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![]() Sorry about the delay, preparing for finals next week. I'll try and post once a day. Your sunrod gleams feebly in this complete gloom, lighting up a small region of what appears to be a large room. Two iron doors, one straight ahead of you and the other to its side, are the only things that break up the unending mass of worked stone. The chill and damp air clings to your body, and you are not the only ones feeling it judging by the cough coming from the shadows to your left. Amaronna - sticking your spear through the darkness, you find you are unable to pull it back through. The barrier only allows things in, but now out. Map Updated ![]()
![]() Upon hearing their native tongue, the orcs perk up and listen to Kowus.
As the orc finishes his last sentence, the other two laugh at the response, the smallest one stifling a cough. They cross their arms and turn away, looking your direction only occasionally, trying indicate a lack of cooperation. Check the map for A2, let me know if you would like to be moved to a different position. Tried following the descriptions as best I could. ![]()
![]() For those who can see, they are armed and armored, but their axes are on the ground by their side. They are seated on the stone floor, and don't appear to be reacting to your approach. Their expression is threatening, but not terribly aggressive. You cannot make out any injuries. At the sight of dwarves and elves, they bare their teeth and let out a low growl. Make a sense motive check. Sense Motive DC 15: You able to tell they have given up and appear to be waiting for the inevitable. ![]()
![]() Thalrik Searching for Rikka, you find her close to the door, trying to show that she can't get back through the doorway causing a puzzled emotion. When you look back at the doorway, you're able to see clearly through, at least as far as your light shines. The image is hazy and wavy, but still visible. As Gyness explores the darkness, shield raised Kowus, Maggie, and Willow follow closely behind; Evandrik and Thalrik stay closer to the door in a defensive posture. Evandrik:
You see nothing that stands out with your darkvision. But you also can't see completely down the hall. Regarding your favored enemy, there are definately undead in the dungeon, and in decent amounts. They will show up later, however, not so much in the beginning. It's hard to gauge when/if you'll encounter them depending on the route you take lol. It is an enormous dungeon. Kowus, Magnitofera, Willow, ThalrikYou are able to spot it before Gyness's light reaches them - Orcs. Three of them, huddled together, and apparently injured. They have a store of what smells like rations, some good and some bad. Their attention is turned towards the party. They share an equally confused and angry expression. Gyness You feel tension in the 3 behind you before you spot anything peculiar. Going to give the others a chance to act in response to what they saw before you reach them. ![]()
![]() The eastern door, when opened revealed a similar black void behind it. Your torchlight gleams feebly in this complete gloom, lighting up a small region of what appears to be a large room. Two iron doors, one straight ahead of you and the other to its side, are the only things that break up the unending mass of worked stone. The chill and damp air clings to your body, and you are not the only ones feeling it judging by the cough coming from the shadows to your right. Kowus, you are able to pull the rest of the rope through the void and retrieve your arrow. You now have a 40 ft. piece of rope cut from the rest. Gyness: When you enter the room, you recognize the smell of cured meat and moldy grain coming from somewhere in the room. The cough you hear seems to be strained, coming from something injured or sick. ![]()
![]() Evandrik:
My bad, I completely didn't read the "'other' door".
The far eastern door is just like the northern door, displaying an image of a guardian titan, and a celestial phrase beneath. The insides of this door seem to be more exposed, allowing you to get in and examine the inner workings. You don't see any indications of a trap, half wondering if the magic behind it circumvented a need for traps. Thalrik:
At first, Rikka seems to be excited to explore on her own. After a good 10 seconds, her feelings turn to confusion, with some other emotions mixed in. It is hard to tell exactly what she is feeling. You don't hear any sounds that she would otherwise use to communicate, a possible effect of the barrier. Firing the arrow into the darkness, it pulls about 40 ft. of rope with it before stopping. Leaving it a few seconds for Rikka to find, you begin pull it back. Much to your surprise, however, the rope only seems to be being pulled taut between the barrier and you - unable to return back through. ![]()
![]() Thalrik and Evandrik:
I didn't want to explicity state those, just so it feels less gamey. This is my first pbp dm experience. So Im trying to figure out how to give info without sounding to formulaic. But the magic was a single aura, overwhelming power, the school is unstated, but if I had to place it, it would be abjuration. Willow tosses the torch into the void. The strange effect of a torch illuminating the area around it, except for the passage ahead, has you all befuddled. As the torch slips past the dark curtain, it vanishes. No longer visible, the torch simply disappeared beyond the void.
Evandrik:
Now that the door is open you find another latch on the inside of the doorframe. It's connected to several other gears that lead to the same ones involved in its opening - most likely closing the door when pulled. Still, no traps are found. Thalrik, if you still wish to send the mongoose in, then everyone can read the following - Except the spoiler for Thalrik.
If Thalrik Sends the Mongoose:
As the mongoose enters the through the void, his body slowly disappears into the dark, starting with his nose until eventually he has disappeared entirely. Thalrik Only: Strangely, the empathic link between you is muffled. You can still detect it's existence, but pinpointing the emotions is much harder than it used to be. ![]()
![]() Evandrik reaches for the latch, and gives it solid push. When it latches into place, gears visible through small hollows in the door start cranking, screeching like they haven't moved in thousands of years. The mechanism seems to run far into the walls as the sound of muffled cogs rotating behind the stone can barely be heard. With a snap, the door begins to open, raising upward into the stone wall. Magnitofera is the first to see beneath the door, finding only black. Even with her uncanny ability to see in the dark, she can only see as far as the door frame itself. When the door is finally open, you all see what she sees - impenetrable darkness. The light from the lantern and shield seem to stop prematurely, ending in a hazy line just before the next room. Aside from the rattling armor, you hear no other sounds - your breathing suspended in anticipation. ![]()
![]() Longtail's tracks are easy to follow from the cave, and lead you to the eastern door. Agromite:
You study the door, looking for traps, and find a well constructed spear launcher. Much to your surprise, it appears to have been triggered already, but not reset. Nimh:
You sense that the magic is coming strictly from the doorway. No item or object is causing the aura, but rather, the void itself. Amaronna: You track the markings to the eastern most door, but spot a few bloodstains on the ground just in front of it. Whatever was bleeding seems to have dragged itself to the Northeastern corner of the room, where you find a long dead goblin. It's body pilfered and left for dead. ![]()
![]() Magnitofera Nothing strange appears in the stone from you could find. Evandrik You were able to follow the tracks from the cave into the large room. They continue on to the northern door. Evandrik: The door opens by pressing a strange lever that activates a series of gears. You've searched it as best you can, and come to the conclusion that if this door is trapped, then only the thing that trapped it would know. You find no signs of a trap. ![]()
![]() When you explore the rest of the room, your sunrod lights up the walls, revealing a second door, just like the one at the north end of the room. The room appears to be empty and featureless. The only markings on the walls are the grooves left from chisels and hammers when the place was built. Updated Map in Campaign Info (Or Click Here) ![]()
![]() Sorry to be so late, busy night last night. Sefra - Yes the wand is level 1 and full. Agromite pulls down on the lever, having to give a small jump to reach and using his weight to pull it down. When it latches into place, gears visible through small hollows in the door start cranking, screeching like they haven't moved in thousands of years. The mechanism seems to run far into the walls as the sound of muffled cogs rotating behind the stone can barely be heard. With a snap, the door begins to open, raising upward into the stone wall. Agromite is the first to see beneath the door, finding only black. Even with his uncanny ability to see in the dark, he can only see as far as the door frame itself. When the door is finally open, you all see what he sees - impenetrable darkness. The light from the sunrod and ioun torch seem to stop prematurely, ending in a hazy line just before the next room. Erikan, Nimh, Amaronna: You are immediately aware that this is the source of the powerful magic. ![]()
![]() Sorry to be late in posting. Had a busy night last night. Northern Door The door is nearly 7 feet wide and almost 25 feet tall. It appears to be made of iron or some other strong metal, with a large lever in the middle. An illustration of a titan, similar to the one outside, is hammered into the door. He appears to be guarding a massive entryway. Beneath it is a phrase written in celestial. Thalrik:
The phrase roughly translates as "Brother Barcellus - We Remain Vigilant" As Gyness enters the room, the effects of the light don't seem to effect the ceiling, still unable to penetrate the shadows. The wall opposite the tunnel entrance lights up, revealing another door. It is exactly like the Northern Door. Your voices and clanking armor seem to carry infinitely into the endless heights, creating an eerie effect. Aside from the two doors, the room is largely featureless. The walls' only designs are the grooves left from chisels and hammers. The floor was made using the natural cave floor. Updated Map in Campaign Info. (Or click here) ![]()
![]() Agromite:
The door opens by pressing a strange lever that activates a series of gears. You've searched it as best you can, and come to the conclusion that if this door is trapped, then only the thing that trapped it would know. You find no signs of a trap. Detect Magic: You amazed at the level of powerful magic emanating from the door. The more you concentrate on it, you realize it's not coming from the door itself. It is without a doubt the most overwhelming magical aura you've experienced. ![]()
![]() As the party enters the cave find it is low and shallow, obviously dug by small crude hands. Many footprints mark the dirt, and debris litters every corner. In the back of the cave, a narrow tunnel, poorly lit, leads deeper. Perception DC 12:
Sifting through the debris, you find tools of kobold make. They are largely broken from ware, but some still remain intact. Anyone delving forward into the tunnel may read the following.
Exploring the tunnel:
The tunnel winds into the mountain, its ceiling some 6 ft. high and 5 ft. wide at the widest. After about 100 ft. or so, and near the point of giving up, the tunnel opens to a larger room, cut from stone and built, rather than dug. It is obvious something lives, or lived, here. The ceiling extends into the shadows, making it hard to determine a height. You are standing at the entrance to the large room, but cannot see to the walls on the far side. To your left is a large iron door. For those who have entered the tunnel, a map is in the campaign info! ![]()
![]() That'll be fine. However, it would take the better part of a year with consistent reading to complete all of it. I'll assume at the end of each day you read through and discard some that aren't pertinent. And reveal some interesting tidbits each night as well. The other group is without a celestial reader, so they're missing out on that bit! ![]()
![]() For now, we'll go ahead and assume he has. Post in the discussion forum your city/country/time zone (which ever's easiest) and if you don't mind being DM pc'd outside of combat. If its been close to 24 hours and you haven't posted your action for your round in combat, I will DMPC it just to keep it speedy. ![]()
![]() Knowledge(Planes) DC 20:
You recognize the giant being as a Titan. Seeing this one dead is unnerving, as you know they are mightier than the greatest celestials. Willow You cannot recall having ever heard of or seeing such a being in the area, not even in your full 470 years. It is not hard for those searching the giant and area to find his gargantuan halberd by his side, having eroded a great deal over time. His huge chain shirt seems mostly worn away, and nothing of value remains on his body. Large manuscripts litter the area, and his pockets and pouches are filled with them. Enough so, that you imagine they could weigh several hundred pounds all together. The language is strange, some dead language that most of you have never seen. Thalrik, if you choose to read the papers, you recognize the language.
Thalrik:
The language is most clearly celestial. One of the few dead languages, it is also the easiest to recognize. You notice they appear to be in journal form - dated and spanning millenniums. Skimming a few, it details the Titan's thoughts, revealing that the dungeon isn't a simple step from room to room, but a plummet into darkness. Gyness:
Inspecting the creature reveals some strange findings. Not only are their no signs of battle or mortal wounds, but the thing has been dead for longer than you could imagine. His body, strange as it may seem, has outlasted most of his belongings to the elements. Looking into the cave: Perception DC 15/Low-light Vision/Darkvision: The cave is low and shallow, obviously dug by small crude hands. Many footprints mark the dirt, and debris litters every corner. In the back of the cave, a narrow tunnel, poorly lit, leads deeper. ![]()
![]() Agromite: As you approach the door, you don't make a sound, which is impressive considering the massive room would amplify the smallest noise. The door appears to be around 5 ft. wide and almost 15 ft. tall. The handle is out of reach, but you could reach it if you jumped. The iron door is rather impressive, with a hammered depiction of a giant being, much like the one outside but slightly different, guarding a massive doorway. There is writing underneath that looks similar to the writing on the manuscripts. ![]()
![]() Sefra You are welcome to continue. It's no big deal, things will happen =). We can just assume you've been with the group since the town square and simply kept to yourself. You're way back is blocked, although a glimmer of light through the top of the boulders indicates that you could probably dig your way out when you return with Longtail's head. Delving into the cave, Nimh and Agromite are the first to find that it is low and shallow, obviously dug by small crude hands. Many footprints mark the dirt, and debris litters every corner. In the back of the cave, a narrow tunnel, poorly lit, leads deeper. Perception DC 12:
You sift through the debris left behind, finding it's crude nature to be digging tools of the kobolds. If Nimh and Agromite are exploring ahead, they should read this first and report back. Also, I like the dynamic between Nimh and Agromite lol. Such a strange friendship.
Exploring the tunnel:
The tunnel winds into the mountain, its ceiling some 6 ft. high and 5 ft. wide at the widest. After about 100 ft. or so, and near the point of giving up, the tunnel opens to a larger room, cut from stone and built, rather than dug. It is obvious something lives, or lived, here. The ceiling extends into the shadows, making it hard to determine a height. You are standing at the entrance to the large room, but cannot see to the walls on the far side. To your left is a large iron door. Map in campaign info (I will keep room numbers to allow for easy backtracking or referencing)! ![]()
![]() The trek to the cave entrance is as easy and comfortable as you could ask for. A cool breeze, bright sun, and straight path leading to the entrance make it a simple task. As you climb the mountain, rocks and debris slow your ascent. Numerous tracks of different creatures ascend the hillside. The climb levels off as you get closer to the cave mouth. You see a man the size of a galleon lying on the ground at the cave opening. As you get closer, you can see that death has taken him. Despite his obviously decomposed state, the man does not exude the odor of decay. There are no signs of a struggle. The cave entrance is dark and narrow. You are only able to see in 20 feet before it the shadow is all consuming. Low-light Vision and Darkvision:
You may be able to see farther in, but that doesn't change the fact that it seems to stretch on for some distance. When you decide to enter the cave, try and determine a walking order. I will use this as the default marching order if nothing different is mentioned. ![]()
![]() Magnitofera As you bend to one knee, requesting any knowledge, a crooked old man draped in ragged robes approaches from another room. I am afraid we do not have much knowledge to offer, but in return for your gracious services, we spent the night crafting this. He reaches into his robes and pulls out a small wrapped parcel. Pulling away the cloth, he reveals a small wand. A curative wand, to remedy whatever dangers you may encounter. It is the least we could have done. He smiles and hands it over, pulling you to your feet. Willow and Thalrik are ready for departure, just waiting on the others. ![]()
![]() Erikan You are not able to discern which may be of greater significance, so you grab a good mix of illustrations and writings. The images seem to be of creatures and dungeon layouts. None of which you really recognize. As the party exchanges words with the newcomer, you are interrupted by a small tremor lasting about 5 seconds. Boulders begin tumbling down the mountain side, threatening to crush you. You have enough time to reach the safety of the cave, staying in the open will require a Reflex save. ![]()
![]() He is a rat-folk sorcerer who more charm and wit than one could need. He's not as powerful as he lets off, but the dull creatures he has mustered wouldn't know. They were seen in traditional battle garbs. The orcs mostly wielding axes and clad in hides and armor. The troglodytes carried blowguns and spears, while the kobolds seemed to be carrying whatever they could find for a weapon. How he managed to turn an Ogre towards his cause is beyond any of us.
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