Rev DM |
Kel deftly transposes two sigils and feels the Earthmote start to respond. Whether for good or ill is hard to say, but the rocky consciousness seems indefinably relieved by his actions.
Part 1: Breaking the Spell
6 successes before 3 failures
Primary skills: Arcana, Thievery, Insight, Perception
Secondary skills: History, Religion
3 success/1 failure
Erik? I'll roll on behalf of Perigia (it's not really Brujo territory) after Erik provides something.
Rev DM |
1d20 + 11 ⇒ (12) + 11 = 23 - Insight
Perigia concentrates on the Earthmote for a moment.
"It wants to be freed, but if it is it will be hard to control." she comments quietly. Brujo crouches beside the sigils and tentatively reaches out to re-draw one.
"I know that feeling."
1d20 + 14 ⇒ (15) + 14 = 29 - Arcana
Part 1: Breaking the Spell
6 successes before 3 failures
Primary skills: Arcana, Thievery, Insight, Perception
Secondary skills: History, Religion
5 successes/1 failure
Paging Erik.
Rev DM |
Erik dredges through his memory and recalls a ballad about an Earthmote that fell in love with a fey woman and followed her through the world.
+2 to next primary check.
Part 1: Breaking the Spell
6 successes before 3 failures
Primary skills: Arcana, Thievery, Insight, Perception
Secondary skills: History, Religion
5 successes/1 failure
Anyone can make the next primary check.
Rev DM |
Hobbes alters the final symbol and there is a palpable change in the atmosphere of the Earthmote. Freed from the binding, it twists in the air, sending the party sprawling.
The portal flickers as though its anchorage is being destroyed.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
Rev DM |
There is no limit to the number of times you can use a skill.
Kel recognises that calming the Earthmote is the first priority. Much more twisting and diving on the part of the thing and you'll be badly injured.
+2 to next primary skill check.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
0 successes/0 failures
Erik Annadar |
Erik pulls out his flute and puts it solemnly to his lips, working his fingers with expert precision despite the rocking earthmote.
"Be calm," is all he says before his fingers work bardic magic upon the notes.
The music that comes out is smooth and soothing, but slightly sad.
Diplomacy Check using Words of Friendship: 1d20 + 17 ⇒ (11) + 17 = 28
Rev DM |
As Erik's mournful tune fills the room the mote's violent shaking calms slightly.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
1 successe/0 failures
Rev DM |
Kel notes that the Earthmote responded well to diplomacy and that it is willing to be guided.
+2 to next primary skill check
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
1 success/0 failures
Rev DM |
Hobbes's warm tones do something to stop the pitching and rolling of the Earthmote. The thing seems almost to be listening.
Kelgan is not mistaken in his abilities. He recognises that abused and pulled from its proper home, the Earthmote seeks reassurance and stability above all.
+2 to next primary skill check from Kelgan's Insight roll.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
2 success/0 failures
Rev DM |
Perigia looks around and stretches her hands out in front of her, feeling the pulse of the Earthmote through sensitive fingers.
"Calm yourself. We do not seek to make you serve," she murmurs.
1d20 + 13 ⇒ (16) + 13 = 29 - Nature
The tremor in the ground is now signifcantly slower.
Brujo leans over her shoulder, adding to the group's information.
1d20 + 8 ⇒ (18) + 8 = 26 - Perception
"The portal hurts it, I think. It's an open wound."
+2 to next primary skill check. Heal is now an option as a primary skill with 3 successes gained and 3 successful Perception checks.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate, Heal
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
3 successes/0 failures
Rev DM |
For all his experience at healing wounded colleagues, Kel finds himself less at home with Earthmotes. Perigia gulps slightly.
"It doesn't work like us, Kel. Just think about solidity and renewal. Let the mote do the work."
1d20 + 6 ⇒ (8) + 6 = 14 - heal aid another - just!
The mote shakes again, but this time seems to be trying to shift the encroaching portal.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate, Heal
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
4 successes/0 failures
Rev DM |
The mote shudders once more, seeking to rid itself of the vile portal, but definitely seeming to make the effort not to harm its passengers.
Just one more success needed. Erik or Kelgan to go.
Part 2: Controlling the Earthmote
6 successes before 3 failures
Primary Skills: Diplomacy, Bluff, Nature, Intimidate, Heal
Secondary Skills: Insight, Perception. As above, if you want to try something else, give me a good reason for it and feel free.
Note that secondary skills do not provide success or failure, but can add bonuses to primary skill checks.
5 successes/0 failures
Erik Annadar |
Not sure how to roleplay bluffing a floating island so I guess I'll stick to the diplomacy.
Erik changes his tune to a lighter, happier tune, trying to match Hobbes' tones as he continues to sooth the mote. Bardic magic continues to pour from Erik's fingertips.
Diplomacy Check: 1d20 + 12 ⇒ (17) + 12 = 29
Rev DM |
Bluff was never much of an option once you'd taken the Diplomacy route. Had you tried to bully it into submission, there would have been some sense to it.
With Erik's change of note, comes acceptance. With a final shudder, the portal shrinks and disappears and the Earthmote stabilises. As the last remnants of the insidious glow vanish, a hideous scream reverberates through the room as of something thwarted of some greater purpose.
Please each take 950XP each and since that as near as nothing gets you to level 9, please level up as well.
Erik and Hobbes
Perigia and Brujo look at each other without speaking and then at their companions. Perigia smiles sadly.
"We're leaving you. I think our paths have finally parted. We'll hunt for the Order of the Blue Flame and see if Brujo can be cured, if that's what he wants. And maybe we'll find Fia on the way as well. I think you should go back and ask Sybil if this is what her visions meant. Fia is our problem. Yours may be, but Sybil's visions are more important now."
Bartholomew Hobbes |
Hobbes walks right up to Perigia and gives her a hug and offers his arm to Brujo in an adventurer's shake.
"You were both stalwart companions. I will be sorry to see you go." He pauses for a second and then adds, "Cassie will miss you, too, although she would never admit it. Take care and may the gods watch over you both."
He looks over at Erik and says, "Why don't you tell our new friend to take us back to the monastry and I'll let out the villagers. I'll bring them here and we can keep an eye on them while we go back."
Hobbes will go back and let the people out and bring them to the center room. He will let Cassie out to wander around at will.
Rev DM |
Hobbes makes his way back through to the ruined towers housing the saved villagers. On the way he passes the scenes of carnage from earlier in the day and memories flood back. The repulsive remnants of the ghoul picnic still strew the floor and further down the corridor, bloodstains remind him of the first encounter the party endured.
Barely a day and a half have passed since your enforced arrival on the Earthmote.
There is no doubt in anyone's mind that the closure of the portal has stabilised matters. The constant jolts of arcane power that emanated from the Mote now seem understandable. Forced into reluctant servitude, the Mote was instinctively attempting to add to itself, desperate to heal the wound caused by the portal.
You still have no idea what was behind the mysterious assault, but the papers held by the Spellplagued Commandant may yet hold answers.
Olwyn, Bran and the other survivors are relieved but surprisingly unsurprised to see Hobbe's familiar face as he releases them from their safe haven.
"Something changed. The noises have stopped. We knew you must have done something," says Olwyn simply.
Bartholomew Hobbes |
"We are in control now. We are heading to a Kelemovurian monastry where you can get supplies and medical treatment. From there, you can make your way back to your homes and villages." Hobbes says as he looks around. Then he stops and takes a deep breath.
"For those of you who were accomplices to these villians, unwittingly or not, remember what happens to those who mess around with nature and the Spellplague. Stick with the established religions and groups. Sure, they are more boring and often don't work the way we would like, but you won't end up being tortured on a floating rock that way. I lost a good comrade on this trip because of the evil done here. Make her sacrifice worth something by living your lives righteously from here on out. Now come with me. I'm going to bring you to the central room where we are resting. Better to stick together. Ignore the blood and... other things. We'll soon be at the monastry."
Hobbes felt he needed to say something. He remembered what Ceara had said about the villagers and how a couple of them had admitted unknowingly helping the bad guys. Whether that is true or not, Hobbes really doesn't care. He is not going to move against them. He found them in a torture device. As far as he is concerned, that should be enough of a deterrant to join an evil cult. (or whatever they did)
Rev DM |
Hobbes's words seem to strike home to Olwyn in particular. With her own wounds barely starting to close, she pays close attention.
"If the monastery will give me shelter, I'll stay there for a while."
Bran the farmer still seems reluctant to fully believe in the party. His experience with the shapechangers has traumatised him greatly and it is possible that he will never be the man he once was.
Erik finds a surprising companionship in the Earthmote. With the breaking of the binding portal, the thing's sentience is also fading, but he receives a steady impression of gratitude - if the earth can every truly be said to be grateful. The documents taken from the Commander Accordant sit in his backpack, awaiting further investigation, but for now, the bard concentrates on bringing the mote down to ground level.
Those who venture outside the ruined manor discover that the constant changes to the landscape have ceased. The arcane power infusing the mote is gradually returning to whatever passes for normal on an Earthmote and finally, with a gentle thud, the thing lands a mile or so away from the monastery.
Your horses are long gone, but the journey is easy enough to make on foot.
Back to the monastery?
Rev DM |
As you disembark, Erik feels the tug of the Earthmote in his mind as it rumbles and flies free once more. It may be there was more to the story of the earthmote attached to a human than he had first thought, but for now, being on the ground and back in familiar territory is enough.
Perigia and Brujo bid their final farewells and depart, wordlessly certain of their path. Unsure yourselves of what you have accomplished, only time will tell of your recent adventures have any ties with what has gone before.
Olwyn, Bran and the other survivors follow you as you return to the monastery and the tender mercies of Mother Bartha. As it happens, she is waiting, arms folded and looking resigned as you arrive at the door.
"It's about time. What in the world have you been doing this time? Sybil was very worried," she snaps in greeting...
To be continued...
And here endeth this section of your adventures. I'll start up a new thread shortly. Amelia has a new character, and you're being joined by Amael and rejoined by Pat who was one of the first players in this game. He is, however, returning as a different pc.
Erik Annadar |
Erik goes about writing down everything that transpired over the last several days, finding it difficult to put his feelings from the Earthmote into words. He eventually gives up and decides to come back to it later.
By the time the Earthmote reaches the monastery Erik is finally starting to feel a bit more like himself and is ready to give his customarily warm greeting to the strict Reverend Mother.