. "Salnesh's demise was brought about in part because of the magic of the Chiang-Ku. If your people had not shared it with the likes of us, who knows what the outcome of our battle might have been?"

"I am quite interested! What have we here? What else have these villains hid away from the light of day?" Snowfall looks back and forth from Rammoth to Daisy.
 
Once Rammoth is feeling better, Terra feels much better herself. She slips the healing rod back into its carrying case, then turns to look at the dragon. "Noble Rammoth, it is my pleasure to be able to do what we have for you. I am wondering if we can't relocate this discussion somewhere else?" She glances over at the mess of the Brodkil demon body that Zephiron threw against the wall. "I am sure that some sunlight and fresh air would do you wonders. Let us gather up what Daisy has found and take it with us to examine."

If there is no objections to the suggestion, Terra will turn and lead the party out of the front of the pyramid and find a spot to sit down and rest while keeping an eye on the newly freed dragon to make sure that she is doing ok. "Now, what can we learn about these items? What makes them so special that they were locked away in that horrible place?"
 
Rammoth nods at Terra's suggestion, and rises up to her feet. "Yes, I long to see the sun again, after being trapped in here for as long as I have. I don't know how long its been. The days just blend together to make one long nightmare that I am only now waking up from."

With the chests in hand, everyone sets out to the front entrance of the pyramid, passing happy were-jaguars as you go. They stop and thank you for helping them before moving on, making the short walk take twice as long. But with all of the good will and praise being heaped upon you, how can you complain?

Soon enough, you step outside and into the afternoon sun. It is hard to believe that it was only this morning you all set out on the dangerous task of clearing out the pyramid; with all you have gone through, it seems like it should have taken days. For Rammoth, this is a dream come true. She works her claws into the soft soil and grass, enjoying the feel of the natural light on her. Also now that you are all outside, it gives you better light with which to examine the items Daisy found locked away in the anti-magic field.

Now that he has a moment to get a good look at the crystal bowl, Snowfall is fairly certain he can identify what it is. There have been only three of these bowls made, and the Kitsune believes that you are all looking at a Bowl of the Winds. If it is truly one of the three, it is a powerful item capable of manipulating the weather! It can perform simple changes quite easily, such as making a light rainfall come down in the middle of a cloudy day. But it can do much more than that. Given enough time to prep the surrounding area, it can whip up tornados and hurricanes just as easily as a blizzard or a drought.

But, be warned. Without a full understanding of just what you are doing, it is possible that you could cause disruptions in the weather all around you that can take years to straighten out. Truly a powerful item.

Looking over the swords, the first looks to be a Roman Gladius, but a closer look shows that it is covered in Celtic runes, marking it as having an Irish or Scottish origin. Like other blades of this design, it is a heavy weapon that is good for chopping and thrusting, but lacking the same finesse as a lighter blade.
1615621093870.png

The second is a traditional longsword. Well balanced, it is designed to be wielded with one or two hands.

1615621312046.png

The third sword doesn't look to be very well balanced, but it is certainly heavy enough to be considered a two-handed greatsword. Made with fine golden metal, it seems to glow in the sunlight.
1615621490752.png
 
They stop and thank you for helping them before moving on, making the short walk take twice as long
Twice as long for the others, perhaps; for Eron, at least thrice as much, as the Crazy goes the extra mile to avoid the celebrating 'allies'. No point in taking any risks, not on the day where he was stopped. What kind of story would that be, right? Dueled the worst fiend out there, just to be stabbed in the back... not today. Outside, there's more space, and it's easier to spot their approach; so even without the sun, and rest, it would've been an improvement. The sunshine, fresh air - even better, that. A good place to rest, for a little while, until duty calls once more. Which duty, exactly, now that Salnesh is dead? Good question, of course, and a tough nut to crack. It'll require some pondering, certainly, once the loot is examined, and there's time to actually think.

"Those blades? Not bad. Not bad at all. Decent work, or so it seems. Got my own sword, of course, but those should be fine if anyone else wants to pick up fencing. Unless they're cursed, of courser, one never knows, with him. Nothing he ever touched should be trusted, I'd say." He pauses briefly, shrugs. "Except freed dragons, I should add. Good work, that, Daisy, good work indeed."
 
Sherwood Sherwood what about the anti magic field crystal?
It is up to you what you wish to do to it. If there is a way to turn off the field, you cannot do so from inside your Glitter Boy armor; you'll have to exit the suit to try any experimentation. Or, you can try to destroy it; the Boom Gun is certainly going to be more than enough to blast the thing to bits.
 
It is up to you what you wish to do to it. If there is a way to turn off the field, you cannot do so from inside your Glitter Boy armor; you'll have to exit the suit to try any experimentation. Or, you can try to destroy it; the Boom Gun is certainly going to be more than enough to blast the thing to bits.
Daisy goes back to power crystal, exiting her suit to do such experimentation. Would that require a roll?
 
At the moment, Daisy doesn't know how to turn off the magical field. You can keep trying if you'd like.
 
At the moment, Daisy doesn't know how to turn off the magical field. You can keep trying if you'd like.
Any excuse to roll the dice!

Daisy gets comfortable, sitting on the pedestal and fidgets with the crystal. Shaking it. Pressing it. Sniffing it. Licking it. Etc.
 
Zephiron examines each artifact Daisy liberated from the evil evictees of the pyramid with an appraising glance. "From my point of view, I'd be happy to add any of these treasures to my hoard if no one else wants to use them. Assuming these weren't already under Rammoth's claim, I'm curious about this piece here." He shrinks down to his princely humanoid form and reaches for the traditional longsword runic weapon. "Would anyone mind if I asked for this one specifically?"

[I know Anduril when I see it. Even if the blade was replaced with a Damascus steel one that sadly lacks the inscription on the fuller. Do we have any idea what features any of these runic weapons have?]
 
Snowfall celebrates with the were-jaguar tribe for he is a fellow who loves freedom too and he is glad to see that tyranny has been turned into something much brighter for these people.

"Would anyone mind if I asked for this one specifically?"

"Before we start dividing these things, how about we learn about them first?"

Snowfall activates his magic helmet and does his best with a combination of skills and powers to discern what the runes say and perhaps do, including trying to communicate with them.
 
The hatchling gives Snowfall a nod of approval and activates the Eyes of Thoth spell if he's unable to read the inscriptions naturally. Regardless of the ownership of each relic, he was genuinely curious to read what was on each one for himself.
 
Any excuse to roll the dice!

Daisy gets comfortable, sitting on the pedestal and fidgets with the crystal. Shaking it. Pressing it. Sniffing it. Licking it. Etc.
During your various experimentations and about a half hour of trying, Daisy finally does something that makes a change in the crystal, and the wave of magical energy from the nexus comes crashing down on you like a hammer, making your nose twitch and bringing about a sneezing fit before you can get yourself under control once more. The anti-magic field is clearly down.

You do know that the others are out front with the dragon, so if you want to take your new toy to them and show it off, you can.
 
"Before we start dividing these things, how about we learn about them first?"

Snowfall activates his magic helmet and does his best with a combination of skills and powers to discern what the runes say and perhaps do, including trying to communicate with them.
The hatchling gives Snowfall a nod of approval and activates the Eyes of Thoth spell if he's unable to read the inscriptions naturally. Regardless of the ownership of each relic, he was genuinely curious to read what was on each one for himself.
Looking at the gladius first, there is an inscription on the blade written in old Celtic of just one word: Truth. It does not take Zephiron long to be able to remember a hint of lore, telling you that this blade is Fragarach, the Sword of Manannán Mac lir, one of gods of the Tuatha De Danan of the Celtic pantheon. This blade has served many great heroes over the years, and besides having the traits of a lesser rune weapon, Fragarach has one other unique ability: When the blade is pressed against the neck of a person, demon or god, they cannot tell a lie.

The longsword is also a minor rune weapon, one that can only be used by a person of good alignment. It is a demon slayer, doing extra damage to their ilk. Certainly not something that Salnesh would want hanging around.

The third weapon is also covered in runes, with the inscription with the word in old Dragonese: Valere. With that hint, both Terra and Zephiron both know that Valere was the name of a dragon from a very long time ago, one that was a master craftsman of fine weapons. The pinnacle of his career was a large sword that, in addition to being a powerful rune weapon, could change shape and size. It can go from being a massive two-handed blade down to a tiny penknife! But that's not all. It also provides the wielder an extra level of protection (basically extra MDC) and can sense beings of supernatural evil around it, no matter what form they try to shapeshift into.
 

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