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The Second Step


Ruess

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 The Lights In The Dark

Your goblin carcass serves as an impromptu source of amusement when you hurl it down the stairs. Its farsical windmilling is entertaining to observe and also relieving because nothing comes of either its impacts with the many stairs or the noises it makes when it goes stumbling down the marble steps.

Silence falls once you still to wait for something to happen, yet all is quet so you press onwards.

Two of you approach the thoroughly destroyed body of the now partially identified creature to have a closer look at it. The rest of you proceed with great care, and discover a wide chamber awaiting...

The walls of this wide chamber look like they were once decorated with art but now it's nothing but soot, claw marks, and mined stone. There are several large pillars that look to be reaching the arcing vault ceiling. You count two large ones flanking each of the entries, of which there are four - one for each main point of the compass meaning North, East, South and West... You should look at your compass to verify which direction you entered from.

There are four smaller pillars in the center of the chamber and in their middle you spy a mostly water fountain that looks to have been made from some a pristine hue of white marble. It has been damaged and trampled over but you can see that the basic water basin is still intact enough to hold crystal blue water in it. The air in the water's vicinity is fresh, and a pleasure to the senses after all the dark air you have breathed so far.

 


 

 AdrielFifth weekday, 23rd49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. 9:19

Edited by Ruess (see edit history)
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pleasent

As the group proceeds and she feels that unsettling cold feeling of absence wash over her upon reaching the lowest step, Saai Vees's expression shifts to deep concern. Being cut off from her divine connection leaves her vulnerable and exposed, like a part of her essence has been taken away, filling her with a profound sense of unease.


Saai Vees, ever the inquisitive soul, draws upon her knowledge and experience as a cleric. She recalls her training in the arcane and magical arts and attempts to identify this phenomenon. 


Her lavender eyes narrow in concentration as she tries to analyze the situation. Saai Vees rolls her knowledge, hoping to uncover insight into what has befallen them. As she does, she also casts a concerned glance toward her companions, checking to see if they are experiencing the same loss of power.


Despite the unsettling turn of events, Saai Vees remains resolute. Her chaotic good nature compels her to press on, to uncover the mysteries of this chamber, and, if possible, to restore the connection to the powers that guide her. She continues to advance cautiously, ready to face whatever challenges lie ahead with her sword at the ready, even without her magical abilities.

Name
Spellcraft
7
1+d20 6
Perception
18
3+d20 15
Survival (w/ Track Feat)
16
4+d20 12
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Character Sheet

 

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft
AC 11, Touch 15, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Full Defense +4 AC

The wyrmling paused for a moment as he reached the bottom of the stares, squinting suspiciously side to side as he felt... something... settle over his diminished nature. It was a distant feeling, however, a suppression lightly sprinkled on top of a void of power he couldn't draw from until his spirit and body healed, and so he didn't pay it much more than a passing thought before turning his attention to the rest of the room after the party safely descended the stairs, taking up his position near the front to continue his role as protector, as well as to properly cast his eyes across the place to look for any less noticeable details.

"There's some writing on the walls to the right... It might be dwarvish? Or a language using its characters, at least. I don't suppose anyone here's spent some time with the children of the Moradins to understand them?"

Edited by Amoren (see edit history)
Name
Knowledge: Arcana
23
1d20+6 17
Perception
9
1d20+3 6
Search
17
1d20+2 15
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Ruven Kair | "My Speech" | 'My thoughts' | My actions.

https://i.pinimg.com/236x/97/f7/e6/97f7e6e1fce46d0212e768a2f41c9a06.jpg Male, Neutral Good, Lesser Air Genasi Wizard 1, Level 1, Init +3, HP 5/5, Speed 40ft
AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +2, BAB +0
Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Conditions None

Memorized Spells

SPELL SLOTS (Cantrip, DC 14) 2+3 | (1st, DC 15) 0+3+1 | (2nd) 0 | (3rd) 0


  1. Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*)

  2. Color Spray , (Grease *), ( Lesser Orb of Acid *), ( Resinous Tar *)

  3.  

  4.  

 

Feats / Abilities

FEATS
  • FLAW: Improved Levitation
  • Wizard: Scribe Scroll
  • 1st: Cloudy Conjuration
  • 3rd: Blank
ABILITIES
  • Improved Levitation 5/5
  • Abrupt Jaunt 4/4

 


Ruven walks down the stairs into the chamber and has an odd sensation. ' Wait, what? Something's missing. My magic is missing. That's odd. ' He moves back a bit trying to find the edge of the phenomenon, moving back and forth to verify it's starting point. " Magic seems to be cut off in this area for some reason. There are a few different possible causes, but it can be hard to determine which it is. " Once Ruven has found the edge here he will go around the room, and to the other stairs to see of he can find where the perimeter of this effect extends.


OOC:

Once complete he will try to read what is written out loud to the rest of the group.

Name
Knowledge Arcana
28
1d20+8 20
Spellcraft
18
1d20+8 10
Perception
15
1d20 15
Search
5
1d20+4 1
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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

 

Doallyn looked over the broken and shattered bones of the creature that lay at the stairs. The impact to shatter the bones like this was far more than a tumble down the marble stairs. Especially for something of its size. If it was a dinosaur as well, its thick hide and other possible features providing it more protection. That meant whatever cracked the creature's ribs like a walnut shell was extremely strong. The lack of magical residue from it also implied it was natural. His first mental theory went to a earth elemental. Water, Mud, or Magma where also possible options. Earth however was the most likely down in caves like this. They'd also already started with the fire in the tavern above with a fire elemental. His curiosity was peaked more now of something so primal potentially in their path.

Whatever did this was powerful.... brutal, raw power. Whatever could do this would likely turn most of us to pulp fairly quickly.

He looked up from the bones as mention of other things going on brought him back to reality and not his mental space of trying to figure out where one might hide a rip in the fabric of reality down here to an elemental plane. Though the smell of fresh air and water had him pause for a moment as he considered the mental image of a water elemental forming from the basin to smash the creature. A large enough elemental of water could fit through even the most minor of cracks as water was fluid.

Doallyn shook his head and snapped back hearing Kald ask about Dwarven.

I know the alphabet from Terran. They share some similarities. Never did a comparison though. Not sure how clean a translation it would be.

He stood back up and moved towards where the dragon had implied the writing was.

 

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Robin Kirkko

egXhMPu.jpgRobin takes it all in, shining the everburning torch around to see into shadows as well as spotlight details. He walks aways into the chamber, stopping at the fountain.

 

 

 

 

 

 

 


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

Rolls Incoming

Edited by Chaz Hoosier (see edit history)
Name
Overall Perception
18
1d20+3 15
Inspect bones
10
1d20+7 3
Look at fountain
7
1d20+3 4
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 The Lights In The Dark

You are not taken by surprise- there are far too many of you who realize the exact nature of this most unwelcome surprise. It is an antimagic field, and your group's exploration of the somewhat sizeable chamber with its pillars and its fountain confirms that the field covers the entire chamber - you don't know if it goes for the stairs as well since none of you quite want to wandering that far just yet. So far, your group holds itself in the vicinity of the fountain and its four pillars

There is no light here save for what you brought here, so it is worth a remark that the light cast by Robin's everburning torch allows him a very thorough look into the deep shadows that the pillars cast. It is an unsettling experience: no matter where Robin turns, or how he shifts his facing, it always feels like the shadows leap behind him to loom there.

As for the fountain, Robin can ascertain that the watery piece of interior desig is still in working condition despite some harsh treatment and/or the passage of time. By Robin's reckoning the water flowing in it is crystal clear and bears the pristine scent of perfectly drinkable water. Given Robin's background with his faith, Robin can easily enough recall that creating water is the literal task of some acolytes, especially in the more arid regions of the world - like here in Sandpyke. This particular detail allows Robin to confirm the water's quality to a certain degree. It is nothing academic, he just knows it should be good to drink...presuming his gut instinct is not lying to him.

Your wizards are of import here: Ruven Kair knows enough of the dwarven language to translate both sets of carvings Doallyn McClare makes a discovery within carvings.

The North-East Wall 

The Dwarven that has been carved here is done with poorly managed chickenscratch, and it is only two words. A dry, bloody handprint lingers where a period should end the sentence. There are scores of scratches on the stone, indicating either great hurry or distress, if not both.

Doallyn happens to know enough of elemental languages to know a fascinating trivia: the word used here to indicate one's expiration is found in Terran and Dwarven both. It is a very small step from one to the other except that Dwarven's meaning merely indicates an end to life whereare Terran comes already defined with an elaborate grounding of violence and brutality that is certain to leave a body in poor condition. It is like comparing the forces behind a child's slap and a giant's furious punch.

The message itself reads: "East death."

The North-West Wall 

The Dwarven that is written upon this wall has been carved with a meticulous hand that took its time to pass on a message with all due care. It is of good, easily read quality and very easy to understand - but it uses a few words that are rather archaic. An arrow points at the stairs that lead West, and neatly beside it the following message has been carved.

"Be ye a guest, present thy leaf and declare thyself. Elsewise, get thee hence. Strangers unwelcome."

 

 

 

Lastly but nevertheless still importantly, your elven companion joins Robin by the fountain, but where Robin is examing the chamber and the fountain, the she-elf is much more keen on the ground immediately around the fountain. Something has drawn her eye...

 

 


 

 AdrielFifth weekday, 23rd49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. 9:42

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pleasent

As Saai Vees processes the information about the mysterious antimagic field and the chamber they find themselves in, her mind immediately goes to work, attempting to deduce the possible whereabouts of the goblins.
Realizing they are inside an antimagic field is a crucial piece of the puzzle. With this knowledge, she reasons that the goblins would only have entered such a place if they were confident they could exploit the absence of magic to their advantage.

Listening carefully to her companions' observations and insights, she notes their findings. When the message "East death" is discovered, she considers its implications. Saai Vees deduces that the goblins, having knowledge of this chamber and its magical properties, would likely choose to flee through it and that they have headed west, away from the "East Death."

Saai Vees shares her deductions with the rest of the group, her lavender eyes conveying a sense of urgency. "The goblins fled westwards, up those stairs," she informs her companions. "They likely have knowledge of this chamber and knew that it would nullify our magical abilities. Pursuing them into unknown territory might be dangerous, but we can't let them escape. We must proceed with caution and be prepared for whatever awaits us."

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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

Doallyn looked around the room a bit as he took in the rest of their surroundings. His initial attention having been on the bones and then the writing. He rummaged into his pocket and pulled the small compass and referenced the direction to verify the pathways.

East would be where we just were. Bone gates and acid pits. Whatever smashed that creature. I can see where the very direct statement "DEATH" would come from.

He looked at the direction "west" that Saai advised that the goblins ran. Then his gaze turned to the remaining directions.

It also leaves us with to other directions, still unknown. Unless there is some other scribble of writing hidden elsewhere around the room.

The conjurer also noted the antimagic field at the water at the fountain. The fountain being touched with magic made more sense to allow it to remain in good working order despite the age another other condition. The antimagic field around it should technically have the opposite affect though. Moving over to the fountain he sat down his pack and fished out a drinking cup. Dipping it into the water and filling it mostly full. Without a word he moved back towards the stairs where they had descended. Once clear of the field he would check the water again to see if it transformed or started to do anything abnormal. Perhaps there was something more to the water that the magic field was keeping at bay. He'd rather be wrong and it be perfectly fine. But he'd also heard the concept of poisons from Racanna that could be ingested through similar tactics. The magical poison was consumed in the anti-magic field making it appear nonexistent and completely normal to the target. Once the victim left the antimagic field, the poison would activate one again, now in the individuals stomach.

 

 

 

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kaldakacziltoken.png.a6ea8c384f8aeed975b2e258389128fa.png

Character Sheet

 

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft
AC 15, Touch 15, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Full Defense +4 AC

"None that I noticed at least. But that does not mean they don't exist," the dragon murmured, listening to his compatriots words before making his approach towards the stairway leading west. "Well, assuming we don't double back, that leaves three paths. Following the goblins is at least one lead to follow, as would be whatever the invitation to the west is. But, what does it mean by presenting our leaf?" The dragon muses, thinking on what that term might mean by what he knew of dwarven society, as well as turning his eyes towards the stairwell for any potential traps, or what might lurk beyond it.

Name
Kn: Local
13
1d20+4 9
Kn: History
19
1d20+6 13
Perception
11
1d20+3 8
Search
7
1d20+2 5
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Doallyn McClare

Character Sheet

Male Neutral Good  Human Wizard,

Init +1 

HP: 5/5 

Speed: 30

AC: 11

Touch: 11 / Flat-footed: 10,

Fort +1 / Ref +1 / Will +3

Base Attack Bonus: +0

Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14
 

He looked over to their dragon companion, as he didnt seem to be seeing any possible hidden issues with the water from the fountain.

I'm not well versed in Dwarven culture. Havent had the chance to converse with many. Not many enrolled at the academy back home. I'm not sure if a leaf has another deeper meaning with them? I mean they tend to spend a great deal of time underground, so leaves arent exactly a common feature I'd imagine? I am familiar with some cultures that leaves represent fertility. That seems a bit out of place for a Dwarf or this scenario. I've seen symbology for hope and resilience regrading leaves. Silvanus uses an oak leaf as a holy symbol. Is Silvanus a common deity of worship among them?

Doallyn glanced at Robin, in the chance the more church educated might provide a possible insight. It might not be related at all, but given the situation all possible opinions were valid at this stage.

 

 

 

 

 

 

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Robin Kirkko

egXhMPu.jpg"The skeleton here has suffered massive blunt force trauma, though I can't guess that that signified. Hmm, leaf. Not likely to have many druid or nature worshipers in a place like this I shouldn't think. I agree that it's strange that it's written in Dwarven, they don't often think of leaves. Anyway, I think the water is potable--create water is a straightforward spell. Having a source of drinking water will come in handy if we want to spend more time down here. Anyway, perhaps we should backtrack a bit? My spell selection for the day is running low--so maybe we can spend the night in the goblin warren. I wonder if the corpses have more clues about what's ahead as well.

 

 

 


Description

Robin is a straw haired tomcat. He is tall, strapping, and handsome, with blonde hair carefully tousled for a rakish look, blue eyes, and a strong jaw. He always dresses in clothes that show off his physique. He is, as one would expect of a cleric of Sune, incredibly vain and considers his hair his best feature. His focus on superficial matters might give the impression that he isn't all that bright. One the other hand, be sincerely sees the beauty in other people--whether outer beauty or inner beauty. He carries a shield depicting the face of a beautiful red haired maiden, and has a rosary of glass beads with the same symbol on the end dangling from his belt.

Stat Block

Robin Kirkko
M CG Human Cleric, Level 1, Init 0, HP 9/9, Speed 30
AC 14, Touch 10, Flat-footed 14, Fort 3, Ref 0, Will 2, Base Attack Bonus 0   
  Morning Star  +2 (1d8+2, x2)
  Dagger   (1d4, 19–20/×2)
  Crossbow, light (Bolts (20)) 0 (1d8, 19–20/×2)
  Studded Leather Armor, Light Wooden Shield (+3 Armor, +1 Shield)
Abilities Str 14, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Condition None

OOC

 

Edited by Chaz Hoosier (see edit history)
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Ruven Kair | "My Speech" | 'My thoughts' | My actions.

https://i.pinimg.com/236x/97/f7/e6/97f7e6e1fce46d0212e768a2f41c9a06.jpg Male, Neutral Good, Lesser Air Genasi Wizard 1, Level 1, Init +3, HP 5/5, Speed 40ft
AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +2, BAB +0
Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Conditions None

Memorized Spells

SPELL SLOTS (Cantrip, DC 14) 2+3 | (1st, DC 15) 0+3+1 | (2nd) 0 | (3rd) 0


  1. Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*)

  2. Color Spray , (Grease *), ( Lesser Orb of Acid *), ( Resinous Tar *)

  3.  

  4.  

 

Feats / Abilities

FEATS
  • FLAW: Improved Levitation
  • Wizard: Scribe Scroll
  • 1st: Cloudy Conjuration
  • 3rd: Blank
ABILITIES
  • Improved Levitation 5/5
  • Abrupt Jaunt 4/4

 


Ruven completes his examinations of the phenomenon and has come to his conclusions. " This seems to be an antimagic field, which I don't like, considering the implications. We must decide where to go from here. I agreen that the "East Death" message seems clear enough. The West message is much less clear. Saai, is your claim that they went West based on physical evidence, or is it a an assumption? " He pauses to glance back at the way they came, and back to the south. His eyes look upwards as he recalls their path so far. " I believe that South may join back up with the way we entered. We likely would have ended up here anyway if we had not taken a detour through the hidden room. "


OOC:

...

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The Lights In The Dark

Doallyn's experiment goes well enough. He is still alive by the time he juts his hands into the air above the stone stairs. He expressly does not step onto any stairs, but lingers within the antimagic field himself and does his utmost best to not take a step upon the stairs leading eastward. He alternates the water-filled cup positioning in and out of the field, several times in fact, and keeps his senses primed on it. To the relief of everyone present the water remains just that: water.

The water does not explode; nor does it change its apparent properties into anything. Nothing changes about its color, its scent, the aroma it carries, or the taste that Doallyn can feel on his lips. All is as it was when Doallyn arrived into this chamber and he feels as ill or well as he did all those minutes ago. Nothing indicates that this water is anything more or less than water.

The rest of the party does their best to draw ideas as to who or what might feature a leaf here in such an underground area. The best guess that you collectively manage is that it may involve local factions or groups. You should consult with someone who knows the history of this world under the sands. A sage, a historian, a wizard, a diviner - someone at all who either knows the history of this place or knows someone who might know something. You have nothing to work with beyond theories that may as well be blind guessworks,

You also have a lair of goblins still left to loot and search properly, as well as a cluster of bodies to deal with before they begin rotting. Nothing really stops you from leaving them to rot here, so you could probably leave the bodies to be and see what happens. And, well, nothing also stops you from leaving the goblin lair as you left it. Probably. Maybe. You could definitely go venture into the unknown region

 

 

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Character Sheet

 

Kaldakaczil
Male Lawful Good Gold Dragon 1, Level 1, Init 1, HP 12/14, Speed 30ft, Swim 30ft
AC 15, Touch 15, Flat-footed 10, Fort 4, Ref 3, Will 1, Base Attack Bonus 1   
  Bite  +4 (1d8+4, x2)
  Unarmored (+1 Dex)
Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 14
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Full Defense +4 AC

Kaldakaczil tapped a foreclaw along the ground, his scaled features pursed in what seemed to be the draconic equivalent of a frown. But, after a second, an idea seems to cross his mind as he reaches into the pack Robin had strapped to his side and fetches out the hexagonal key - or whomever else had possession of it at the moment - intending to activate it to pose a question to their associates on the surface - hopefully with the phantasmal projection that Doallyn managed to create when he had it in his hand. Of course, after a second without it doing anything, he's nudged by the wizard to remember the antimagic field, causing him to take a step back to the east before trying again after he left its field of effect. "Hello! Is there any among your number that are familiar with the ways of the dwarves? We've come across some of their writing which inquires about a 'leaf' as proof of being a guest, rather than a stranger. We're not sure if whomever had written such words is still down here, though."

When it comes time to decide to pull back for the day or not, the dragon seems to offer the darkness towards the west a poignant look, but would likely be convinced to return with the sage counseling of the respective spellcasters.

Edited by Amoren (see edit history)
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