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The Northending caves.

Posted by LegbreakerFor group 0
Jeremiah
player, 139 posts
Wed 25 May 2011
at 14:26
  • msg #187

Re: No return

Sounds like a plan. Glad you made it, Tril. He smiles benignly at the mage.
Finally, he saunters off in the direction of the glittering wood, to wonder why it glitters - magic or simply beautiful nature (and other hippy mush).
Prudence
player, 18 posts
Thu 26 May 2011
at 00:48
  • msg #188

Re: No return

Still adjusting to the sudden change in light, Prudence looks around her skeptically. "What was that?" she muttered to herself, before looking to the others in the party to see if they were just as shaken. Seeing Jeremiah wandering off, Prudence saunters a little closer to the rest of the group, in no mood to be left behind or straying too far.
Prue makes her way to Natasha. "Hey, Natasha, woud it be such a crazy idea to at least see if there is a way to get back in...? I mean, just in case we need to know in a hurry... or something" she whispers, hoping no one else can hear her. She can handle Natasha thinking she was crazy, but not so much the rest of the party thinking it too.
Legbreaker
GM, 367 posts
Thu 26 May 2011
at 01:54
  • msg #189

But can you carry it?

Jeremiah, with Athelstan not to be left behind, saunters towards the trees. A dozen paces forward and he halts suddenly, his jaw falling open in shock!
The trees look real, but are artificial, carved of coloured stones. Closer examination shows the leaves to be made of pure jade! There must be a fortune on just one tree, a kings ransom on two and more wealth than could be found in almost all of Oerth if all the trees were counted.
The detail of each leaf, each twig and peice of bark is exquisite! It must have taken centuries to create each peice!
This message was last edited by the GM at 01:54, Thu 26 May 2011.
Joan Ofdark
player, 112 posts
Thu 26 May 2011
at 02:14
  • msg #190

Re: But can you carry it?

Joan, moving forward to keep up with the paladins, has to brake hard not to hit the back of them as they realize what they are looking at. Once she sees, she begins to fill up the Haversack with the best leaves, as she looks for flowers or other gems.

This will provide enough gems for almost an entire crusade against evil, perhaps even enough to overthrow the Krell-lord himself...if they could get it back...
Legbreaker
GM, 376 posts
Mon 30 May 2011
at 02:10
  • msg #191

Re: But can you carry it?

Packs, sacks, bags and pockets stuffed to overflowing with leaves the party is just beginning to make ready to move on when Jeremiah spots several short, two legged piles of hair and furs peering down from an upper level of the cave dwellings on the other side of the area.

* Encumbrance may be an issue here, so I do need an amount actually taken by each character - by weight will do for now.
Jeremiah
player, 155 posts
Wed 1 Jun 2011
at 10:37
  • msg #192

Re: Little Primitives

Jeremiah turned slowly to Joan:
Can you try to communicate?
Joan Ofdark
player, 121 posts
Wed 1 Jun 2011
at 16:58
  • msg #193

Re: Little Primitives

Joan will use the helm to try to communicate with the humanoids, to determine if they are
A) Friendly
B) Evil
C) What do they want, if anything
D) What are they doing here
Legbreaker
GM, 384 posts
Fri 3 Jun 2011
at 05:07
  • msg #194

Re: Little Primitives

Joan tried to open lines of communication but soon realises the helm does not impart the ability to speak a different language, just have some sort of understanding of what is heard....
Eventually she is reduced to using gesture and body movement along with what she thinks are meaningful grunts and noises to express:

a) "We come in peace."
b) "No, we're not vengeful demons come to devour you."
c) "No, we're not gods." (Joan has no choice to say this or risk offending her own deity).
d) "No, Jeremiah, Athelstand and Joan are not teenage mutant turtles with hard, shiny shells on their back."
e) "No, Joan is not a weird walking fish with metal scales."
f) "The strange animal with the tentacles and long tail is not something to eat. Nor is it's name Sensei."
g) "Yes, we do have great power to heal and kill - but we're still not gods, demons, evil spirits or anything else there to do harm."

In return, Joan learns that there are only "many" of them (more than three - counting is a foreign concept to them), their two hunters were killed by the REALLY big bears blocking the way outside, they've been trapped by the bears for days and are on the verge of starvation, and their shaman could drive away the bears with his magic, but is possessed by evil spirits.
Joan Ofdark
player, 122 posts
Fri 3 Jun 2011
at 05:24
  • msg #195

Re: Little Primitives

Joan gives them a weeks rations and, using the staff to cast tongues, she suggests they eat them slowly initially, and a waterskin if there is no fresh water nearby. She suggests that as she serves a good god, she may be able to deal with the evil spirits in the head shaman if they will take us to him.

She would understand their grunts, all the same.
Legbreaker
GM, 385 posts
Mon 6 Jun 2011
at 01:45
  • msg #196

Re: Little Primitives

The rations are poked and prodded suspiciously until eventually one of the short hairballs is brave enough to taste the odd looking dried fruits and preserved meat.
"Not as good as fresh mammoth," is the comment, but the entire supply is demolished by the half dozen creatures in short order.
The shaman is revealed not to be possessed, but instead gravely ill and in the grip of a terrible fever. Without effective treatment, he (you think it's a he - they're all bearded anyway) will die before the day is out.
Jeremiah
player, 158 posts
Tue 7 Jun 2011
at 08:30
  • msg #197

Re: Little Primitives

Jeremiah offers to ask Heronius to cure the sickened shaman. Jer is unsure if his paladinly powers work on priests of other religions, but he will pray and find out.
Legbreaker
GM, 387 posts
Tue 7 Jun 2011
at 12:37
  • msg #198

Re: Little Primitives

On his knees, Jeremiah prays hard for divine assistance. Finally after nearly ten minutes the shaman appears to calm down and the fever breaks. Although still unconscious, it seems clear that he now sleeps the sleep of recovery, nightmares banished and replaced with calmer dreams of hope. A few hours from now he may even wake, ready to get on with the struggle for survival....
Natasha
player, 108 posts
Wed 8 Jun 2011
at 13:06
  • msg #199

Re: Little Primitives

You know, suggests Natasha from the rear of the group,
I can have a word with these bears, too, and ask them to leave. Could you convey that to them, Joan?
Triladir
NPC, 13 posts
Wed 8 Jun 2011
at 13:50
  • msg #200

Re: Little Primitives

"The ability to speak with them doesn't mean they won't still see you as a meal," she offered her sagely advice.
"Talking food may just give them a little entertainment while they gnaw on a leg."
Joan Ofdark
player, 123 posts
Sat 11 Jun 2011
at 13:30
  • msg #201

Re: Little Primitives

Joan offered Natasha the helm if she could speak with animals, as the help only allowed her to understand languages, not communicate in them. Besides, she was not sure that bears were talkitive anyway, when they were hungry...
This message was last edited by the player at 13:31, Sat 11 June 2011.
Natasha
player, 109 posts
Sun 12 Jun 2011
at 09:30
  • msg #202

Re: Little Primitives

That's alright - animals are animals, and I already have enough magic radiating from me as it is. said the monk.

She gestured to the two paladins; You gentlemen can escort me to put the animals down humanely if I fail to convince them, and also I trust Prudence here will have an arrow knocked.

Natasha waited for her companions response before marching off on her own. She did not relish the though of tackling two bears on her own.
Jeremiah
player, 159 posts
Sun 12 Jun 2011
at 09:34
  • msg #203

Re: Little Primitives

Jeremiah readied his shield and drew Paramel. Try to look like a bigger sword! he joked to the weapon, expecting a mountain of cynicism to be returned in reply...

Smiling to his comrade paladin, he moved to stand next to Natasha. Ready when you are, gents.
Joan Ofdark
player, 123 posts
Mon 13 Jun 2011
at 11:48
  • msg #204

Re: Little Primitives

Joan, reluctant to kill hungry animals just now, suggested she would wait with the short hairy folk (dwarves?) to ensure the recovery of the recently healed member.

"Perhaps we should wait for those who have met them before to recover and advise us before we march off an kill them. they may have been needed here for defence...so we may not be doing them a favour,"
This message was last edited by the GM at 11:48, Mon 13 June 2011.
Prudence
player, 19 posts
Mon 13 Jun 2011
at 06:01
  • msg #205

Re: Little Primitives

With an arrow cocked, Prudence followed gingerly behind Natasha and Jeremiah. She didn't like the idea of having to take down the bears, but if their safety was compromised she wouldn't hesitate. She didn't plan on doing anything whilst Natasha talked to the bears except hovering around on alert for the situation to take a turn for the worst.
Athelstan
NPC, 7 posts
Mon 13 Jun 2011
at 12:03
  • msg #206

Re: Little Primitives

"I think the Matriarch may have a point there," Athelstan acquiesced, lowering his own weapon with some reluctance.
"Better to talk than fight, and better to talk forewarned as well."
Natasha
player, 110 posts
Mon 13 Jun 2011
at 12:55
  • msg #207

Re: Little Primitives

Alright, Joan has a reasonable point. A few hours won't hurt. Natasha gestured for Jer and Pru to stand down, and turned to the dwarves. She intended on spending the next few hours trying to learn the basics of the strange grunty language.
Jeremiah
player, 160 posts
Mon 13 Jun 2011
at 13:02
  • msg #208

Re: Little Primitives

The colossal steel clad paladin sheathed his cynical companion before a reply came. He also turned to the small beings and joined Natasha in attempting to open a bridge of communication with them.
Legbreaker
GM, 397 posts
Tue 21 Jun 2011
at 14:28
  • msg #209

Re: Little Primitives

Bear Claw, the shaggy shaman/witchdoctor finally awoke from his healing sleep and spoke to the bears. Both Joan (with the helm) and Natasha understood most of what was said as the short shag pile convinced the two twelve foot tall killing machines to find somewhere else to lair.

In the previous chamber a pile of skulls was discovered. Although almost all were ancient elves, the top of the neatly stacked pile was human and contained two massive sapphires as eyes. Before even the greediest of thieves could consider prying them loose, the entire party heard a voice in their head - it was MacKurian, the ancient cleric the party had as a benefactor back in Nimborten and who disappeared in mysterious circumstances. What's even more mysterious is that MacKurian the skull has no recollection of that night which to you was just a few short weeks ago, and also claims to have been in the cave for literally eons.

Taking MacKurian with you in Joan's pack, you continued onward. the next chamber had two passages leading from it. A biting cold wind from the northeast swirled snow about this frosty cave. The entryway to the east was half-blocked with piled stones. On either side of the opening were stylized cave drawings of a variety of man-like shapes with wings and horns. One drawing was recognizable. A six-armed half woman, half snake creature was shown chasing stocky, bearded running figures.

Not afraid of the obvious drawings of demons, the party took this passage. The long winding tunnel opened on the wind-whipped south-eastern face of Northending Mountain. The snow covered mountain sloped gently down to where a herd of furred elephants with incredibly long, curled tusks marched across a sheet of ice that covered the land as far as you can see. Although several of the nearer mountains looked familiar, you saw no evidence of the fortress of Northending. Realising this probably wasn't the way forward, the other passage was taken.

A large chamber was found with one portion containing ruins. A set of rough stone stairs led up to the top of a wall which turned out to be a dam. With no other options available (besides a door 30 feet up a wall which would not open), and after a bit of prodding, a path about a foot under the scum covered water was found. Moving in single file, the party was attacked about halfway across the water (a good 100 feet from the edge) by half a dozen giant crayfish. Although serious wounds were received by several party members (added to the wounds inflicted by 8 large Piercers back on the stairs), the crayfish were quickly dispatched with one massive tail retained and later cooked up for a delicious meal. (the other dead crays were eaten by a MASSIVE fish in the deeper water.)

At the other end of the path The tunnel seemed to come out on the south-western face of the mountain. You looked out on a warm, sunlit valley. Tiny horse-like creatures share the land with huge lumbering beasts and long-fanged predatory cats. The mountain range seemed higher than you remember, but you could see to the far shore of the inland sea beyond it and beyond that was another mountain chain hazed in smoke and mist.

Once again this was deemed as the wrong path and so backtracking was made. The high door discovered earlier was revisited and it was found that a path on the water side path sloped steeply upward to end at the exotically carved stone door marked with ancient elvish and dwarvish runes. The translation paraphrased to "To the Pit — Authorized Personnel Only." Eight blue gems (similar to the ones in the eyes of MacKurian's skull) were arranged in a circle on the door, but it was obvious that two additional gems were missing. When the door was touched, the gems glowed in sequence and the door disappeared to be replaced by grey mist.

Stepping through the party appeared in yet another cavern. The cave's most notable feature was a skeleton of a creature that must have been at least 70 feet long in life. Small rat-like scavengers dart in and out of the huge and relatively fresh (but almost picked clean) carcass. From the north entrance, a deep, angry bellowing could be heard.

Poking cautious heads through the large passage and into the huge chamber beyond, an incredibly huge, two-legged reptile was seen (a T-rex). Common sense and discretion being the better part of valour, the party withdrew to scratch heads for a while and come up with some sort of plan which wouldn't involve being eaten alive in one gulp. Eventually (with GM prodding) Natasha's robe of Blending was seen as useful and she was sent to scout a passage which could be seen leading eastward in the hope that it could provide some sort of assistance.

The huge tunnel opened onto the gentle slope leading down to a strangely forested plain below. As she came out, she was surrounded by huge lizard-like creatures grazing on the weird foliage. Utilising her ability to talk to animals (even ones with brains the size of a walnut), she convinced one to enter the caves with her. Rex quickly spotted the beast and charged with the animal cursing Natasha for leading it to it's doom.

Both disappeared outside and the way was clear to move westward. The floor of the cavern sloped upward to the west, ascending two 5-foot-high cliffs. The southwestern exit seemed to be the source of a warm breeze. At the far western end of the cavern was the statue of what appeared to be a horned, horse-like creature with a great flowing mane. It stood on a pedestal of purest white marble, carved to look like a billowing cloud.

a search of the pedestal found a concealed compartment holding a scroll of Stone to Flesh. Taking the obvious next step, Triladir cast the spell over the statue returning Da Weng the Ki-rin back into flesh. Using it's telepathy it conversed with the party asking about the nature of the evil it must face. Eventually it declared it was unable to join the party to recover the egg, but it did provide a magical amulet which if used properly would summon him three times. Fading from existance the party was once again left to it's own devices.

Taking the western passage, the party came out into yet another time. Far below the western face of the mountain, a dry steppe changed to a swampy lowland edging the shores of a sea that stretched west as far as you could see. On the steppe, you could see large lizards with
great sails on their backs sunning themselves on great rocks.

For a fourth time it was decided this was not the way forward...

One path was left which ended in a large round door. Natasha and Jeremiah were "volunteered" to open it. The door suddenly opened outward much easier than you expected and you tumbled forward, barely catching yourself before falling off the narrow ledge outside. Your position forced you to look down into a bottomless shaft over 600 yards across. You had reached a milestone in your journey, the Great Pit. Twenty-five feet below you was a narrow stair that spiralled both up and down around the walls of the yawning gulf.
Legbreaker
GM, 401 posts
Sun 26 Jun 2011
at 03:42
  • msg #210

The Terminal of Planes

As you leave the misty void, you find yourselves within a huge cubic room. Its walls, floors, and ceiling are made of a grey, marble-like substance that seems to infuse the room with a dim, source-less light. Eight coloured slabs similar in size and shape to those in the gate in the forest project outward from the walls, two per wall. Counting from your left, the wall to the left contains white and black slabs; the wall across from you green and red slabs; the wall to your right brown and yellow slabs; and the wall behind you blue and gray slabs.
The centre of the room is occupied by a 20-foot-diameter pool of gray mist, surrounded by a second ring of coloured segments whose individual colours and positions correspond to the slabs on the walls.
In each corner, a 3-foot-tall wooden tripod stands, supporting a water-filled silver basin.

Standing on the coloured segments results in the following visions in the mist pool.

White
A shimmering palace of crystalline beauty entrances you as it floats in a sea of billowing clouds. Glittering creatures akin to the stone statue in the caves fly through the air above the palace. Your point of view is drawn into the palace, surrounding you with glittering reflections until you face a horse-like creature so magnificent that it must be like a prince among his kind. The creature gazes at you benignly and the vision fades leaving you with a feeling of well-being.

Green
Light filtering in through high clerestory windows illuminates the familiar sanctuary of the High Church at Northending. Councillor Karolin and High Sheriff Gurney Dain of Nimbortan, newest member of the High Council kneel in prayer at the altar.

Gray
The Black Forest and its silver path come into view. As you watch, a band of eight ghasts follow the lead of a six-armed, half-snake, half-woman horror up out of the pit and onto the plateau. The ghasts sniff and snuffle the platinum path like hunting dogs and then run into the woods howling. Several ghasts carry small limp, bearded bodies over their shoulders.

Red
You see a huge belching volcano, spitting fire and ash into a sea of fiery lava; but the scene wavers oddly and is replaced by an underground lake of dancing fire. On an island in the midst of the lava is a black cube, similar to the gate in the Black Forest.

Blue
The mist boils like water. As the bubbling subsides your point of view plunges toward an indigo sea. With a tremendous splash, you seem to be underwater, still rushing downward toward what appears to be a castle of living black coral. The water boils ahead of you, takes a coherent but indistinct form, then suddenly lashes out, slamming you backward, suffocating you, causing you to lose consciousness.

Brown
A huge flat expanse with distinct edges extends around you, apparently a mesa high above a rocky plain. In the midst of the mesa sits a half-formed giant, a blobby mannequin of clay. The thing's soft features turn to face you, hardly aware of your existence. Yet moments later, the earth shakes under your feet, a great crack opens and your point of view drops deep into the fissure.

Yellow
Gossamer towers radiate from a central hall, like a spiky ball of spun glass. Slowly it turns in the wind. You can almost hear the music of chimes. Transparent shapes flicker through the towers until one seems to come straight at you. Then without warning, the mist swirls into a cyclone, rising up out of the pool and flinging those around it to the walls.

Black
An endless graveyard stretches out in all directions, the horizon broken only by massive mausoleums, tremendous tombs and portentous pyramids. Light and shadow seemed reversed, and the looming sky creates a pit of fear within you. Your point of view advances rapidly as the small world seems to spin beneath your feet. The horizon fills with fire and a great flaming bird silently shrieks its defiance at you. Within its inferno a dark ovoid glistens. The vision fades and is almost gone, then comes back strongly as you watch.

Does Jeremiah or Natasha wish to continue watching the Black vision?
Natasha
player, 111 posts
Sun 26 Jun 2011
at 12:14
  • msg #211

Re: The Terminal of Planes

Nat and Jer both decide against continuing the vision, having seen what they needed to see, and also recalling the effect it had on the other 'immune to fear' paladin...

It is deemed time to go step on the black teleporter, and exterminate some baddies. Jer meaningfully draws his mace of disruption, sheathing Paramel.
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