5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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As Vrindel ascended, something about the whitish glow of the silver in starlight caught Zove's fancy, and she knelt to retrieve it...


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor looks at Vrindel transform and shakes his head: "That just makes no sense..."


It takes a moment, but Zove is able to slip the ring from the fallen peasant's finger while Vrindel scurries along the wall and up the steps.

Vrindel:
The steps end at the summit of the hill and the base of what was once a defensive stone wall. But the wall has long since fallen to ruin with only a few foundation and other stones still in place. The narrow, arched gateway is a mere remnant of it's former defensive glory. The arch having collapsed along with much of the nearby wall. However, evidence of recent activity is all around, as stones are stacked and moved off to the side, creating an easy path into the bailey.

The ruins of the main hall sit fifty feet beyond the outer wall. The roof over the second story of the keep has collapsed along with much of the north and east walls. The main entry sits open with no door. You can just make out a thin wisp of smoke drifting from the entryway, signaling some kind of fire burning within the ruined structure.

You hear the whiny of a horse from somewhere behind the ruined keep to the northwest.


Considering the ring closer "Some magics impart a gymnastical aptitude on their bearer...such that one can leap great strides. Others transmute the bracings of pveatherfall (a cushioning effect created by ancient dragon riders). Perhaps this one thought he could escape, but the local ley line distortion caused his ring to fail." she postulates idly.

Is the book still oozing and unsafe to handle? Ritual cast detect magic while Vrindel-spider scouts if not, examining the ring.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor, despite himself, is curious enough to approach and look at the ring over Zove's shoulder: "A peasant with a magic ring? Is it a peasant still?" he ponders, captivated by the ring's glow.


Zove: The book has stopped oozing, although the tingle of spent magical energy still lingers in the air. The silver ring is nothing more. It is not magical.


"A peasant forever...my longing for the starry court mistook its glow for magic, I think. Just wishful thinking." pondering the spiral. Perhaps another wedding band for a god she didn't know.

She gazes around with her enhanced arcane vision, looking for other noticeable aurae. Book, path, etc

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro took pause long enough for the wizard to chase her lark with the commoner's ring--she had shown herself of stronger stuff during their warf battle, and so he allowed her a measure of respect that the others had not yet earned.

As she states that the item has no arcane qualities, his impatience to bring RIGHTEOUSNESS can o longer be held at bay.

"Then he died of either a misstep, or enemy action. Still we should be about it," he grunts, going up the stair, after the druid-troll-spider.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel moves along any heights available and tries to get a better idea of the layout of the place, and what challenges they might face before returning to the group.

1d20 + 5 ⇒ (14) + 5 = 19 Perception

NOTE: If there is not a good way to stay hidden or at a safe distance he'll return right away to relay what he observed.


About a third of the way up the stairway, Aterro encounters several loose stones, that tip and turn under his feet. His armored body tilts and starts to swing backward as he struggles to right himself and not end up like the peasant at the back below.

Aterro: DC12 DEX save or fall taking 2d6 damage.

Vrindel:
You scurry along the out edge of the ruined curtain wall of the keep to avoid any eyes that might be watching from inside. As you circle around to northwest you come across a horse standing near a large tent erected along the back wall of the keep. The horse is a magnificent creature. A dappled gray, big enough to easily carry someone of Aterro or Trevor's size. Several bundles of dry hay are scattered nearby.

There doesn't appear to be any other sign of life or noise coming from either the tent or around the courtyard.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel keeps skittering around if possible. If not he'll return and report the layout to the others.

He then hears stones rattling from the staircase area, and decides to go around the perimeter the opposite way so he can check out what's happening.

That's either Aterro getting impatient and bludgeoning his way in, or Trevor doing... well whatever impulsive thing he can possibly do.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Dex save!: 1d20 + 0 ⇒ (3) + 0 = 3

"WoooARGH, he bellows completely unprepared for such a threat.


"..." Zove glanced emotionless from Trevor to Ibrox as Aterro bounced, one step after the other, back down towards them. She cocked her head to the side, confused "What is that he's doing, do you think?"


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

"Charging downstairs?" Ibrox replies to Zove while trying to stay out of Aterro's charge path.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Perhaps he is fighting someone, or something?! He seems to have stopped fighting." replies Trevor, completely serious and not getting the joke. Cautiously, he starts forward, but stops as he notices Vrindel returning: "A horse you say?, That's strange, no? Is it the same type of horse from the village, or a nobler kind?" he asks. "Oh, and the tent? What of it? The necromancers had a very nice carriage. I'm sure he'd have a matching tent..."


Aterro Fall Damage: 2d6 ⇒ (3, 6) = 9

Trevor Dex Save to avoid Aterro: 1d20 + 1 ⇒ (17) + 1 = 18

Trevor dances nimbly out of the way as Aterro comes tumbling down the stairs. The cursing cleric slides to a stop at the feet of Zove and Ibrox. Who offer puzzled looks as they help Aterro back to his feet.
Taking Aterro's lesson to heart, everyone exercises a bit of caution for the remaining trip up the old stone stairs poking and prodding at stones to insure their stability. Although it takes a bit more time, everyone eventually reaches the summit of the hill and the ruins of Valdtor Keep without further harm.

The steps end at the base of what was once a defensive stone wall. But the wall has long since fallen to ruin with only a few foundation and other stones still in place. The narrow, arched gateway is a mere remnant of it's former defensive glory. The arch having collapsed along with much of the nearby wall. However, evidence of recent activity is all around, as stones are stacked and moved off to the side, creating an easy path into the bailey.

The ruins of the main hall sit fifty feet beyond the outer wall. The roof over the second story of the keep has collapsed along with much of the north and east walls. The main entry sits open with no door. You can just make out a thin wisp of smoke drifting from the entryway, signaling some kind of fire burning within the ruined structure.

The once tall grasses and vines of the courtyard have been cleared or stomped down over recent days and numerous boot prints and tracks show additional signs of habitation.

Vrindel:
You circle around to the west along the wall which gives a stunning view of the entire region and out to the sea. You can make out a few lantern lights from Nargenthal and see the white lines of breakers out in the sea. The outer wall makes up the rear wall of the keep along this stretch so there is little to see inside except the ruined second floor which is mostly now just crumbled stone, dirt, moss, and other debris.

Moving past the keep and onto the southern wall you can see back down into the vale where you encountered the vine creature and the forest trail. In the courtyard, along the southern wall you see several mounds of piled dirt and a few shovels, picks, buckets scattered nearby. You also smell the unmistakable aroma of the midden and latrine. The usual odor of garbage and waste, also mingled with blood and rotting flesh.

Before you can investigate further, you hear the others reaching the top of the stairs.


Arriving at the ruins, Ibrox looks around for the horse and any animals to gather information.

After a quick devotional, "Ibrox." then he looks around the courtyard for clues.

Guidance
Investigation: 1d20 + 5 + 1d4 ⇒ (11) + 5 + (1) = 17


The shadow fey was implacably perturbed up at the high castle ruins "I've seen this before..." she was saying, nosing around here and there "...Courlandia, fallen." Like the memory of a dream, Zove was witnessing reality halfway in her mind. But for this, she really had seen it, at least on the other side, her scathsidhean realm of shadow...where all Courlandia was such apocalptic ruin. It was a lot for her to bear, and her anxiety sky-rocketed, the feeling echoing in her familiar by accident, the hawk flopping disturbed upwards in the night.

"The Mother spoke of Reavers here, is this their work, the toil of repair?" she tried to understand what exactly they were trying to accomplish, the stones placed just so, using her knowledge of engineering and architecture...

Int: 1d20 + 3 ⇒ (17) + 3 = 20

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

With much cursing and grumbling, Brother Aterro slaps the copious dust from his armor and re-arranges his accouterments, ensuring everything is still combat-ready.

He goes and picks up WarGuard where it fell from his hands and re-assets his grips upon its handle.

Marching up the stairs a bit more leisurely this time, he gazes about at the scene that greats them at the top.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

"Eh what? You've seen this before, Zove? How can that be? Beseems that few have seen this place, expect for but recently, where there seems to be some activity. Perhaps bandits, aye, encamping, or, more likely, more evil-doers in the employ of...whatever lays in wait.

Well, if any of you have words of insight or caution to speak, now is the time. That opening and wisps of smoke call to me as a lodestone, being the most likely signs of finding whatever it is we are to find here.

Speak now, or let us continue our advance."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"I want to have a look at that tent first, so stop before you free some kind of murdering vine, yes? Ok, so let's move with caution. I'm opening the tent." he warns, then has a look inside the tent.


Zove shakes her horns and holds up two fingers "No...everything there is exists in two places at once. Like a man walks with his shadow, they are always together. Only...for our worlds...the shadow is an echo across dimensions. That echo is my home, Attero...the home of all scathesidhe. But just as a man can change his hands to change the shape of shadow, so can events that transpire in one world shape the other...emotional events. Events that would break a king, or a whole people." she pauses and nods "Mmm...I've been here before, I'm certain." Zove affirms ominously.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel is a bit perturbed that the others did not wait for his full report, but quickly gets over it, and stifles a laugh at Aterro's expense.

He decides to stay in Spider form for now, and watch to see what happens, as he is undetected at the minute.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
Trevor the Yellow wrote:
"Perhaps he is fighting someone, or something?! He seems to have stopped fighting." replies Trevor, completely serious and not getting the joke. Cautiously, he starts forward, but stops as he notices Vrindel returning: "A horse you say?, That's strange, no? Is it the same type of horse from the village, or a nobler kind?" he asks. "Oh, and the tent? What of it? The necromancers had a very nice carriage. I'm sure he'd have a matching tent..."

I had asked Vrindel a few questions, but we can ignore them.


Trevor steps into the tent to find a sparse but comfortable space. A folding cot sits along one wall, covered in a set of thick blankets and fur. A heavy, dark rug covers most of the floor. A small table opposite the cot holds a small brassier, washbasin, a few writing implements. Next to the table is a small wooden chest with a large lock marked with red crown of Morgau. Another larger brassier stands just to the side of the door. Both brassieres appear have been used as a few tiny coals still smolder near the center of each stand.

The tent smells slightly musty from the recent rains, although the interior still appears to be dry and even snug.

Perception DC15:
Underlying the smell of wet canvas, you suddenly catch the feint whiff of blood in the air. Looking around a second time, you spot several dark stains against the black of the rug. Gingerly touching the spots, your finger tips come away sticky with the dark red of old blood.


If nothing significant from my int check on the engineering, Zove will follow Trevor

"Another chest like the one before...? If more of those creatures are inside we should open it and destroy them..." she states authoritatively.

If Trevor agrees, Zove will try to pick the lock with improvised tools...

Improvised Tools: 1d20 + 3 ⇒ (18) + 3 = 21
Improvised Tools, disadvantage: 1d20 + 3 ⇒ (6) + 3 = 9

Maybe if Trevor helped it would negate the disadvantage and give us a good roll?


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
DM - Tareth wrote:

Trevor steps into the tent to find a sparse but comfortable space. A folding cot sits along one wall, covered in a set of thick blankets and fur. A heavy, dark rug covers most of the floor. A small table opposite the cot holds a small brassier, washbasin, a few writing implements. Next to the table is a small wooden chest with a large lock marked with red crown of Morgau. Another larger brassier stands just to the side of the door. Both brassieres appear have been used as a few tiny coals still smolder near the center of each stand.

The tent smells slightly musty from the recent rains, although the interior still appears to be dry and even snug.

** spoiler omitted **

I think you mean brazero instead of brassiere ;)

Perception: 1d20 - 1 ⇒ (2) - 1 = 1

Trevor is too busy with what he found to help Zove or to notice anything else: "Look, I've found the necromancer's brassieres! Who would have thought! They even have a space to place coals in them. My guess is to stay warm, right?"

Then he places one of the brassiere on his head, giving him some kind of rounded horns with smoke coming out of them.

"What do you think?" he asks Zove, then, realizing, blushes violently to a shade between purple and ruby.


Ha! Absolutely right, that should have been braziers. ;)


Zove:
It doesn't look like the work was anything more than clearing the path into the ruins and the main keep or setting up a small camp. None of the work reinforces the wall, keep, or otherwise creates a better defensive position. Neither does it conform to any magical pattern or design that might be useful in spellcraft.

Ibrox:
You search the outer courtyard for further clues and tracks. You don't find much of interest other than there has been a considerable amount of foot traffic from the open keep entrance to the midden and dirt piles along the southern wall. Looks like they might have been excavating something inside the keep.

A horse snuffles and whinnies softly when Trevor and Zove begin rummaging around in the tent. The creature doesn't seem to be tethered or hobbled in any way as it slowly walks out from behind the tent, near the southwest wall, where it was feeding on some hay and grass. A fine looking creature. A dappled gray, Krakovian light warhorse.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

After surveying the courtyard, the cheerful gnome wanders up to the horse.

Speaking to the horse:
"Hey there. You look like you're from Krakovia. Did you come up that narrow trail through the rock? How long have you been here? Who's been making you do stuff?" Ibrox politely interrogates the equine.

Persuasion (gather information): 1d20 + 5 ⇒ (7) + 5 = 12
Persuasion with advantage: 1d20 + 5 ⇒ (15) + 5 = 20


Zove was struggling with the lock as Trevor pranced around in lingerie. "...wait. Let me see that." she ripped one of the brassieres apart to extract the thin metal strip giving the cup its shape. She bent it into a torsion wrench to apply to the lock...

"Now stop virgin-ing around and hold the pad while I twist this here..."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Great idea Zove! Ahah!

Trevor keeps his eyes to the ground and to the chest, the one Zove was trying to open, and keeps his mouth shut, hoping Khors was busy and didn’t see that!

Helping Zove.


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The locks clicks as Zove's improvised wire discovered through Trevor's escapades does the trick. As the tumblers fall into place the lid pops open and a loud gong echoes through the ruin causing the horse to start and a few loose bits of stone to tumble from the ruined wall. When Ibrox, Aterro and Vrindel look in the tent to see what happened, neither Zove or Trevor are present. The chest sits with the lid open.

Zove and Trevor:
A loud gong sounds and you both feel suddenly twisted, pulled and turned nearly inside out. After an eternity or a few moments, it really isn't clear, you both find yourselves in a small stone corridor with narrow pathways branching in all four directions. Torches provide some dim lighting and the place smells of musty, damp stone. The passageways quickly turn and twist so that after a few corners you easily loose your sense of direction. As you wander a bit further, you encounter a body. The desiccated form sits against the wall, with no apparent wounds or other noticeable cause of death. After a few more minutes of exploring you encounter two more sets of remains. One appeared to be clawing at the walls while the other looks to have died in its sleep. It is about this point when you begin to notice how stifling the air is and a pressure mounting behind your eyes that is starting to give you each a terrible head ache.

From somewhere beyond the walls you here the startled whiny of a horse and the distant, echoing shouts of your companions.

If Trevor or Zove make an Arcana DC12:
You appear to be trapped in some sort of maze-like pocket dimension. There must be an exit, it is only a matter of finding the way out.

Zove and Trevor: You each take 1d4 ⇒ 1 Psychic damage. Intelligence Save DC12 to escape the maze.


Ibrox:
The horse looks in your direction and blinks a few times. "How curious." It says. "I've not encountered one of your kind who can speak with me in such a way."

Ducking its head in what must be an affirmative nod it continues, "I am indeed from Krakovia. I once even served the Storm Knights of the kings guard, but now I am forced to serve another. He is called Vinder."

He twists his head to look at the trail you and the others just came up. "Indeed I did. It was a challenge, but I am sure footed and the my rider wished me to do so, so I did."

Just then a loud gonging sound rings from the tent. Startling the horse and causing it to whiny loudly.


Arcana: 1d20 + 5 ⇒ (20) + 5 = 25
Int Save: 1d20 + 5 ⇒ (3) + 5 = 8

Zove startles "I sense the ley lines have...vanished. We are not in the Midgardian nor Shadow Realms...this must be a pocket dimension, a trap of sorts..." she thinks a bit further "...and there is no way out."


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

speaking horse:
"I'm interested to discuss Vinder, but I fear my companions have done something. Be back in a minute."

After pausing his conversation with his new friend he enters the tent. What have they done now? He wonders why searching for clues.

Investigation: 1d20 + 5 ⇒ (2) + 5 = 7
Arcana: 1d20 + 5 ⇒ (2) + 5 = 7

Oh, is that a brassier?


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Zove and GM:

Arcana: 1d20 ⇒ 15
Int save: 1d20 ⇒ 19

Trevor blinks at Zove and refuses, categorically refuses to believe her: "No, it can't be. Look, I've been in this place before... It's just... The old man is missing, but it's all right. Just a moment and we'll be back. We'll be back just fine."

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Are you done fiddling about and ready to--" Aterro starts then stops as he dips his head inside to see the tent with decidedly fewer party members than it should have.

"Zove! Trevor?" Ateror calls, stepping cautiously into the tent, WarGuard held at the ready.

"Eh, Ibrox? Does the horse know anything? To begin with, why is there some bloody horse inside a tent? And who does it belong to?"

Aterro tries to puzzle out the puzzle while helping Ibrox look for the answer to this riddle.

Aiding Ibrox. Go ahead and rolls those again. ^_^


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel had been exploring around the perimeter of the place, and was getting ready to start on the ruined second floor of the Keep when he heard the gong, and the excited whiny, and he knew the others had found trouble somehow. He was enjoying the freedom of movement offered by having eight legs, and decided to use that form to head towards where he last saw his party enter... the tent.

As he drew near still in spider form he heard Arterro call out looking for Zove and Trevor, and the worry and excitement in the rapidly rising voices.

Suddenly the others see Vrindel/Wolf Spider show up at the entrance to the tent, and take in the situation.


Ibrox, Aterro, and Vrindel all begin to explore the tent in an effort to discover what happened to their two companions. Minutes pass, but there is simply no trace of either Zove or Trevor. Just as real concern starts to set in, there is a sudden breeze of cold, musty, dank air inside the tent. At first it is unclear where the breeze comes. Then a rip appears in one of the canvas walls and you hear Trevor's voice calling back to Zove as a stone door slowly grinds open like a door to a tomb followed by the young knight himself. As he steps through, the door simply vanishes with a soft whoosh and pop.

Zove:
Trevor's calm confidence in finding himself lost and trapped in some other dimension is almost as startling as being trapped in the first place. However, you follow his lead for a while, winding through the maze, marking various passages with chalk, bits of cloth, whatever comes to hand. You make progress and thankfully don't come across any more bodies, but then you hear a sudden scraping noise behind you. You turn to look, but when you turn back Trevor is gone. You can hear him calling to you along with the sound of the others searching. But beyond the eerie echoing voices, you are now completely alone and that headache seems to be lingering.

Zove takes 1d4 ⇒ 1 psychic damage. Trevor steps free of the spell trap and back into the tent. Zove you get another INT save to escape.


Snicker perched atop a crumbling merlon, a sudden clarity washing through his consciousness. Gone was the wizards incessant thoughts which merged and directed the fey spirit's own. Still, the faithful energy corpuscule worried about his master and how she might be faring, wherever or whenever she was...

...Zove too thought of Snicker, as she meandered through the passages. She had already decided there was no order to the arrangement, and had long given up on mapping or any rational problem solving. The maze trap was pure chaos under the guise of order, and she wished her familiar was here to guide her closer to the chaos of the fey, to embrace it.

Her thoughts naturally drifted to another expert of chaos that had recently entered her life, the bloody pulsing of the ancient elven tome. She turned the pages, wondering if that influence had followed her here, even to this dimension...

OOC: if not, perhaps this could give her a chance to extract something pure and uncorrupted from the book to represent with her spell selection on next level up. Or if cant cross into pocket dimensions, that might be a way she could contain or protect against it.


Zove: Your book and any gear you were carrying is still with you. If Snicker was riding on your shoulder or somewhere within the tent, he would be there as well. If he was circling above the ruin, then he is not captured in the pocket dimension.


Yeah, guess my narrative didn't make sense. Snicker was outside on the castle and Zove inside the pocket, just thinking about each other. I was curious about mystery entity that came from the book sometimes, if the influence crossed over to the pocket dimension as well in a way that she could now observe.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox appreciates Aterro's help to look for Zove.

Investigation: 1d20 + 5 ⇒ (8) + 5 = 13
Arcana: 1d20 + 5 ⇒ (3) + 5 = 8


Zove: The book seems to be completely inert in this place, basically it is just a book here with no apparent connections to other entities or magical properties beyond those you have placed on it yourself.

Ibrox and Aterro search the room, but find little to help with discovering what happened to Zove. Perhaps the newly returned Trevor might have some answers to that particular question. They do find, another small box tucked back under the cot, hidden behind some haphazardly folded clothes. The little metal case is about a hands width wide and deep, but only a couple of finger widths thick.


Zove quickly delved into the her focus book, skimming pages for lost mysteries previously covered by shadow stuff and/or entity blood. This was her chance for a real breakthrough, if only that pressing headache would subside...

Not sure if its a psychic dmg check every round, minute, or 10 minutes, but would look at the clean book a few more checks...say 2 more.

Int Save: 1d20 + 4 ⇒ (13) + 4 = 17


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor stumbles into the tent and looks to Aterro and Ibrox: "What happened? What are you two doing here? Wait! Where's Zove!? Zove!? Damn it, she's with the old man! And he's not there!" he says, grabbing the Gnome by the shoulder to explain the danger Zove is in.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

The gnome hands the box to Attero to give Trevor his full attention. "Trevor, what are you talking about? What old man? Where's Zove?"


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor shakes the Gnome a little more vigorously to help make his point clear, clearly on the edge of mad panic: "The old man who plays chess! We just were in his sanctum. Me, and Zove! And I'm out; he always lets me out, but Zove is still there!"


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox shakes like a rag doll in Trevor's ham hands. His hands reach for his redcap to hold it fast on his head. In a pause, the gnome cocks his head to one side trying to see around Trevor to Aterro. "Aterro, I think Trevor has lost it."

Then, he turns his little head, so he doesn't shout into Trevor's face, "VRINDEL! NEED YOUR HELP IN HERE!"


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Zove:
You furiously flip through the pages of the mysterious book from your mentor looking for potential clues as to what may have happened when it was touched by the little creature back in that cave by the sea. After several minutes scanning through various treatises on ritual development and components, correct linguistic pronunciation when seeking aid from other planar entities, and a rather in depth analysis of the benefits and drawbacks of using human blood in various scrying rituals, you stumble across an odd section of the book.

At first the pages seem innocuous enough. Just another somewhat dull section on the importance and danger of using ley line intersections to enhance both energy containment and draw while tapping into the elemental planes. You start to flip past it, but then your eyes are drawn to the spaces in between the boring writing by some old wizard named Vashrin Ingilbar. Although concentrating is difficult given the building pressure in your head from this place, you can just make out the feint letters of an older, smaller, much more elegant writing. The language is that same ancient elven dialect you've seen before during some of the recent episodes. Perhaps just as disturbing is that you recognize the writing as being quite similar to your mentors, although not as shaky and jumpy as your remember. It will take more study to fully read and understand, but you are able to get a general sense of what was written and that sense brings a dread to your heart.

The words begin by describing the interrogation and imprisonment of Teronidas Voidweaver, Archmage of the ancient city of Vael Turog. It talks of the infernal pacts made with the dwellers of the Eleven Hells in order to discover hidden and powerful magics forbidden by elven rulers of the ancient empire. It tells of Voidweaver's desire to seek revenge on the cities of Allain and Uxloon by creating a magical plague, it tells of amazing feats of power and cunning political manipulations. A lifetime of deeds and endeavors of a powerful and ultimately completely maniacal individual.

But most of all you can feel the power within the words, as if they are imbued with a magical power themselves. Reading them you feel a growing bond with the ancient wizard. You also see as the writer describes the events and responses during Voidweaver's imprisonment, how a sympathy, a reverence, for Voidweaver and all he has discovered develops. As the words continue, they become more and more enamored and worshipful toward the archmage. So does your own sympathy grow.

Finally near the end there is a paragraph that stands out. I cannot let Him perish completely. They have extracted all they can from his mind and will be coming to end it all soon. I have heard His thoughts in my mind. Speaking to me. Calling for help. Asking for salvation. I wish to serve, but do not know how. Unless, unless...perhaps there is a way. It will not be perfect, but it is all that is possible given the security and circumstances. I cannot preserve the body, but I can perhaps save the mind and soul. There is little time, but I will not let Him down, I must not!

Take 2d4 ⇒ (4, 2) = 6 psychic damage and then you are able to find your way out of the maze.

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