As Thorek fumbles with the keys, the old dwarf stares at him, his face unchanging. For a long moment, it almost seems as if he has died in place, his form is so still. That illusion is broken, however, as tears begin freely running down his cheeks. His face remains impassive as he softly speaks, "Aye, they did this to me. And my father, and his father. I am Caylonn Shieldbearer, last of the line of Khadon's clan, and you are the first free dwarf I have ever laid eyes upon."
All of the slaves are looking at you expectantly - except for the elf. He continues to stare off in the distance.
Thorek and others who get Knowledge (history) DC 15:
There is only one Khadon in dwarven history that Caylonn could be referring to - the legendary leader who drove the orcs out of the Five Kings Mountains and founded the empire of Tar Khadurrm - a nation which brought all dwarven people under one leader for nearly 500 years. See more here.
You take some time to heal and prepare, then slowly move forward to investigate the noise. Rau and Tomas take the lead, quietly sneaking up until they can see their quarry. They return and share the following:
There are 5 creatures ahead in a wider part of the cave. There are no drow, these appear to be slaves and/or servants.
1. A minotaur. Both of its horns have been cut off near its head. It wears a large pack on its back that is full of bags (similar to the bag you found in the main cave containing the vials of brown liquid). It sits on the ground, its hands resting on its knees.
2. A large beetle with an ornate saddle that appears to be made of leather. The beetle's shell has been decorated with brilliant designs in a multitude of colors. The beetle does not appear to be wearing a chain, but it does have something akin to reins.
3. A male elf. Wearing almost nothing, the scars on his body are plain to see. He stands hunched over and silent, eyes unfocused and staring into the distance. He holds a staff that supports a furled pennant.
4. A strange humanoid creature you cannot identify. It is very bulky, and appears to have a head that resembles a rhinoceros without the horn.
5. An old dwarf man. His hair is white, but he has no beard. All of the other slave's chains run to the dwarf's belt. He also wears large metal boots.
OOC: Just to be clear, all of these creatures appear to be enslaved, and none appear overtly hostile. Let me know if you have any questions.
The attacks by Rau and Thorek are enough to drop the creature as it screams in frustration and rage, feebly clawing at Thorek as the light fades from its eyes. It collapses on itself and slowly rolls over on its side.
As this happens, Azorius calls upon the healing powers of Pharasma, and a muted flash momentarily brightens the area. A twitch of the slug-creature's body proves to be nothing more than a dying spasm - it appears that the healing was not enough to resuscitate the monster or its drow ally.
The area of sticky slime dissipates after another 30 seconds, and Tomas awakens soon after. The slime covering the slug-creature also dries out, resulting in a cloying musty odor coming from the thing's body.
A cursory search of the area reveals a bag containing a dozen small vials of brown liquid.
Rau:
You hear some metal clinking together coming from the tunnel where the elves apparently arrived from (opposite where you came from). It's not very distinct, and irregular. If you had to guess, you'd say manacles or chains.
OOC: I'll put together a tally of equipment & treasure and post it in the Discussion panel. And congrats, you all have gained a level! Please post when able to describe changes in your character (new class, feat, skill, any new exciting abilities, etc).
I'm also assuming you don't try to revive any of the drow. Let me know if you want to do that.
With assistance from Azorius, one of Rau's arrows hits the slug creature and sinks deep into its chest. The monster ignores the arrow, but gets knocked around as Thorek's hammer once again connects, this time to the side of the its head.
Volkar's spell flies at the creature, but it somehow manages to dodge the spell, remaining free from the entangling ectoplasm.
The monster swipes at Thorek with both of its claws. One narrowly misses Thorek's face, but the other connects with his thigh, leaving three jagged wounds bleeding heavily. (8 points of damage, no Save needed since you made the last one)
OOC: The monster is looking hurt, but it appears to be unaware of its injuries, and it seems to be relishing this fight.
Rau's arrow flies past the monster, but Thorek's strike catches the monster across the chest with a powerful blow.
It's body easily slides across the mass of mucus as it closes with Thorek, attacking him with a claw. It's claw slices deeply into Thoreks's arm, the wound feeling like its on fire.
OOC: Thorek, please give me a Fort saving throw.
Fort DC 17:
Success: the wound is painful; Failure: -1 on saving throws against emotion-manipulating effects
One of Rau's arrows strikes the drow in the shoulder, while Thorek releases a mighty blow with his hammer, dropping the drow to the ground. Any possibility of survival is ended as the flames from Volkar's spell wash over the body.
Unfortunately, Tomas is not able to resist the poison of the drow, and he falls to the ground, unconscious.
The slug monster seems to have avoided the worst of the fire spell, and it contorts its neck, then spits a massive wad of saliva at Volkar's feet. The mass explodes into a disgusting web of sticky mucus, threatening to trap you amidst its viscous strands!
OOC: Green box on the map is the affected area
DC 17 Reflex:
Fail: you are entangled (see below); Success: you are not entangled.
Entangled: An entangled creature can attempt to break free with a successful DC 14 Strength or Escape Artist check as a move action.
The drow on the far wall is knocked backwards as arrows from Rau and Tomas hit him in the chest. He does not get back up.
The slug creature screams in an oddly hoarse voice and charges across the cavern, slashing Rau with a long filthy claw. 6 points damage, and a Fort save please
Rau:
DC 17 Fort save or -1 on emotion-manipulating effects
The drow who vanished last round reappears behind the slug and shoots his hand crossbow at Tomas, sinking a small quarrel into the man's forearm. The burning sensation that accompanies the strike can only mean one thing - poison! 3 points damage, and a Fort save please
Tomas:
DC 13 Fort save or unconscious
OOC: Your turn!
DM Screen:
FE vs Rau:1d20 + 12 ⇒ (16) + 12 = 28 FE vs Rau:1d6 + 2 ⇒ (4) + 2 = 6 Drow vs Tomas v FF AC:1d20 + 7 ⇒ (9) + 7 = 16 Drow vs Tomas:1d4 + 1d6 ⇒ (2) + (1) = 3
Rau manages to down one of the drow with his first arrow, but the rest of his and Tomas' shots clatter on the stone walls behind the elves. Azorius also manages to get a shot off, but it misses the slug.
While the rest of your party moves up, one of the drow says a word and vanishes. The other two move along the wall while pulling hand crossbows and loading bolts into them.
The slug-like creature slides along toward the far wall, shaking its head violently and screaming incoherently at you, at the elves, at the stone wall. At first glance, it seems this creature might very well be insane.
OOC: Your turn! The drow cast vanish. I won't make you roll for that. :)
Knowledge (nature) DC 20 for the slug:
The slug creature you see is a fear eater. A rare and particularly malicious fey.
The shrill sound is cut off as Tomas and Rau both shoot arrows straight up. Both arrows punch through the drow's armor and sink deep into his chest. A gargled cry escapes his lips before he falls down to land in front of Tomas and Rau. Dead!
All the other creatures (4 drow, 1 "slug") turn to stare as the one over the tunnel exit falls to his death.
The five other drow and the slug creature are all 70' away from the edge of the tunnel where Rau and Tomas are located. Ground is uneven, but not difficult. I'll try to get a map posted on Sunday.
Moving into initiative order. Please roll and then (regardless of roll, post your action(s).
DM Screen:
Tomas atk:1d20 + 8 ⇒ (10) + 8 = 18 Tomas dmg:1d8 + 3 ⇒ (2) + 3 = 5
Sorry for the lack of updates. Had some stuff come up at work last night and tonight that's kept me from posting. Should be good tomorrow, just wanted to let you all know.
OOC: The drow actually got a surprise round, and he chose to not attack. He used his action to whistle. Sorry if that wasnt clear. Do you still want to attack him?
Both of you manage to sneak forward far enough to see into the cave. A large chamber lies in front of you. The floor has intricate patterns carved into the rock, and several sections have faded paint or dye still visible. Overhead, a massive stalactite hangs from the ceiling. The edges of the feature have been carved to resemble a chandelier, with purple lights in place of candles. Roughly half of the locations where lights should be are missing - apparently broken off.
The left side of the cavern has caved in, leaving most of that area full of rubble and stones. Some are easily 10' in diameter.
The right side remains largely intact.
Across from your opening lies another one. Only darkness is visible beyond the cave.
On the right side is a larger opening with a carved door frame 10' wide and 20' high. In front of this opening are several creatures.
One with its back to you appears to be some kind of slug-man. It is about 15' feet long with several small stubby legs, and a front half that is raised up to reveal a humanoid head and two arms. A large sack is on the ground next to the creature.
The other five creatures are all dark-skinned elves with light, almost white, hair. All wear intricate armor and carry a variety of weapons. They stand with the opening behind them, facing the slug creature.
As you ponder the scene, a shrill sound draws your attention from overhead. You both look up to see a drow standing on the wall over the opening [OOC: spider climb], staring right at you. He makes no move, though it's clear the shrill sound has come from him.
At the sound, all the other creatures by the opening are looking your direction.
OOC: To be clear, neither of you were stealthy enough to avoid his perception. And neither of you were able to spot him with your perception rolls before he spotted you.
Everyone else:
You hear a loud shrill sound coming from the cave.
The tunnel leads away from the cavern with the captives, and eventually starts descending. Thorek is able to tell that it eventually begins turning to the right, though it is barely noticeable even knowing about it. The tunnel does get tight at times, but those spots are short and quickly bypassed.
The slime continues to be present, as does the stench. It's not quite powerful enough to cause nausea, but getting any of the slime near (or in) your mouth or nose certainly would.
The tunnel continues for a long distance, and you are certain you have walked for at least two hours. The tunnel begins to widen, and up ahead of you, a dim purple light is visible through another opening.
Thorek:
You have traveled approximately 7 miles in total, and you are now about 1 mile deep.
OOC: I am assuming you have stopped far enough back so your light is not visible out the other tunnel. You are approximately 100' from the opening. At this point, any loud noises, bright lights, etc would be easily noticed to anybody on the other side of the opening. Common noises (not sneaking around, talking in normal voices, etc) would result in people beyond the opening getting Perception checks.
Knowledge Arcana 13: Multiple auras, difficult to discern what they are, or how powerful.
Knowledge Religion 23: This does not appear to be part of a religious ceremony or observation of any kind.
Spellcraft 25: The items on the tables catch your attention. From what you can see, it appears that someone (or something) is taking the mushrooms and distilling them into liquids which are then placed into small vials. Very similar to potions or extracts. Strangely, you don't see any measuring tools. Such alchemical activity without the use of measuring spoons or cups would be extremely dangerous, as well as result in wildly inconsistent products.
Thorek:
Knowledge Arcana 2: Nothing.
Knowledge Nature 16: One of your ancestors, a druid or cleric of a nature deity by appearance, wrinkles her nose. "This has the stink of the fey about it!"
Knowledge Planes 22: Another one chimes in wearing the long robes of a wizard. "Aye, and these glowing mushrooms are not here naturally. They belong in the First World, and by being here, they are starting to create a permanent link between that place and our world. They need to be destroyed!"
Knowledge Religion 8: Nothing.
Rau:
Perception 25: One of the two tunnels has a massive amount of the slime you encountered earlier. It is much more viscous, and smells terrible. If you had to guess, you would say it's more "fresh" than the slime in the first tunnel, but it's hard to say how long ago it happened.
The other tunnel opening is narrower than the first, and it does not have any slime that you can see. In fact, it does not seem to have been used recently. A light coating of dust covers everything. You can see a sharp decline about 20' beyond the cave which would likely make exploring the tunnel a dangerous prospect without magical aid and the proper equipment.
Survival 14: The narrow tunnel makes you very uneasy. Focusing on the darkness gives you the same sense that you are on the edge of a precipice, looking down at an bottomless void. Something about how dark the tunnel is ahead of you has you wanting to step back. For just a moment, you get a sense of vertigo as your eyes lose focus… There is danger down that dark tunnel, but also, and you KNOW this as sure as you know anything, there is great wealth to be had as well… and then your eyes refocus, the dizziness passes, and you are fine.
Volkar:
Knowledge Arcana 19: Necromancy and enchantment auras cover this entire area. They are low-level auras, so nothing individually very powerful, but they are layered on top of one another throughout the entire cave. The tables with all of the equipment also have conjuration auras.
Spellcraft 10: Nothing.
OOC: Let me know if you have any questions or need further explanations. Lots to take in here, so don't hesitate to ask if something is unclear or confusing.
Forgot to mention that all of the captives are alive, and appear to be in good physical condition. None of them seem to be starving, severely injured, etc.
Almost as if they were intentionally being kept alive and healthy...
Don't know if that changes any actions, but wanted to make sure I included the info.
The shrieking ends with the death of the fungus, but it is replaced with a variety of soft moans and cries, all coming from the cavern up ahead.
The tunnel opens into a natural cavern nearly 60' in diameter. The ceiling varies in height from 5' in some places to nearly 30' in others. Glowing fungus grows on various surfaces which bathes the entire cavern in an eerie clash of purples, greens, and yellows.
In the center of the cavern are several large wooden tables. Books, vials, bottles, and other alchemist tools are stacked neatly on one of the tables. Another contains piles of what appear to be mushrooms.
As you look around, you begin to realize where the moaning, and the mushrooms come from. All around the outer wall of the cave are humans of all shapes and sizes. They are all in some kind of cocoons which only leave their faces, hands, and feet free. Mushrooms like the ones on the table grow on the surface of these cocoons.
A majority of the trapped people appear to be children.
There are two other exits from this cave, both tunnels on the opposite side from where you entered.
OOC: There are nearly 50 people trapped in this cave. Feel free to roll checks as desired. I'll go ahead and say that none of the people are rational or able to speak at present. They are all either unconscious, or too terrified for meaningful conversation.
Volkar's arrow flies true and buries itself into the mushroom, punching a large hole in the side of the cap. The bolt from Azorius also flies true, but instead of sinking into the stem, it glances off the side and sails into the cavern beyond the doorway.
The shrieker's vibrations become more and more pronounced until it emits a high-pitched tone at a volume so loud, you can no longer hear anything else. It will take a supreme effort to do anything other than reflexively cover your ears.
Will save DC 11:
Failure: You are dazed for 1 round and suffer 4 points of sonic damage.
Success: You are not dazed, but you suffer 2 points of sonic damage.
OOC: we do not need to move into initiative (yet). The shrieker can take 4 more points of damage @ AC 13.
Sorry Volkar, tried to correct my post but wifi at the beach wasn't cooperative. Like Rau I'm home now and was going to update, but you beat me to it. :)
It's still up, but it's really hurting (figuratively).
Thorek's hammer blasts one of the shriekers into a huge cloud of mushroom debris. The other shrieker is struck by Tomas' arrow, but Rau's shot bounces off the tough skin of the fungus. As the group watches, the remaining shrieker begins to shake, and you all realize you are only moments away from hearing the sound that gave this mushroom its name.
OOC: Let's see what Azorius does - I'm excited to see what happens! Has AC 14, and he needs to roll good damage. Don't need max, but better than average.
The tunnel is barely 10 feet wide, and appears to be a natural feature, not carved from tool or spell. Under the hole, one way ends abruptly in a thick vein of granite, but several smaller cracks and fissures are clearly visible. The other end continues away in the darkness.
The thick mucus-like slime covers the floor and about two feet up the wall on both sides. Walking through it makes a disgusting squelching sound, and it would require flight for any attempt to move silently down the cave.
You move forward for what seems like 15 minutes before noticing light ahead of you. Sickly yellow-green and purple lights ebb and flow as they brighten then dim is slow non-sequential patterns. The light comes from an opening ahead of you, which appears to lead into a larger cave. In the light, you can see large mushrooms and other fungi growing around the opening. They range in size from a few inches to over four feet high.
So other than detecting magic and searching for traps, etc. Anything else specific people want to do while down there? I should be able to update again Wed.
Neither Azorius nor Volkar notice anything amiss. In fact, it seems this room is so plain, it's almost inconceivable that a being of power would spend time here.
Moving forward, Azorius opens the door and enters a square room 20' to a side with no other exits. The walls are wooden slats much like the first room, while the floor is completely smooth rock. The lack of obvious seams indicates it was likely created (or at least smoothed out) by magical means. In the center of the floor is a large arcane circle inscribed in the rock. A metal that appears to be silver has been placed into the floor to form the circle.
OOC: Everyone needs to attempt a Will save DC 12
Spellcraft, Knowledge (arcana) DC 10:
The circle appears to be arcane in nature, but it's a fake. The symbols don't actually mean anything, and the circle would not function to focus arcane magic. Whoever did this likely thought it complicated enough to fool the ignorant, but any true user of magic would recognize it for a fake.
Will save success:
As you glance around the room, you notice something strange. There is a large hole in the floor near the far wall in the corner. It appears that someone has placed an illusion over the hole to obscure it.
The hole drops down 10' to a tunnel that heads north (away from town). The inside of the hole, and the floor of the tunnel are coated in some kind of thick and sticky slime.
With the group of one mind, you all exit the building and hustle to the Godhouse. The large building is ornate carved and decorated, with a massive garden out front in full bloom. There are few windows, but those you see are obscured by curtains hanging on the inside.
Looking around to ensure your privacy, the door is thrust open (not even locked!) and you all enter a large room with wood floors and walls. Paintings hang on the walls, and a large padded chair rests against the wall on the far side of the room. There is a door beside the chair leading out of the room, but that is the only exit other than the one you just used to enter. Other than the pictures and the chair, this room appears to be rather spartan.
You do not see, or sense, a powerful being in the room.
OOC: What would you like to do? I assume you close the door you entered through to make sure nobody comes to inspect?
The woman is eager to leave the cell, though several of you find yourselves on the verge of restraining her when she sees the cultist. Glaring at him, she opens and closes her mouth, before finally just spitting on the ground in his direction.
As she prepares to leave, she pats Azorius on the arm, "Gods watch over you. There is a small hill northwest of here. I'll be on the far side of it. I'll wait until morning."
You open the door, have a quick look around to make sure nobody is nearby, and she quickly shuffles out and around the building, heading toward the woods.
The way to the Godhouse appears to be clear - 15 seconds or so is all it would take for you to get to the door. From what you can tell, there is still something going on in the center of town where the man was burned. You are too far away to hear details, but there seems to be lots of yelling and shouting. To find out more, you would have to head back toward the center of town, where you are certain to see more people who might not be happy to learn you've left your confinement.
OOC: So the woman has escaped, the living cultist is locked up, and you have quickly cleaned up the outer room of the jail. The way to the Godhouse is clear, but something is happening in the center of town that doesn't sound all that good. How do you proceed?
He thinks for a few seconds before shaking his head. "No, there is only the front door, and it's up the road to the left." he indicates with a slight nod of his head.
"I think that's everything."
OOC: He's pretty much shared what he knows at this point. Let me know if you want to do anything specific before heading to the Godhouse.
The man continues staring at the floor. He waits, sighs heavily, then replies to Volkar, "There is a big room when you walk in. He is usually in there. If He's not, He's probably back in his home plane. There is a portal in the back room."
He looks up, "I've never been in the portal room, but that's what I've been told."
After a momemt of consideration, he continues, "There won't be any guards, He doesn't allow anyone to stay in his house."
[Ooc]OOC: He is cooperative, and he seems to be on the level, almost as if telling you this information is cathartic in some way.[ooc]
Thorek lashes out with his waraxe, and the younger cultist's head flies across the room to bounce against the far wall. A fountain of blood erupts from the stump of his neck, spraying the ceiling, and then the wall as the legs give out and the body slumps to the floor.
The man in the doorway is frozen in place at the sudden demise of his companion, a perfect target for Volkar's attack. The ectoplasm hits the man and engulfs him. Failed save
His shoulders slump, and he looks down at the floor. "Go ahead, I deserve it."
OOC: Azorius, you can choose not to cast your spell if you want to pull it back.
OOC: Rau and Tomas see the man caught in the ectoplasm. He does not appear to be struggling or attempting to free himself. You will both arrive this turn.
The door opens, and the lack of a courtesy knock indicates this man, at least, views your status as essentially prisoners. The man carrying the waterskins is young, and his eyes bear the distinct wildness of a madman As he enters, he glares at each of you in turn, clearly a challenge. The guard from outside comes to stand in the doorway. His demeanor is less aggressive, but no less alert. He is also older, and he does not share the same look of madness or contempt as his younger comrade.
The first man pauses, twists the stoppers of the waterskins, then tosses them at the table. They fall well short and water gushes out across the floor. His grin as he turns back toward the exit confirms his malice. As he walks toward the door, he snidely remarks, "There you go, lap it like the dogs you are."
OOC: So... I'm guessing one or two of you might react in a way that puts us in combat. :) I'll say you guys get a surprise round to act. Depending on what you do, combat may continue or end after the surprise round. Please go ahead and roll initiative when you post your surprise round action just in case. To make this easy, let's say the men are 10' away from each of you. (You are all in a semi-circle around the door or something like that - feel free to be up to 20' away if it makes more sense for your character). In case it matters, the guard at the door has a club hanging on his belt, while the younger man has no visible weapons.
She nods appreciatively, then furrows her brow as she tries to recall the being. "He looked like a normal human. His head glowed with a light like the sun, but not as bright. He wore a white robe, and had a golden circlet around his head."
Shaking her head, she apologizes, "I'm sorry, but that's about all I remember. It's been a few years, and I haven't seen him since then."
OOC: Unfortunately, that's about all she can remember. That said, without even rolling, any characters who use magic know that what she is describing could be accomplished through very basic spells.
Volkar:
You see one of the robed figures heading toward the door carrying a few waterskins. You have about 30 seconds before he arrives.
The woman lets out a long sigh, and begins crying again. After several minutes, she looks up through her tears. "Truly, they are safe? They made it out of this place?"
Taking a deep breath, she continues, "Five or six years ago, we began hearing strange rumors about a war ravaging Ustalav. Many of us started attending militia drills, but all of us knew the truth - if war came here, we would be slaughtered like sheep. There were maybe 4 or 5 of us who actually knew how to fight. The rest?" She waves her hand dismissively.
"One night our Mayor called a town meeting. He told us that a being from Heaven had spoken to him, pledging its protection for our town, and in return, all he asked were servants to wait upon him. Many of us were skeptical, until the being appeared out of nowhere and began performing miracles. Healing people, doubling our grain stores. Things like that."
"About half of the town swore loyalty right then and there. Most of the rest followed soon after. They built the creature a house, brought him whatever he wanted. He was good for his word - war never reached our town, we never saw any fighting. Only too late did we realize what we would give up for our cowardice.
"His most devoted servants announced that a great party would be held, and as a result, some would be chosen to serve their 'God'
"All those who 'ascended' were children. They went into the house, and were never seen again."
"This happened over and over, and every time, more and more children were lucky enough to get picked." The contempt is heavy in her voice as she speaks.
"About a month ago, my husband and I looked up and realized that Tanner was the oldest child in the town. We both had seen what would happen eventually - he would be chosen to serve your God. We knew that couldn't happen. So my husband woke them up and helped them escape."
"The trackers tried to find them, but as you have told me, they indeed get away."
"At first, nobody in town said anything. But a few nights ago, the acolytes burst in through our front door, accused us of blasphemy, and threw us in jail. I still wait here for my punishment, but my husband... "
The woman is a human female, and has obviously been crying. She eyes you suspiciously until you produce the holy symbol. Her eyes widen, and she breaks down again. Between sobs, she says, "Oh please, I know my husband is gone. They said he was going to be punished. But please, please, upon the name of your Goddess, please ask that my children be blessed under her care. I will give you anything you ask, but please, pray for my boy Tanner, and my sweet girl Anabete."
OOC: I assume Azorius walked down the hallway to the cell, otherwise she wouldn't be able to see him or his holy symbol. So if he is there, could others inside the building also tell me where they are, and what they're doing? You can be inside the cell block, or in the waiting area. Only thing in the cell block are the cells, and only one of them is occupied.
OOC: The group has left, and one of them is leaning against the fence about 10' away from the door. He appears to be totally disinterested in the building you're in.
The windows have glass in them (not high quality, but it's solid).
As for the water being brought... none of you got the impression that the water is going to arrive any time soon.
The leader of the group glares at Thorek, then at Volkar. Finally, he looks at Azorius, "That is his name, he snarls as he spins around and continues walking.
He leads you past a few more houses until he stops near a wooden building with bars over the windows. Opening the door, he says, "This is where we keep people who break our laws - don't worry, you lot don't go into a cell, but you have to wait in the parlor until somebody comes to get you.
The inside of the building is very plain, containing several benches and chairs, with a long table running down one wall. There is another door in the far wall that leads deeper into the building.
As he readies to leave, he says, "I'll have water brought to you. One of our brothers will be outside the door if you need anything else."
OOC: The room you're in is about 20x20, with a few small barred windows. There is the door leading back outside, and the other door that leads further into the building.
Opening the other door:
The door opens to reveal a narrow hallway with four barred cells on each side. As you are taking in the scene, a scuffling sound can be heard from one of the cells.'
A female voice calls out weakly, "Hello? Who is there? Please, do you have word of my husband? When will he return?"
The leader continues walking, leading the group and the other five robed men, but calls back over his shoulder, "The Holy Above All is our God's name, may it be blessed."
The other five men intone, "May it be blessed."
The leader speaks again, "No, lost dwarf, you shall go to a place of waiting, as our Chief ordered."
At Volkar's question, the leader stops and turns around. His eyes are wide, suspicious. He takes a step toward Volkar and tilts his head back slightly, "It is curious you mention that house, lost one. Is that where you want to go? Perhaps you have some reason for wanting to go there? That is, of course, the mortal domain of Holy Above All, but we do not intrude upon his heavenly presence without being summoned. Do you wish to intrude upon him? Do you wish to risk his wrath and fury? Or perhaps you have another reason for wanting to go there?"
As he speaks, the other five men fan out, and their demeanor has become more wary and on edge.
OOC: These guys aren't trying to hide anything, so no need for Sense Motive checks - they definitely didn't like Volkar's interest in the building.
Rau:
No problem at all for you to remain hidden as you skirt around to keep your companions in sight. Let's say you are 150' away give or take - does that work?
OOC: Sorry, somehow the town description got cut when I posted last night. Here it is:
The town is quaint, if nothing else. Buildings you pass are small, all one story. All of them are plain, with walls of rough-hewn wood planks and thick wooden shingles on their roofs. Windows are small, and you see very little glass. Roads are packed dirt, functional for the most part, but sure to be muddy during heavy rains.
The central square stands at the intersection of four roads, including the one you use to enter town. About 200 people are here, with a large number of young children (under 10 years old). The group is silent, all are kneeling with faces turned toward the ground. As eerie as that is, you can't miss the burned body of the person attached to the stake in the middle of the dwindling pyre. The smell intensifies as you get closer, and it's a wonder how so many people are managing to restrain themselves so close to such a scene. A group of men wearing dark green robes stands to the side of the victim.
Looking around, you note 40 or so buildings, with one large one north of the square. Unlike the others, it has large windows, a vibrant garden, and seems to be decorated with a variety of garlands and wreathes.
OOC: You entered town from the West. I'll get a map posted later today.
The people kneeling in the square stand and move back, surprise and confusion is clearly evident on almost every face. After a few moments, and older man wearing a dark green robe moves forward, "This is a sacred ritual, and it is forbidden for you to be here if you do not worship the Holy Above All!"
Several other men follow him, also wearing the same robes, most brandishing clubs.
The first man continues, "My acolytes will show you to quarters where you may rest until the ritual is complete. We will aid you, but you must allow us to finish our worship!"
He is clearly in charge of the other men, six in total. One of them nods, then gestures for you to follow him.
OOC: It seems like they bought your story about being lost. Let me know if you are doing anything other than following the robed man.
OOC: Sure, I'm fine with everyone reading through spoilers. Real question is will Thorek slow down so the group can get a plan together? I'm totally fine either way! :) Plan may be better way to approach, but Thorek just striding in is totally in character. I can't wait to see what happens!
Based on the way the figure is bound to the pole, this certainly looks like some kind of punishment rather than a ritual. The subdued spectators also lend credence to the punishment angle.
Both of you creep forward slowly down the path. Once you reach a point slightly past the farm house, you see the forest thinning out significantly as the open space of a town center comes into view. Unfortunately, you also clearly see the source of the smoke.
In the center of the town square, a humanoid figure - or what remains of it - hangs from a tall pole surrounded by blackened wood logs. The figure is clearly deceased, and its skin is cracked and blistered from the fire. Surrounding the figure are a number of others, all sitting on their knees, facing the bonfire. From this distance, most appear human, though it's difficult to be sure.
Based on what you see, the fire has been going for a while, and is now starting to die down (i.e. run out of fuel).
OOC: You can move up a bit to see more buildings beyond the farm house & out-buildings. This certainly seems like a small village, it's in the correct location, and from what you can see, it seems ... unusual. Not only do you not see anybody walking around, you don't hear any of the sounds you would normally expect. A blacksmith hammer, horses or oxen, children playing. Nothing. It's eerily silent.
And I apologize for not being clearer - the fire is not coming from the farmhouse. It seems to be coming from somewhere past the farmhouse - in the village. So do you want to try and sneak close enough to see what's causing the smoke? If so, I'll need another stealth check from each of you.
Everyone else:
While Tomas and Rau are gone, time passes slowly. Unfortunately, waiting on these two seems to be the only thing to do at the moment.
OOC: Just rolled a "no encounter" on my special table. :/
The two of you move forward silently as you scan your surroundings. After a few minutes of movement, you note a thin wisp of smoke rising into the air. From your vantage point, it appears to be the remaining embers of a fire burning off whatever fuel remains.
Another five minutes of moving along the path reveals several buildings of what appears to be a farm. You can easily identify a house, a barn, and a small chicken coop inside a wire fence. The house is surrounded by a split rail fence. A large field lies to the north of the house; currently, there are no visible crops in the field.
The land beyond the house appears to have far fewer trees and hills than the area you're in now. Perhaps this is the village Tanner spoke about?
Between Azorius, Rau, and Tomas, the group is able to make good time on your journey north. The first day passes uneventfully as you can see clear evidence of patrols from Fort Justice. Camping near a copse of trees is pleasant and quiet.
Gray clouds blowing south greet the group as it sets out on the second day. It looks, smells, and feels like rain will start at any minute, but good fortune is riding with you as nothing falls from the sky. It begins clearing up a few hours after noon, so you all get a bit of sunlight before it's time to camp again.
On the third day, your group enters the foothills and after only an hour, you locate the strange hill as described by Tanner. Scouring the area immediately around the rock turns up nothing, but as you widen the search, you find a small trail leading northeast. You are fairly certain that unless you knew to look for it, none of you would have found it as well as it was hidden.
The small trail winds its way through the hills and scrub brush for several miles.
Perception DC 15:
You begin smelling the distinctive odor of burning wood from the north (the direction you're currently heading)
Perception DC 20:
In addition to the wood, it appears they are burning something else. The unmistakable aroma rising from them can only be one thing - humanoid flesh.