|
Post by The Dungeon Master on Jan 24, 2014 10:26:45 GMT -5
Gong to see if we can advance the story line a bit here so we can get some resolution to your current situation and get more play in at the table next time.
You have defeated the hounds of Lamashtu. Father Zantus tells you he will deal with the families of the slain townsfolk. "Your talents are needed in putting and end to the madness that seems to continually plague Sandpoint. Find your fallen comrade and press on."
What do you do?
|
|
|
Post by wilcoxr1 on Jan 24, 2014 10:52:35 GMT -5
I'm for going down there and check out the caves with the hounds. I'm feeling that is where we'll find the Spock. I volunteer Todd's pc to help Spock with his pon farr.
|
|
|
Post by Candace on Jan 24, 2014 11:50:06 GMT -5
OoooOOOOoooo OOooo oooOOO
|
|
|
Post by zayfare on Jan 24, 2014 15:35:27 GMT -5
Casandra will also go down to search the cave where the hounds had been (with her +2 to perception. Woohoo.).
|
|
The Whizzard
Sword Boy
You come across an enchanted piss forest!
Posts: 21
|
Post by The Whizzard on Jan 27, 2014 10:11:51 GMT -5
I'm going to check and see if a scroll of Locate Object is available for purchase here in Sandpoint. If so, I'll cast it when we return into the caverns below, attempting to locate Imber's body.
|
|
|
Post by The Dungeon Master on Jan 28, 2014 9:30:15 GMT -5
I'm going to check and see if a scroll of Locate Object is available for purchase here in Sandpoint. If so, I'll cast it when we return into the caverns below, attempting to locate Imber's body. Unfortunately that scroll is not currently available in Sandpoint.
|
|
The Whizzard
Sword Boy
You come across an enchanted piss forest!
Posts: 21
|
Post by The Whizzard on Jan 28, 2014 11:33:11 GMT -5
That being the case, let's descend back into the caverns. Hopefully there's nothing nasty left down there.
|
|
|
Post by The Dungeon Master on Jan 28, 2014 15:03:13 GMT -5
You make your way back into the complex under Sandpoint. Even though you had burned them away not too long ago, thick webs clog the stairs once more. Burning them away with a torch is not difficult. Nor is re-discovering the secret door. You enter the antechamber from a fog-filled tunnel. The walls, floor and even the arched ceiling of this place are covered with writing the words spiraling and trailing in the ancient language of Thassilon. Some of the phrases are immense, with words nearly three feet high, while others are written in tiny, spidery script. The medium for the writing varies as well-sometimes dark ink, sometimes blood, sometimes carved into the stone itself. This is where Imber discovered the four lines of what seemed to be a larger poem that had nothing to do with Lamashtu. Passageways to the north lead into another fog-filled tunnel. To the west, light flickers in what appears to be an immense cathedral. You approach the shrine. Although portions of this cathedral have collapsed, leaving mounds of rubble on the floor and crumbling walls, the chamber retains its sense of menacing awe. Four black stone pillars support the arched roof forty feet above, and on the floor between them the image of a three-eyed jackal seems to glower from striations in the stone itself. This image glows with a soft rusty light that illuminates the entire room from below. Alcoves to the north and south contain statues of a jackal-headed pregnant woman. Each clutches a pair of kukris crossed over her chest, and a reptilian tail winds down around her taloned feet. To the west, what once might have been a stone pulpit featuring other statues seems to have been partially buried under an ancient collapse. The walls of this room are densely decorated with hundreds of scribblings and sprawling runes. A fog-filled passageway leads south. Blood is this cavern's decor; swaths of it lie spattered on the wall, and pools have congealed and begun to rot on the ground. Bits of flesh lie scattered as well-whatever happened here, it ended poorly for many. You arrive at the spiot where you first encountered the Hounds of Lamashtu. Here three once separate chambers have become one, joined by collapsed walls and the erosion of ages. Bloodstained fragments of chain shirts, shields, swords, and clothing lie strewn about this room haphazardly. The walls are decorted with countless scribblings written sloppily in blood. Another fog-filled, narrow single-file passage heads to the west. Eventually it empties into a 15’ x 15’ room with no additional exits. The walls, ceiling, and floor of this otherwise empty room are densely packed with writing, in many cases overlapping and tangled to near the point of illegibility.
This was the last passage you hadn’t explored.
|
|
The Whizzard
Sword Boy
You come across an enchanted piss forest!
Posts: 21
|
Post by The Whizzard on Jan 28, 2014 15:55:00 GMT -5
Let's check the walls in this chamber, make sure there isn't another hidden door somewhere in here. if that fails, let's do the same in the room where we fought the hounds.
|
|
|
Post by The Dungeon Master on Jan 29, 2014 11:40:00 GMT -5
Cassandra and Dianna notice an illusionary wall covering a door, and when they point it out to Chyvor he notices the same thing. Fourt short lines of writing are carved into the stone door. Cassandra and Chyvor recognize it as Thassilonian. It says "And now you've come and joined the forge upon rare lore your mind can gorge- And when you slough the mortal way in Runeforge long your work shall stay."
|
|
The Whizzard
Sword Boy
You come across an enchanted piss forest!
Posts: 21
|
Post by The Whizzard on Jan 29, 2014 16:02:44 GMT -5
Excellent. Let's move through that door.
|
|
|
Post by The Dungeon Master on Feb 4, 2014 9:52:29 GMT -5
The door opens and reveals a foggy passageway beyond. You travel a rather short distance and end up at a rubble-filled dead end.
|
|