Sir Leon Blackmane |
Leon continues to do a rather undignified and rather loud clanging dance of discomfort, eventually unbuckling the many straps of his armor and taking it off to shake out his clothes while Mordecai contemplated Aluria's corpse.
Krovax Draverian |
Krovax uses his wand of curing on Leon.
Cure Light Wounds:1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds:1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds:1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds:1d8 + 1 ⇒ (7) + 1 = 8
He then turns to The others and says, "I'm sure some of us could put some of that to use. But more importantly...is this the same place we entered, or did we stumble through some sort of portal system this culture may have had established...?"
Mordecai Shrykeson |
Skeleton
Mordecai finds an empty corner atop the ziggurat, overlooking the city. Spreading out the mortal remains of Aluria, he folds back his sleeps and punches his fists deeply into her shredded abdomen. Withdrawing his bloodied hands, he begins to draw upon the stone with her bodily fluids a simple pentacle, with the majority of her remains in the center. Finished, he concludes with a circle of spiked, irregular characters around it. Necril language Biting his wrist, Mordecai tears open a tiny gash and allows his blood to drip forth. One drop he lays upon the body, the other he places amid his blood-soaked hands, smashing them together in a loud clap.
Sitting cross-legged, bloody hands and bloodier pentacle in front of him, Mordecai closes his eyes, hands still clasped, and quietly begins to chant as the sun falls and stars rise.
Thought it'd be better not to jump to the morning in case something happens tonight.
Krovax Draverian |
Krovax walks about the top of the ziggurat, Dreadmaul at his side, the two of them looking out into the city below.
I'm almost certain this is not the same place we entered that pit from. And if that is the case, we must be careful of what we do here lest we teleport to another location. Nevertheless, we need to know what is out there.
He makes another circuit, then mutters some magic. Go, stretch your wings, and have a look around while you are out there. Let me know what you see.
Dreadmaul spreads his wings and takes off, flying ever growing circuits over the city.
Krovax then goes and sits beside Leon, stretching his back as he does so. "Sent Dreadmaul to go see what is out here. Seemed the safest option to scout the area."
He pauses, and looks over to their guide brewing alchemical supplies, and continues, "I'd say that they've come in handy so far, wouldn't you? Much more so than that belt's previous owner."
He then smirks a little, and says jokingly, "And has anyone told you yet that the adornments on that belt really bring out your eyes. You and Aluria must have had similar tastes."
Shadow Mantis |
Before returning to the top of the ziggurat, the fetchling removes his glasses.
Once at the top, the fetchling stands near the edge of the ziggurat looking out inquisitively below.
As it starts to get dark he puts his glasses back on.
He approaches Krovax and Leon, "Do we have a plan for how watches will be conducted?"
DM - ARC |
As you settle down to camp for the night at the top of the ziggurat you are given an unobstructed view of the sun setting before you fall asleep.
The night is full of strange sounds and gargling coming from the well as well as those coming from the jungle around you.
You are all awoken by the suns bright rays shining into the opening. Blindingly bright and jarring making it impossible to continue sleeping for those trying and hard to stare at for those on watch.
The moaning and gurgling has subsided from within the well.
Ezra Savet |
Ezra glares at the sun's bright light, and mutters under her breath as she shoves her tent, rather unceremoniously, back into her haversack. Wincing in the bright light gives her an idea, and she promptly fetches her mirror from her pack. Approaching the well, she angles the steel mirror to redirect the bright sunlight down into the depths, taking a moment to study anything that catches her eye.
Mordecai Shrykeson |
As the sun rises, Mordecai opens his eyes and slams his palms down against the remains of Aluria, muscles creaking after hours of not moving. And then the creaking continues.
Slowly, the pile of entrails begins to shift- the sound of bones creaking fills the air as the few bones visible begin piecing together, crackling into place. Sloughing off the flesh and skin like thin air, the skeleton stands up at attention, turning to face Mordecai. Silently, it awaits its orders.
Nodding with satisfaction, Mordecai washes his hands carefully in water and surveys his creation.
"Thoughts, fellows?"
DM - ARC |
As you all finish your morning preparations (prepared casters please post your spell selection in a spoiler) you prepare to descend back into the tunnel for a second time. Climbing back down into the depths you can see that all trace of the swarms and the giant maggot from yesterday are gone, most likely other scavengers in the night. The one thing that you almost miss at first is the fact that the walls and floor are slightly damp.
Do you search the large tunnel again or try one of the three small tunnels?
Shadow Mantis |
The fetchling places his glasses back over his eyes, and nods at the group as he disappears down the main tunnel again.
Stealth: 1d20 + 16 ⇒ (2) + 16 = 18
As he approaches the area where the swarms came from previously he cautiously listens before moving on.
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Assuming he does not run in to any difficulty then he will venture a little further than the last time. No more than 120 feet down the tunnel or until the tunnel gives multiple paths or opens to another room, whichever happens first.
DM - ARC |
Skulking down the main tunnel again Shadow carefully chooses his steps as the ground gets wetter and wetter. The old familiar smell of rot pervades the tunnel as you come upon the entrance to a subterranean lake. You can tell the water is lower than normal by the blanket of dying kelp and barnacles coating roughly seven feet up the walls. Partially submerged are the half eaten remains of dozens if not hundreds of humanoid skeletons, the obvious smell of rot caused by their recent contact with the air. The lake is dotted with several small 'islands' and stalagmites jutting through its dark surface. The cavern appears maybe three hundred feet wide at its largest point and a strange marking can barely be seen on the opposite side.
Shadow Mantis |
Perception to Make Out Marking: 1d20 + 11 ⇒ (9) + 11 = 20
After seeing the lake the fetchling returns to report his findings.
"There is a lake at the end of this tunnel, which floods the rest of this place. I believe this occurs at night."
"There are a large number of partial eaten humanoid remains in the lake. It is about 300 feet at its widest point and there is a strange marking on the other side of the lake."
I will edit with additional information if the perception reveals anything.
DM - ARC |
While the rest of you wait for Shadow again off and on your can hear the sound of sloshing coming from the direction of the lake.
Shadow heads into the first tunnel adjacent to the lake which twists and turns and in many places switches back over itself. You can get about sixty feet in without trouble but to continue beyond I need an acrobatics and a climb check.
Shadow Mantis |
If the path does not seem extremely dangerous then he will proceed a little further to see what he can find.
Acrobatics: 1d20 + 9 ⇒ (12) + 9 = 21
Climb: 1d20 + 5 ⇒ (8) + 5 = 13
DM - ARC |
Sorry should've been more clear only Mordecai can see the writing.
Slipping and squeezing yourself through several cramped wedges and gaps and then cutting yourself up a bit (2 damage) while to try to shimmy and climb up what may be a vent hole you finally exit into an open area. The path has led you onto a small ledge above the lake giving you a fair view of the area, limited by the limits of you darkvision of course, One thing you do notice is some sort of movement in the water causing small ripples and waves. The motion is too slight to notice from the ground but up high you can just barely make it out. You also see below you Mordecai's new skeleton lumbering towards the lake but no signs of the others.
Ezra you spend a long time searching through the area, even going so far as to use detect magic, but you can't locate the source of your anxiety. Which probably makes you more anxious.
Leon flinches quite visibly and you can all see bright red blood slowly pour out from beneath the back of his chest piece. (It feels like something just dragged its claws down your spine slicing right through your flesh)damage: 1d4 ⇒ 4
Mordecai Shrykeson |
Mordecai's eyes widen. "Invisible. There is something invisible here..."
Raising a finger, he charges a thin blue light and strokes out with it near Leon, exploring the air.
Charge a Lich's Touch. 1d6 negative energy damage. 1d6 ⇒ 6
Attack roll: 1d20 + 4 ⇒ (18) + 4 = 22
Ezra Savet |
Failing to shake the feeling she is being watched, Ezra targets Glitterdust at her feet, using Message to tell the others, "You might want to close your eyes in 3, 2, 1..."
Shadow Mantis |
Shadow Mantis |
The fetchling heads back from the path he came, while still attempting to remain quiet.
Stealth: 1d20 + 16 ⇒ (13) + 16 = 29
If he needs acrobatics and climb to get back down:
Acrobatics: 1d20 + 9 ⇒ (13) + 9 = 22
Climb: 1d20 + 5 ⇒ (19) + 5 = 24
As the fetchling approaches the group he stays in the shadows near the edge of the tunnel to see what he observes, in an attempt to avoid giving away his position.
DM, let me know when I'm back with the party and what I see. (Assuming I make it back to them)
DM - ARC |
As Ezra's spell takes effect you are all confronted with a ghastly sight, except Shadow who is currently climbing through a crack in the wall, as the speckles drift down they seem to catch on the forms of dozens of humanoid shapes all around you. Long open mouths look like they are eternally wailing and limbs outstretched in futile attempts to touch you. The particles continue to fall to the ground, passing through the humanoids until their image is merely a memory upon your vision. Just as the final particles hit the ground you see the silhouette of a strange humanoid, hidden by black robes with skeletal wings and a vicious scythe.
Those all appear to be tormented ghosts.
Rarely, a spirit on the other side can affect the real world if it is in the presence or confronted by something very important to it in life.
You are pretty sure that the effect you just witnessed was not part of this plane. Most likely you are standing somewhere that has very strong ties to and thus a very weak barrier between this plane and some plane of death. The robed figure is most likely a 'Shinigami' defending the weak point in the wall between worlds.
Ezra Savet |
K. Planes: 1d20 + 13 ⇒ (6) + 13 = 19
Via Message to the group: "Any one know what the heck these things are?" Ezra asks, "They have me a little concerned, though they seem unable to touch us . . . yet."
Then aloud in common, "Well met agent of Death, is it possible we have met before?"
Sir Leon Blackmane |
Leon grunted shifting a bit, bleeding into his armor padding and trying to get clear of the glittering apparitions.
Narrowing his eyes, he raised his clenched fist. His eyes flared purple beneath his helm.
Command Undead. DC 17 will save. The first ones that fail, up to 6 Hit Dice, become my minions.
DM - ARC |
Drawing upon your energy and reaching out towards the ghosts you can't feel them, as if they aren't actually there or possibly something is blocking you from sensing them. (You don't lose the use as there is nothing that you can affect.) But when you try the tall winged creature looks at you two with a very angry look upon its face.
turning to Ezra, "No we have not. The living are not welcome here, this is a place for the dead or dying."