Mezdav: Mezdav proves himself useful but discrete and gets answers to his questions. Master Crenshaw activates the pentagonal stone pool and the dark liquid inside stands up into an entire topography of tiny hills, mountains, rivers, and trees. She explains with great excitement "Nobody has made a map of the First World, home of the fey, because it is constantly in flux. But I have linked this map to beacons I have installed there so that it updates as that realm changes." She beams with pride. "I'm not finished yet though and some of its residents are hostile..." You can look at the spoiler for those bottles. They were made by Crenshaw's predecessor. Also, do you share any of this with your friends?
Gennie takes the lead explaining the grimples what's going on and persuading them that it's a good idea. While they don't look pleased, they do calm down. You take turns keeping an eye on them that day as Master Crenshaw writes you excuses for your absences from class. Even so, it's a lot of work to try to make up the missed time and hunt for other missing creatures. The Acadamae is a massive place but Master Crenshaw hunts some of the more dangerous and restricted areas while she gives you a map to others. She winks and asks you to keep things quiet and you find a few more odd fey creatures. One you dispatch and two more you convince to return peacefully through the portal. When all's said and done, Crenshaw pays you each with a hefty purse (100 gp) for your assistance and your discretion then asks you to stay out of her secret laboratory. The rest of your first year speeds by through the winter and then with the dawning of spring. As often as she can convince you to agree to, Whisken arranges study parties in which you all gain quite a lot of knowledge. Unfortunately, only a bit of it is directly related to your assigned work as Whisken gets excited about side topics. Write up an extro of the adventure and year 1 in the Acadamae for yourself.
Desperate, the plant lashes out at the one right next to it, who has been actually damaging it seriously. But Mohk hears the vines whistling through the air toward his legs and jumps deftly over them! GM screen:
Attack w str damage: 1d20 + 6 - 3 ⇒ (3) + 6 - 3 = 6 Init order, bold may go:
Mohk's scimitar takes a HUGE chunk of the bush. Enfeebled and bleeding sap, it's not much longer for this plane! Professor Crenshaw nods approvingly at Jermaine and calls out as she tries with her dagger "Excellent use of magic with that ray! If I hadn't run out of magic four hours ago, I'd show you young ones a thing or two myself!" Stabs: 2d20 ⇒ (9, 18) = 27
But reduced as she is by whatever bizarre, grueling experience she had in the First World, she simply slices a tiny bit off the plant. Marz and Gennie may go!
The plants renew their assault! The bush lashes out at Mohk and tears into his skin while wrapping a vine around him! Poison leaks from the vines into Mohk's founds (DC 14 fort save or be dazed). The humanoid-one attacks Mezdav and slams its needly arms into him twice (4 and 4 damage). Things are looking a lot more dangerous! GM screen:
Attacks: 2d20 ⇒ (11, 16) = 27 Attack Mohk: 1d20 ⇒ 19 Dam to Mezdav: 2d4 + 2 ⇒ (3, 3) + 2 = 8 Dam to Mohk: 1d3 + 3 ⇒ (3) + 3 = 6 Grab Mohk: 1d20 + 8 ⇒ (19) + 8 = 27 Init order, bold may go:
Moving Gennie later in init since it's been a long time. Hopefully she's ok IRL. Marz's arrow hits the plant but doesn't seem to make any impression on it. GM screen:
Leshy attacks: 2d20 ⇒ (13, 6) = 19 Bush attack: 1d20 ⇒ 18 Grab: 1d20 + 8 ⇒ (9) + 8 = 17 Dam: 2d4 + 3 ⇒ (2, 2) + 3 = 7 The spikey, more humanoid plant tries to slam Crenshaw but she dodges both blows. The bush, however, manages to grip her and wound her somewhat. DC 15 heal, free action:
You note that Crenshaw had some cuts and burnt fur before these plants even showed up. It seems she had a rough time on the other side of the portal. She won't be able to take much more of a beating before she collapses. Init order, bold may go:
GM screen:
Enemy init: 1d20 + 1 ⇒ (8) + 1 = 9 Crenshaw init: 1d20 + 7 ⇒ (13) + 7 = 20 Whisken init: 1d20 + 5 ⇒ (14) + 5 = 19 Everyone, roll your init! If you want to ID the plant creatures, roll a K Nat for each. Once you've rolled init:
Go if you beat 13+7=20 init. DC 20 K religion or be Mezdav: The device that Master Crenshaw used to de-activate the portal bears the symbol of Haagenti.
Jermaine goes to the desk and finds some notes. It takes a little time but he determines that they refer to trials and errors involving getting the stone ring to function as a permanent portal to the First World. The goal of these experiments say something about a map and the pentagonal pool of slate-gray liquid. It appears that, whoever the experimenter is, they are presently in the First World. The chairs and desk are suited to a small creature. DC 16 perception:
You see small bits of shed fur on the chair and the desk which precisely match the color and texture of Master Crenshaw. DC 10 K hist if the DC 16 perception is met: It is almost morning and you know that Master Crenshaw teaches a class bright and early today.
The large female's attention is gripped by Gennie's speech but she doesn't seem convinced yet. Sylvan:
"You are no light trickster, that much is clear. But you have no more idea how to get us back to the First World than we do. We've already tried the ring and failed. And this furry friend of yours doesn't know anything about it either..." DC 13 Int or Wis check, your choice, for a hint. Anyone may roll.: The "mother" Grimple wants some indication that you have even a slight chance of getting them back to the First World. Perhaps you could investigate this room with the desk, ring, and pentagonal pool a little bit...
The large, female grimple listens suspiciously as you talk but doesn't seem to follow the conversation in common. When Marz responds, the grimple speaks rapidly Does Marz pass along more of those statements/questions or only what's in the Sylvan spoiler? Sylvan: "It sounds like you have no idea how to get us home! I'm worried this isn't even the First World. And how can I trust you and release all of my leverage on your word after blood has been spilled?"
The large grimple calms down a little bit but still looks very wary Sylvan: "Me and some of my were wandering around and saw this rat lady go through a portal. Of course, we snuck through after to see if we would find a nice new place. We ended up in this big crazy stone basement! And when we snuck around and tried to go up above ground, we were in some kind of weird city." She narrows her eyes in great suspicion. "We know you and the rat lady tricked us into coming to this horrible, awful place! Just let us go back and I'll forgive you for killing half the children I've had since I came here!!!"
Gennie rips open the door, almost making it fall of its hinges, revealing a room hull of musty, molding, barrels, crates, and shelving units. It's also full of a huge number of grimples! A larger grimple than most, actually wearing a sword on its belt, lies over the bound form of Whisken and shouts at you Sylvan: "Don't come any closer! You may have trapped us here but we'll kill this one if you try to kill any more of us!"
Ah. Jermaine is untrained in Knowledge History. Well then. You push through after the missing grimple. It skittered under the door, which you find to be stuck. Apparently, this door hasn't been opened in a long, long time. Eventually, Gennie shoves it open with brute force. Then you find a large room with a staircase in one corner, a bookcase, a table of various alchemical implements, and a large, pentagonal stone pool filled with a slate-colored liquid. Opposite the pool is a large, upright ring made of the same stone (picture a stargate if you know that franchise). There is also a wooden door on the wall to your right.
Mezdav finds a little stamp under the dust on the wax seal of each flask indicating they were made by a Master Arlen. DC 14 K local and DC 14 K hist or DC 12 Academy Lore. Different or same primary rollers and or aiders is fine.: Master Arlen was master of artifice before his protege, Crenshaw. He died 10 years ago.
GM screen:
Throw at Marz: 1d20 + 3 - 4 ⇒ (5) + 3 - 4 = 4 Miss square: 1d8 ⇒ 7 Throw at Mezdav: 2d20 ⇒ (9, 8) = 17 Miss squares: 2d8 ⇒ (4, 1) = 5 The creatures throw their fire! They miss horribly and Mezdav finishes one of them with his tusks as it throws. But Marz, Mohk, and Mezdav all get splashed with a little fire. One point of fire damage each from misses and splashes. Everyone, GO!
Mohk kills one more of them! Jermaine recalls Knowledge:
that the lice die off when on non-gremlins within 24 hours but can be removed by submersion or exposure to freezing temperatures in the mean time. While infested, those afflicted take a penalty (-1) to concentration and initiative. Further, they have DR 2/cold iron and the following special abilities: Spell-Like Abilities (CL 1st; concentration –1) At will—prestidigitation
The survivors try to throw alchemists fire! Mohk, roll me an aoo or I'll bot one in a little while. Current Campaign
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