| Troxell Lanathar |
"From Teena and Myhm's expressions, it looks like they want to travel to the Crossing. I will agree to that." Troxell adds after gauging his companions for a moment.
"Since we can probably get there quickly, why don't you tell us what you were doing here, Dovan? I want the full story. What happened to the brigands on this suicide mission other than the obvious and what brought you here?"
| DM Rah |
After finding a derelict building to rest for the night, Dovan tells his story.
"It all started years ago, here in Marascar..."
Dovan tells of how, as a mixed blood Ascari and son of a slave, he was always on the fringe of Marascar's society and survived as a thief in the streets for many years before he was secretly recruited by agents of the Company of the Star. Initially they used him to spy on the various Slave Masters and their Houses, but eventually he was given a special task to travel into the Feralwood Forest and insinuate himself among a group of bandits pledged to a man called the Stag Lord. Once he had the Stag Lord's trust, he was to find and steal an artifact in his possession - the glass grimoire.
It took months, but Dovan was eventually able to slip past the Stag Lord during one of his drunken nights and take the grimoire, but knowing he would not be able to escape the Feralwood with it when the theft was discovered he employed Auchs to help hide it until a better opportunity presented itself. Unfortunately the Stag Lord was defeated by Lord Bronin before an opportunity arrived, and Dovan spent a few months locked up in a dungeon. After bargaining for his release Dovan tried to recover the grimoire, but Auchs wouldn't cooperate. After most of the Brigand's Brigade was lost to trolls and his cave hideout was compromised, Dovan decided to abandon the his duties and return to Marascar to report his situation.
The journey to Marascar was long and hard, but Dovan eventually made it back and gave his report to the Company of the Star. Afterwards Dovan was told that other agents would follow up on his information, seek out Auchs, and recover the grimoire.
With his task in the Feralwood at an end, Dovan was reassigned to infiltrate House Forturi and aid the Company with Irovetti's plan to seize power in Marascar.
Sounds like the next location will be the Crossing. Are you going to the town, the ward stones, or the Fire Tender?
| Troxell Lanathar |
"Yes, the ward stones sound like the best place to look first."
| DM Rah |
The journey back to the Feralwood takes a little over a day, much of which is spent looking for a tree suitable for Troxell's new magic. Once found, his spell moves half the group while Xerexis divine magic teleports the rest.
So it is that you find yourselves climbing the hill where the Warstones lie. The late afternoon sun casts long shadows as you crest the top and look around. Nothing seems out of place or unusual. The Wardstones are still set, and seem stable.
| Troxell Lanathar |
Recharging the Gardner's Staff with Forest Friend. 7/10 charges in Staff.
"Quite an interesting way to travel, is it not?" Troxell says with some sense of pride as he exits the tree with his half of the group. "Well, here we are. Perhaps someone should check if there is an Ark connection in this location?"
While he waits for someone to open the glass object, Troxell scans the area for any dangers and casts Detect Magic, ignoring the magical auras from the Wardstones unless there appears to be something different about them.
Perception: 1d20 + 21 ⇒ (20) + 21 = 41
| DM Rah |
Troxell looks hard at the area but finds nothing worth noting.
Taking a seat in the grass a short distance from the Wardstones the others consult the grimoire. Xerexis navigates through its symbols for about a half hour, and is beginning to get frustrated with a lack of progress there too when suddenly a blue symbol flashes into view.
"There it is! I..." The symbol winks out. "Damn. It was connected for a second, but now it's gone again."
| Troxell Lanathar |
"There are a number of ley lines that converge at this point. I believe that raw power from the convergence may have been responsible for the grimoire activating for the brief moment, but I do not know if you can harness it more effectively. Perhaps we should speak to Fire Tender and see if he can provide some guidance."
| Myhm |
Frustrated at the delay Xerexis was causing, Myhm determines that it must be because of Dovan and frowns disapproving at the mercenary. But remembering the Fire Tender's fine stew, the answer to the problem came with tender morsels in gravy, and everything can be solved with gravy. "Let's go see the Red Man, now."
| DM Rah |
Leaving the Wardstones the group makes for the Cabin of the Fire Tender. The cabin is a few miles away through untracked dense forest and night descends long before you are halfway there. Camping for the night, you set off fresh in the morning, arriving to the clearing where the cabin should be hidden. The hill at the center appears empty, the creek bubbling innocently around the bottom. The Fire Tender has apparently recast the spells needed to hide his home, but those who have visited before know where to look, and soon enough you have climbed the hill and traversed the illusions and forbiddance magics that protect it.
Waiting in the garden outside the cabin is your onetime enemy, now redeemed ally, the young druid Tenzekil. He welcomes you and says that he has informed his master of your arrival. As he arranges a picnic of fresh food and water the Fire Tender appears, stepping from a nearby tree.
"Welcome back friends." He smiles, looking almost shy at having so many guests. "I would like to assume that this is just a casual visit, but I am not prone to fantasy. What brings you back to me?"
| Myhm |
Mmmph! Myhm points accusingly at Dovan like a hound returning a pheasant. "Xerexis - show him."
-Posted with Wayfinder
Shanee
|
Smiling Shanee greets Tenzekil and The Firetender "Well looks like the city is being run by crazy people and these people would not let me throw a party to introduce uss properly into society so we are being hunted again. shrugging he continues "Oh and we found this library thing that needs to access something called the ark or whatever but it seems to have a detailed description of Teenas life among other things.
| Troxell Lanathar |
Apparently still holding a grudge against Tenzekil, Troxell completely ignore him while waiting for Fire Tender.
Once the more powerful druid appears, Troxell explains the situation in detail unless one of the others beat him to the punch. Once he finishes the story, the druid adds, "So, you see, we are looking for the right place in the area to attempt to access the Ark. Do you think you might be able to suggest a proper place? As I mentioned, we already attempted to open it at the Wardstones with lackluster results."
| DM Rah |
The Fire Tender listens to your problems, then examines the source - the grimoire. He seems at first fascinated by the item, then troubled.
"This orb has the ability to store enough information to document the life of a person." He confirms, hands steepled in thought. "I would think we would require a whole library of books for that. And yet this Ark contains even more information. A sort of library of libraries. So much knowledge..." He sighs.
After a moment he continues, "I sense no connection to ley lines with the grimoire. I suspect it employs astral conduits. That it responded, even slightly, near the Wardstones makes little sense.. unless the Ark is somewhere in the First World."
| Troxell Lanathar |
"Are you aware of an astral conduit in this area? I am loathe to return to the First World, especially without a dependable guide." Troxell asks as his face forms into a tight frown.
| DM Rah |
"Astral conduits are exceedingly rare and valuable." The Fire Tender says. "Great magic can only create one for a short time. To make a permanent conduit would require a philosopher stone, and finding one of those is... well, some have spent years and fortunes to get one. I think Teena is right. You may need to take that orb into the First World."
| Troxell Lanathar |
Troxell sighs painfully, "If that is the case, can you suggest any sort of guide to help us through that world? Perhaps one of the forest folk in this area would be willing to assist after we prevented the Fellknight King from seizing the area?"
| Troxell Lanathar |
"Yes, that sounds like the best course of action. Palombier gave us a way of contacting him, did he not?" Troxell asks, as he tries to remember back to those confusing times, "In any event, we should first establish if everyone is committed to this course of action. Shane, Stroud? What are your thoughts?"
Is Stroud still with us? It's been a couple of months since he's posted.
| Stroud Zayiin |
"I have no thoughts on any of this my friend, for I do not know enough to help with decision making. However, I pledge my sword to you all throughout the rest of this endeavor. I have plans in Marascar later, and any wealth you can throw my way would be greatly appreciated!"
Stroud smiles!
Shanee
|
"Well I can not say that going back there is my favorite choice but perhaps i can stop you all from making bad deals with fairy folk again."Shanee smiles "Besides if I go on this maybe youll let me throw a nice party somewhere once we get back"
| Troxell Lanathar |
"Well, at least we are in agreement. So, tell me, Xerexis, is what we will find in the ARK worth risking our lives to return the First World again? I'm hoping you can quell my lingering doubts."
| Teena Akaash |
Teena stood by quietly. All she really wanted was to use the device to install all her memories. But the others, had always supported her, so she would do her best to do the same for them, whereever it would take them.
| DM Rah |
"The Ark holds a vast amount of information that is vital to my people, and may affect the rift that has divided them, but I don't know what it holds for you." Xerexis replies. He thinks a moment, then shrugs and looks to Myhm. "Whoever it is that holds your brother captive wanted us to unlock it, but I don't think they wanted its information. I believe they had the power to access it already, since Teena's memories were stored there."
"The First World?" Dovan jumps in to the conversation. "Isn't that where all the fey come from? Messing with them is a bad idea. The Stagg Lord was obsessed with them, maybe even in love with one he called his Queen, but that might have been the fey wine speaking. He drank more of that then water. Anyway, sounds like a bad plan to go there. How about you leave me out of it? I mean, you don't need me anymore, right?"
| Troxell Lanathar |
Troxell sighs deeply, "Very well, it seems our path leads us to the one place I detest more than Marascar. We will need to contact the unicorns to see if they can provide a guide, then return to Candlemere and recite that abysmal nursery rhyme again. I do not think it wise to disturb the Wardstones especially when we can travel quickly. I don't see any need for you to accompany us there, Dovan. It would mostly likely be a death sentence for you there."
| Troxell Lanathar |
"If you all would not mind, I would like to spend a night with Fire Tender so that I might change my spells in the morning to better reflect the dangers we might face on the other side. I can transport us via plants in the morning." Troxell says to the others after a moment of reflection, completely ignoring Dovan's inquiries. "That is, of course, if my fellow druid doesn't mind company for the night. I suppose the nearby villagers could put us up otherwise."
| Myhm |
After the venison stew and between Dovan's stories and exit, Myhm had fallen sleep. Rolled over in his massive bear fur cloak, he looks completely disguised as a rug prize in a hunter's lodge. At an earlier moment, he had tried to show off the leather armor and antlered head piece to Dovan, hoping the man would recognize the Stag Lord's personal possessions. When Myhm didn't get any response or attention of the trophy Lord Bronin had given, was when sleep crept over his eyes.
no prob with letting him go
-Posted with Wayfinder
| DM Rah |
Dovan is eager to get on the road, and takes his leave before anyone changes their mind. The Fire Tender is happy to let the group rest the night at his hidden cabin. He supplies some basic food that evening to fill your bellies and asks after your adventures since he last saw you. You sleep on soft blankets on soft grass and have the best nights rest in recent memory.
In the morning you prepare spells and use your magics to cross the distance to a tree line upon the shore of Lake Candlemere, arriving just after sunrise. Across the water the ruins of Candlemere Tower rises upon its small island.
The island has no trees large enough for tree striding or transport via tree. You'll have to cross the last stretch by other means.
| Troxell Lanathar |
Troxell places a Forest Friend spell into the Gardner's Staff to recharge it. It now has 8/10 charges.
"I may need to stay in humanoid form in order to recite the verse correctly, so I'll take you up on your offer, Teena." Troxell replies with a pensive expression. "Keep your eyes open everyone, we had to deal with Will O' the Wisps last time we were here, I believe. If that still the case, we have a wand to minimize their electrical capabilities."
Perception: 1d20 + 21 ⇒ (13) + 21 = 34
| DM Rah |
Taking flight, the group begins to cross the lake toward Candlemere Island. About halfway across Troxell's keen eyes notice three riders break from the treeline on the north side of the lake. Galloping at full speed they head right at the water, but instead of splashing into it they continue along the surface, the hooves of their steeds spraying mist as they begin to close the distance toward you.
As they near you recognize jagged, twisting antlers of dark blue ice sprouting from armored helms and can see the glint of light reflecting off their ice-armored bodies. Cold Riders are coming for you!
You have a few rounds before they arrive. If you continue flying you will make it to the island before they reach you, but if you want to cast prep spells they will reach you over open water.
| Troxell Lanathar |
Do you all want to fight them or just try to get to the island first? I don't really have a preference, although if we do fight them, I'll take the lead up time to cast some buffs.
Shanee
|
They might not be ably to fly and we might have a slight advantage flying but ill go either way
| Troxell Lanathar |
I'm fine with moving to the island first then.
| DM Rah |
The group reaches the banks of Candlemere Island as the cold riders close in. As they enter long range they spread out and raise their icy gauntlets causing mists to billow out around them, concealing their exact locations.
Hovering above the twisted thorny shrubs scattered near the sandy beach of the island, you are aware that your fly spells are quickly approaching expiration.
Combat map updated.
INITIATIVE
Myhm: 1d20 + 2 ⇒ (19) + 2 = 21
Teena: 1d20 + 3 ⇒ (17) + 3 = 20
Troxell: 1d20 + 4 ⇒ (11) + 4 = 15
Xerexis: 1d20 + 1 ⇒ (4) + 1 = 5
Shanee: 1d20 + 3 ⇒ (7) + 3 = 10
Stroud: 1d20 + 6 ⇒ (6) + 6 = 12
Cold Riders: 1d20 + 7 ⇒ (5) + 7 = 12
INITIATIVE
Myhm *Fly 6 - rounds
Teena *Fly 7 - rounds
Troxell *Fly 4 - rounds
Cold Riders
Stroud *Fly 5 - rounds
Shanee *Fly 2 - rounds
Xerexis *Fly 3 - rounds
| Troxell Lanathar |
Perhaps considering changing his form to something that naturally flies, instead Troxell pulls out the wand of Resist Energy and uses it on himself, granting some resistance to Cold damage. "Anyone else want some protection from their attacks? I can get one, maybe two of you."
Resist Cold 10 active.
Shanee
|
"I wouldn't mind. Shanee chimes in as he begins to sing and cast and a gilded harp appears and starts to play along with him
bardic performance +2 att and damage , +2 saves vs fear and charm as a move action and cast Exquisite Accompaniment which keeps bardic performance going at no cost for 1 round per lvl =10 rounds
| DM Rah |
The mists roll closer, then suddenly the cold riders emerge at sands, two splitting off to the flanks as their leader, a female figure armed with a frost rimed bow, takes the middle.
"I knew you would return, traitorous mortals! Now you die!"
She raises a hand and a small storm whips through the area, followed by large shards of ice falling from the sky.
Ice Storm hits everyone - no save
Bludgeoning damage: 3d6 ⇒ (5, 4, 5) = 14
Cold damage: 2d6 ⇒ (6, 6) = 12
INITIATIVE
Stroud *Fly 5 - rounds
Shanee *Fly 2 - rounds
Xerexis *Fly 3 - rounds
Myhm *Fly 6 - rounds
Teena *Fly 7 - rounds
Troxell *Fly 4 - rounds
Cold Riders