DM - Voice of the Voiceless |
After the smoke of battle clears you take stock of the destruction wrought. The carriage of the crucified man lies burning and broken before you, the four armed hill giant fading from this realm at his death. The beasts that fell upon Baran also collapse into inertness at his death, seemingly inextricably linked to it's essence.
The wagon and ankheg have survived relatively intact - a few scores on the side of the wagon, but nothing that has affected it's structural integrity to any degree. The only possessions of the crucified man appear to be organs and entrails of the Mwangi you saw butchered earlier - cooking in the fire and creating a disturbing smell halway between carrion and barbeque.
Eager to be on, Holmburg pleads to continue. He has recalled more of the words he lost - Madaro-Shanti being chief among them... and a few crytpic fragments: The Well Moves the Walls, and the dangers of a dark cloud.
Judging by his newfound certainty, it would seem that you have but a days travel left before you will come upon the site he recalls.
Sentis Spinis |
Sentis hopped to the ground and checked his loyal pup over for injuries.
Heal: 1d20 + 12 ⇒ (9) + 12 = 21
"He appears fine but you never know about such things..."
Worry was evident in the druid's voice and he pondered the wisdom in having the wolf follow him and the Steel Wolves...maybe he would be better off running free?.. but then he remembered how they had found him and realized that poachers and trappers abounded.
DM - Voice of the Voiceless |
Baran seems in good health as the others help Doc reload and resupply the wagon. Night falls and those who keep watch during the night are spooked on occasion by distant howls and screeches of wolf, ape... or something else. However the campsite is not assaulted and you are able to rest freely.
Holmburg begins to grow more lucid in his remembrances and talks of a spreading pall of black clouds and roiling fog. A town that stood was destroyed in the great past, and the temple which is sought is where the black fog originated. He can recall nothing of the reason for the fog disappearing, but the town that was lost was rumored to hold great wealth of gold.
As morning rises and you set out once more, you see a dark stain on part of the jungle in the distance... as though it was enveloped in black fog.
Sentis Spinis |
With the dark patch in the distance appearing much like the black fog the old man had spoken of; Holmburg's memories had now become a sort of ominous foreshadowing. Sentis still hadn't really gotten over the scene of the day before. The crucified man had given them no answers and now they had other matters to worry about.
Scouting ahead would be wise. Whats the play Sunny?
Sentis Spinis |
Take his advice Grusk. I'm still getting used to driving these bugs and they're still a bit spooked from our previosu encounter. Plus I think Doc would miss you.
Sentis smiled as he was feeling good after being able to join in on teh company's typical banter and whistled sharply and cracked the reigns.
Handle Animal: 1d20 + 6 ⇒ (17) + 6 = 23
DM - Voice of the Voiceless |
Setting off you find the easiest way to reach the ruins is to take an old road which leads deep into the jungle. The road is constructed of great stone blocks sunken deep into the ground, occasionally winding its way past large stone statues, most broken, overgrown with vines, or badly cracked. In many places the road has been buckled and ruptured as though by earthquakes and mostly overgrown with jungle vegetation. However the ankheg prove able bullocks and clamber over the best and worst of the road with little complaint... apart from that of Holmburg as the jittery and jolted ride.
Soon after you enter the fringes of the jungle you move beyond the edge of the dark, roiling fog. You can still see near to as well as when beyond it, but the dark smoke feels and tastes oily as you forge into it. A stark difference is seen in the trees though... as vegetation turns to diseased and dying, and that all sounds of wildlife – birdcalls in particular – have ceased. The remainder of the two day trip is spent as an eerie journey through silence and darkness, the only noises heard those of your own making.
Drawing up on the ruins' location you see a huge gatehouse before you. Forty feet tall and built of massive, cyclopean stones. The portcullis at the center of the tower is closed, but the walls to either side of the gatehouse are shattered into ruins. The building itself is badly damaged by siege weaponry. The sides of the road you travel upon are limned with dying jungle trees and block your sight of aught but the gatehouse itself.
Sentis Spinis |
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
Can we tell if the damage to the walls is recent or old?
Sentis's almond shaped eyes scanned the damaged walls hoping to not see any movement. Despite not making a habit of it; the half elf dearly wanted a bath. The oily fog was bothering him both in body and spirit as he guessed it was the cause of the dying vegetation and lack of animals.
Knowledge/Nature vs the Fog: 1d20 + 9 ⇒ (4) + 9 = 13
What do make of this fog Doc? In all my years I've never heard of such a thing.
Drannigan "Doc" Piper |
"Ain't any kinda smoke Ah've ever seen. Too oily. It's like ash, but wet. Lemme try somethin'."
Taking a few moments to light a torch, Doc tested whether the oily smoke could be burned off by fire. Then he waved a clean white cloth through the air a few times like a butterfly net to see if the smoke would stick to the cloth.
Alchemy to determine substance properties: 1d20 + 10 ⇒ (2) + 10 = 12
"Ah got nothin'. Gonna need more time t' figure this out. Ah think that portcullis is a more immediate problem though. Either we c'n climb over an' look for the winch, or Ah c'n try t' rig up some sort of lever-pully t' yank it up."
DM - Voice of the Voiceless |
The damage to the walls is centuries old by your measure, the site itself gives you the impression of a long slumbering ruin that perhaps has recently awakened.
The haze itself proves beyond your easy kenning - it does not leave a visible residue, but you still feel it upon your throat and eyes especially. If you remain long enough in it's grasp then you are confident that harm will come... but you are safe enough for the now.
You reckon between two and four days before you start feeling the pinch.
It's kind of like the haze that has settled on top of Kuala Lumpur at the moment - you can still see properly, and it isn't thick enough to engage with much - but it's definitely there.
A circuit of the grounds is taken from a wide arc as the near cover of trees thins out immediately to the side of the main gatehouse. The ruins are ringed by a wall that has mostly crumbled but remains intact in segments. Within the core there looks to be three structures that have some integrity left... a palace plaza at the ruins core, a fort that has been razed to the ground line and what looks to be a temple complex of some kind.
There is nothing stirring within the core of the ruins to the naked eye... but as Grusk circles back towards the wagon - he sees some curious creatures near to the gatehouse. With the body of an antelope that is topped by a gorilla's torso that seem to be some strange mockery of centaurs. Standing near to the gatehouse and looking out, they seem to be standing sentinel.
Sentis Spinis |
Knowledge/Nature to know what Grusk is talking about: 1d20 + 9 ⇒ (3) + 9 = 12
Sentis shakes his head and shrugs his shoulders both at Grusk's description of what he saw and at Doc's question.
You got me. But whatever they are if they're on lookout then they have a boss of some sort and something worth protecting.
Drannigan "Doc" Piper |
"Quiet ain't exactly my strong suit. I'd say that if'n ye want t' take 'em out quiet so they don't have time t' run or sound an alarm, we could send in Team Green. I might be able t' mix up some choakin' powder an' mix it in with some tanglefoot glue t' make up a bomb that'd stick 'em down an' make 'em too busy coughin' t' call fer help. What d' ye think?"
"If'n ye ain't concerned 'bout noise, well, then we c'n do this th' easy way."
Drannigan "Doc" Piper |
"Every time." Doc says mournfully while lighting a cigar. "Can't say I blame 'em. Once th' Doc makes a housecall, nothin' else'll do. It's mah curse."
Scratching a lose outline of what he could make out into the dirt while he lamented his prowess as a lover, Doc used stones to mark the sentries.
"Someone wanna climb up somethin' and git a good look 'round? We should get layout and numbers before we commit t' this."
Drannigan "Doc" Piper |
"Ah'm a g%&~%!n doctor! A ship's doctor. I was damn good at it to. Figured tha' was gonna be mah life until our cannoneer went town wit' blindin' sickness. Ah had t' start measurin' an' mixin' all th' powder for 'im, on top o' treatin' the crew fer scurvy an' bootrot. Ye numbskulls think I jus' started pourin' chemicals together one day?"
"Ah c'n still patch ye up wit' the best o' 'em, I jus' can't compete wit' magic. Ain't no doctor anywhere tha' can. Lucky fer you lot, I ain't just a doctor."
"I'm a g+&~&~n surgeon with dynamite."
Drannigan "Doc" Piper |
Doc takes a swig. And then a bit more than a swig. Then he finishes of the flask and hands it back, scowling a little less.
"Buncha ingrates." he grumbles.
"A'right, how's this fer a plan- We're gonna pull the 'wagon right up t' th' gate, then Sentis 's gonna try t' talk to 'em an' tell 'em we don't mean 'em no harm an' that we're just passin' through t' investigate them ruins. If they're nice, no problem. If they ain't nice, we hook the winches t' their nice gate an drag th' whole thing down while Holmburg an' I rain hell down on 'em."
DM - Voice of the Voiceless |
DM is back in the saddle. For a little bit more of a reference the ruins the creatures stand guard in front of does look like it could be big enough to house a substantial number of them... if indeed it were occupied.
Going with the wagon approach? - all inside and manning guns, or Team Green on the ground and sneaky like?