"We know how to enter. If you wish to return, I suggest there are people with deep pockets who will be more then willing to financialize a better equipped exhibition back to the tomb," Silas states as he looked for any landmarks as they lost their guide and they're without direction for now.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Badger glares briefly at Mal and replies: Best interests? I'm sure your best interests are vastly different from my own. But then the gnome just shrugs as if accepting that getting shoved outside against his will isn't the worst thing that could have happened.
In response to Grenk's inquiry Badger asks: Teleport back? You just got out, and now you want to go back in? If I knew how I would... oh! You mean back to civilisation? Well... no. Perhaps if I'd been allowed more time in the library I could have learned such a spell. I might be able to send a message though. Or turn myself into a large bird and fly us all home.
Badger seems to drift off in his own mind for a moment as he remembers flying here...
Rollback Post to RevisionRollBack
How does a red dragon blow out the candles on its birthday cake?
The group, sweat prickling their brows, realizes they are about to have a long walk ahead of them. They glance around the ruined city trying to figure out the best way to get above the cliffs, remembers the hundreds of gargoyles perched on the edges of the city boundaries. But then a sizable flock of Aarakocra can be seen flying overhead and descending. No gargoyles leap to battle them and as you look closer the gargoyles along the edges all seem crumbled and partially broken. The bird folk descend towards you. You recognize many from the holy village.
Somewhere in the city, the thunderous roar of an oversized, feathered, tyrannasaurus can be heard, echoing off the walls. Birds take to the air in fear.
The Aarakocra land nearby, "Our holy patron was gifted a vision of your future success, several days ago, and of the cursed magic concealing and tainting this ruined city being banished. It is true! We often battle gargoyles in this area, but they are no more. It is still not safe, but....we are here, and we are prepared to carry you back to safety. Come, let us go, it is a long trip and even between us, carrying a several of you for many days will be hard work. You have earned it though!"
The Aarokocra seem to have tethers and straps that they use for such things, strapping you in to what amounts to a leather chair with several long tethers which they take, four on each, lifting you into the air and flying you through the air like some sort of royal floating procession. Even the civilian is given one, in which he sadly watches the ruins slip away into the distance, all he's ever known long since having crumbled into ruin.
The small children in their straw, stuffed monkey, and formless clay bodies seem to wish to stay with each of their patrons, and they seem to take everything they see and experience with great joy.
Keshma and Zalder are never seen or heard from again. No magic can reach them, and you fear the worst, though hope they may be some place nice in the end, or at least feel better knowing their souls survived. (they're not, they're definitely totally destroyed by the sphere of destruction)
The Aarakocra take you back to Kir Sabal where you are treated to a victory celebration. Food, wine, music and dancing are liberally dolled out. The prince and princess seem overjoyed at your success, seeing it as the first step towards them reclaiming their home. The civilian, through magic, learns of their situation, and immediately prostrates himself before them, vowing his life's focus to serve them every day. To the group, he humbly thanks each of you, but....seems to realize, the life led by any of the group is not for him.
After a few days rest there, the Aarakocra fly you back to the city of Port Nyanzaru. The sprawling jungle city is alive with celebration, the death curse having been cured. Upon their extravagant arrival, they are welcomed to the home of Wakanga O'tamu. He greets you all with a cool, but pleasant attitude, pleased that you succeeded but still mourning the lost souls of those that have died in the past months. He regrets to inform you that Syndra did not make it. She passed away a week past in Waterdeep. He has a wizard capable of sending you back to Waterdeep when you desire to leave. He believes there is a reward waiting for you there.
You are free to stay in Port Nyanzaru as honored guests of one of its most powerful merchant lords. A few days, watching dinosaur races from the safety of the upper court, and access to any part of the city all go with it. But home has been long in coming, and after a few days, you are accepting his offer to return you to Waterdeep. He thanks you each, and says, you always have a friend in him, and a place in Port Nyanzaru. If you need anything, you need but ask.
Finally, it's with the folding up and rapid unfolding of the universe around you that you arrive in Waterdeep. After the smothering warmth of Chult, you find the air immediately cool...and dry. Extra clothing is applied. You are welcomed to Waterdeep as hero's. It seems Wakanga did not keep your names a secret and everywhere you go, people seem to know who you are. A medal ceremony with the open lord of waterdeep is scheduled, grand invitations to balls and gatherings are given. And the various guilds of Waterdeep are quick to offer you lifetime memberships and appraise you of their services. Finally you arrive at Syndra's.
A somber arrival at this place greets you. Though there is much appreciation for all you've done, there is sadness at Syndra's passing. Your reward though, is waiting. Syndra offers you access to her vault, within which you may each choose a single magical item that suits you. Each is identified.
(You may choose any non-Legendary magical item to add to your character sheet.)
Beyond that, the rest of her vault and homes and estate are being distributed to other hero's, friends, and family...but...she has left you one more thing. Her cliffside mansion in Waterdeep that looks out upon the ocean is gifted to you all as a group. Worth at least a million gold, the mansion, grounds, and estates are among the premier in the city. The staff are eager to stay on and serve you here in the city.
That all said, it seems each member of the group seems to have their own idea of what the future holds for them. Returning to Chult...now that it's so far away, feels less like the only option, but still, the group was more forced together by circumstance, then ever a group of loyal friends, and you find that there is little to keep you together.
Mal, meanwhile, you still are stumped about what to do about this ring in your pocket. You find that even in a bag of holding, the bag begins to freeze on the outside, and frost steams from the top. It seems the thing resists being concealed or stored, but likewise, there seems no easy answer to it's future. You quickly learn though...Frost Giants seek it. They are seeking it with a vengeance, and if they were to find out it were here, their spies, servants, and even the giants themselves may choose to descend upon Waterdeep. Your future, as reluctant protector of this evil ring, is unclear.
For now, this is where this chapter of your stories end. Perhaps in the future you may be forced together once again to do some great good, or perhaps you will just meet once in a while to remember the horrors of that tomb. But whatever you choose, it seems your status as heroes of the land will be preceding you.
THE END.
Rollback Post to RevisionRollBack
What's the difference between a Wizard and a Sorcerer? Class.
"We know how to enter. If you wish to return, I suggest there are people with deep pockets who will be more then willing to financialize a better equipped exhibition back to the tomb," Silas states as he looked for any landmarks as they lost their guide and they're without direction for now.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneBadger glares briefly at Mal and replies: Best interests? I'm sure your best interests are vastly different from my own. But then the gnome just shrugs as if accepting that getting shoved outside against his will isn't the worst thing that could have happened.
In response to Grenk's inquiry Badger asks: Teleport back? You just got out, and now you want to go back in? If I knew how I would... oh! You mean back to civilisation? Well... no. Perhaps if I'd been allowed more time in the library I could have learned such a spell. I might be able to send a message though. Or turn myself into a large bird and fly us all home.
Badger seems to drift off in his own mind for a moment as he remembers flying here...
How does a red dragon blow out the candles on its birthday cake?
The group, sweat prickling their brows, realizes they are about to have a long walk ahead of them. They glance around the ruined city trying to figure out the best way to get above the cliffs, remembers the hundreds of gargoyles perched on the edges of the city boundaries. But then a sizable flock of Aarakocra can be seen flying overhead and descending. No gargoyles leap to battle them and as you look closer the gargoyles along the edges all seem crumbled and partially broken. The bird folk descend towards you. You recognize many from the holy village.
Somewhere in the city, the thunderous roar of an oversized, feathered, tyrannasaurus can be heard, echoing off the walls. Birds take to the air in fear.
The Aarakocra land nearby, "Our holy patron was gifted a vision of your future success, several days ago, and of the cursed magic concealing and tainting this ruined city being banished. It is true! We often battle gargoyles in this area, but they are no more. It is still not safe, but....we are here, and we are prepared to carry you back to safety. Come, let us go, it is a long trip and even between us, carrying a several of you for many days will be hard work. You have earned it though!"
The Aarokocra seem to have tethers and straps that they use for such things, strapping you in to what amounts to a leather chair with several long tethers which they take, four on each, lifting you into the air and flying you through the air like some sort of royal floating procession. Even the civilian is given one, in which he sadly watches the ruins slip away into the distance, all he's ever known long since having crumbled into ruin.
The small children in their straw, stuffed monkey, and formless clay bodies seem to wish to stay with each of their patrons, and they seem to take everything they see and experience with great joy.
Keshma and Zalder are never seen or heard from again. No magic can reach them, and you fear the worst, though hope they may be some place nice in the end, or at least feel better knowing their souls survived. (they're not, they're definitely totally destroyed by the sphere of destruction)
The Aarakocra take you back to Kir Sabal where you are treated to a victory celebration. Food, wine, music and dancing are liberally dolled out. The prince and princess seem overjoyed at your success, seeing it as the first step towards them reclaiming their home. The civilian, through magic, learns of their situation, and immediately prostrates himself before them, vowing his life's focus to serve them every day. To the group, he humbly thanks each of you, but....seems to realize, the life led by any of the group is not for him.
After a few days rest there, the Aarakocra fly you back to the city of Port Nyanzaru. The sprawling jungle city is alive with celebration, the death curse having been cured. Upon their extravagant arrival, they are welcomed to the home of Wakanga O'tamu. He greets you all with a cool, but pleasant attitude, pleased that you succeeded but still mourning the lost souls of those that have died in the past months. He regrets to inform you that Syndra did not make it. She passed away a week past in Waterdeep. He has a wizard capable of sending you back to Waterdeep when you desire to leave. He believes there is a reward waiting for you there.
You are free to stay in Port Nyanzaru as honored guests of one of its most powerful merchant lords. A few days, watching dinosaur races from the safety of the upper court, and access to any part of the city all go with it. But home has been long in coming, and after a few days, you are accepting his offer to return you to Waterdeep. He thanks you each, and says, you always have a friend in him, and a place in Port Nyanzaru. If you need anything, you need but ask.
Finally, it's with the folding up and rapid unfolding of the universe around you that you arrive in Waterdeep. After the smothering warmth of Chult, you find the air immediately cool...and dry. Extra clothing is applied. You are welcomed to Waterdeep as hero's. It seems Wakanga did not keep your names a secret and everywhere you go, people seem to know who you are. A medal ceremony with the open lord of waterdeep is scheduled, grand invitations to balls and gatherings are given. And the various guilds of Waterdeep are quick to offer you lifetime memberships and appraise you of their services. Finally you arrive at Syndra's.
A somber arrival at this place greets you. Though there is much appreciation for all you've done, there is sadness at Syndra's passing. Your reward though, is waiting. Syndra offers you access to her vault, within which you may each choose a single magical item that suits you. Each is identified.
(You may choose any non-Legendary magical item to add to your character sheet.)
Beyond that, the rest of her vault and homes and estate are being distributed to other hero's, friends, and family...but...she has left you one more thing. Her cliffside mansion in Waterdeep that looks out upon the ocean is gifted to you all as a group. Worth at least a million gold, the mansion, grounds, and estates are among the premier in the city. The staff are eager to stay on and serve you here in the city.
That all said, it seems each member of the group seems to have their own idea of what the future holds for them. Returning to Chult...now that it's so far away, feels less like the only option, but still, the group was more forced together by circumstance, then ever a group of loyal friends, and you find that there is little to keep you together.
Mal, meanwhile, you still are stumped about what to do about this ring in your pocket. You find that even in a bag of holding, the bag begins to freeze on the outside, and frost steams from the top. It seems the thing resists being concealed or stored, but likewise, there seems no easy answer to it's future. You quickly learn though...Frost Giants seek it. They are seeking it with a vengeance, and if they were to find out it were here, their spies, servants, and even the giants themselves may choose to descend upon Waterdeep. Your future, as reluctant protector of this evil ring, is unclear.
For now, this is where this chapter of your stories end. Perhaps in the future you may be forced together once again to do some great good, or perhaps you will just meet once in a while to remember the horrors of that tomb. But whatever you choose, it seems your status as heroes of the land will be preceding you.
THE END.
What's the difference between a Wizard and a Sorcerer?
Class.
Bravo!