Marlyth's violet pair of eyes will express twinkling pattern of excitement when she finds the idea of using the Teleportation Circle quite wonderful. She will move dangerously close to the empty sarcophagus that belongs to Sylvene and lean on the surface while lifting up her arms to illuminate the place with the light of Flame Blade. Her companions might need to suppress their evil urge to push her into the coffin and lock her inside it forever. A slight push...maybe it can be accidental....but nobody will know...a good riddance.
"Tabaqui, why don't you go ahead and see if it works? It's been your idea, after all."
Angus addresses the apparition, "Spirit, tell us about the place you died. What awaits us there? What does your grandson plan to do with the keystone? Is there some way to stop him or counteract the spell?"
"That circle won't get you where I need you to be. It can take you right into the wolf's jaws. That's what he's betting on if he thinks you'd follow him here, he's probably waiting just through there. You are a mighty band, but I'll equipped to face the power of the stones. But there is hope. The tools of chaos can unmade even these mighty tools of creation. 'Balance in all forces', my dear Sylvene used to say. The tools you need can be found here in the moors."
Waltarn's ghost continues: "You're right to have yiur wits about ye, lad." He answers Calner. "That grandson of mine conjures illusions more potent the likes I ain't never heard tell ah. You are more powerful now than we were then,” Waltarn says. “But be wary all the same.”
"Head 110 miles southeast of the confluence of the Delimbiyr, east of Secomber, where a huge hill “looks as if it had been cracked by lightning.”
<They don't mention it, but theoretically you could, if you knew how, use the circle to skip chapter 4, but chapter 5 would suck if you did. It actually could, now that I think about, be used I'm the past by the missing dwarf to visit the tomb, and by Tyreus recently. So, if he were so inclined, I guess Waltarn's ghost could tell you how to use it. So, I guess I'm saying you should ask him if you want to. I don't know where you'd want to go, but he'd have to know a Sigil sequence for that destination (and he was a fighter, not a caster) and agree with the plan before he'd just tell you to do that. I beard heal pots and airships. I don't mind either of those, just tell him where you want to go. Also, this is a solid space for between chapters play, where there is nothing written, so if you're interested I'm that, I'll run it, but it's a small departure from what I promised at the outset, so I'm just gauging interest.>
Marlyth raises her hand to be recognized, then she asks blatantly:
"Does Tyreus know anything about the tool that can defeat him? Where do we find him? And where's this 'Wolf's Jaws' located?"
(It has nothing to do with Airships, Marlyth wanted to conjure up some flying animals who would pick up the PCs and deliver them to the suggested place. Also, we have a scroll which already contains the spell: Teleportation Circle. Is it possible to teleport inside the wolf's jaws and get outside if the wolf starts to munch on the baits?)
Walking 'into the wolf's jaws' is a euphemism for walking into a trap. Waltarn has no clue whether Tyreus is aware if how to unmake the Stones of Creation, but as a high level fighter, he would know never to underestimate an opponent, and would thus act on the assumption that Tyreus is aware of such a mechanic.
<I have to go look what the scroll is about, but my assumption is you can use it for any destination whose Sigil sequence you know, so if you take 1 minute here to memorize the sigils around the permanent circle in this place, you could always come back here. If it's unique it might have a single destination built in at the time of creation.>
<this stuff only matter if you want it to, if you want to stay on the rails, just say so and you'll arrive. It's up to you.>
<Genuinely asking, are you guys looking to extend this between chapters travel into actual play? Totally up to you guys, hard for me to intuit in pbp. Sounds like you're up for it, but also like you're actively trying to avoid it. Help me give you the experience you want.>
Most recently I heard flying creature travel. I don't know. If you have a crunchy ability to do so, do it. If it's a completely unnecessary deus ex machine, then no. Walking is fine. I am just unprepared to deal with all the teleportation circle discussion because I paid no attention to it, but it makes sense that you would notice it. So, use it if you want, just say yiur character does X. Then that's what's happening.
<Corr3ction: I have probably stated more than once that the dwarf in Sylvene's last adventuring party, Artura Dwaircalis, is male. I've probably also copy/pasted something contradicting this in a recent post and not even noticed it, then doubled down on my incorrect assertion. In reality, the dwarf in question is female. As she hasn't done anything directly in the story to this point, I don't think it has had much impact, but I wanted to make that correction now.>
<I have to go look what the scroll is about, but my assumption is you can use it for any destination whose Sigil sequence you know, so if you take 1 minute here to memorize the sigils around the permanent circle in this place, you could always come back here. If it's unique it might have a single destination built in at the time of creation.>
(The mass confusion stems from my fallacious idea that Druids can't cast Teleportation Circle and Marlyth should be clueless about it. But Druids can cast a modified version of Teleportation Circle, which I'm directly quoting from the Xanather's Guide to Everything: Walker in Dreams. Let's assume Marlyth/Calner memorizes the sigil pattern, and then the party will use the circle, parley?)
(That depends.... where do you want to go with the circle/spell?)
[Theoretical answer: We're trying to skip chapter 4 (temporarily), and proceed to the 5th module then return to the skipped chapter if things get worse than usual. Practical answer: The teleportation circle will lead to the place where we can meet the 'Wolf' (codename for Tyreus)]
Sigil sequence are like wifi passwords. Anyone can memorize them and if you're initiated in teleportation circle use, you'd know how. I think it's like accessing some sort of network, in this respect; not intended to be hard, but not necessarily intuitive maybe you need a certain 2FA account and the app. It says when you learn the spell you learn 2 sequences, so yeah that makes sense, but you can know more just by memorizing those. You've seen some others in this adventure already, and you could theoretically know those. I'd say you memorized them just to hand wave it. One was in a house in Baldur's Gate. So you could be right there and back here again. Easy enough to buy heal pots there, I suppose. E n
(That depends.... where do you want to go with the circle/spell?)
[Theoretical answer: We're trying to skip chapter 4 (temporarily), and proceed to the 5th module then return to the skipped chapter if things get worse than usual. Practical answer: The teleportation circle will lead to the place where we can meet the 'Wolf' (codename for Tyreus)]
You are? I mean, you'll be a level lower than it's intended for and probably not have a thing you'll find necessary. There are only 5 chapters, so not having the thing will be - not good. The issue you'd have with doing this is getting the Sigil sequence of the circle at Highstar Lake. Waltarns ghost could give it to you, but he already told you to do something else, so I'm inclined to think he wouldn't want you to go directly to Highstsar lake.
Funny thing, the assassins definitely didn't know how to use it to get to Tyreus, they thought he'd come back for them.
(No, I think we should progress to chapter 4 first. So unless you know a sigil for somewhere close to where the spirit has directed us, then I think we should pass. I would be fine to go to the Baldur's Gate location and buy some healing potions, but I don't think we're ready for the BBEG yet.)
For tracking down 'Pistachio':Wisdom(Survival) 18(Natural Explorer: feature)
To find a wild beast: Wisdom(Survival) 24(Favored Enemy: feature)
Marlyth will thank the spirit of Waltern, and she will hurriedly leave the sepulcher since the atmosphere makes her claustrophobic, besides she doesn't want to receive more lightning damage from the Will o' Wisp. She mimics the call of the Axe beak and enhances the noise by casting Thaumaturgy, and if she finds 'Pistachio' or other beasts she will attach them to the Rowboat parked outside the sepulcher with harnesses.
A response comes from the distance. It's not an axe beak (they're not common in the wild of this region). The sound is equine, the neighing of a horse, perhaps, but distress in the animal's voice make it less certain. The visceral cry of the animal with its elevated register would make the stout cri ge and the squeamish gag.
A cursory observation of the ground reveals hooved tracks coming from the east and heading south to where the noise was heard.
As you near the source of intermittent pained whinneying, a stand of scraggly trees at the base of a small rise, another noise pierces the chill air. A baby's agonized cry slices through the moors.
This post has potentially manipulated dice roll results.
Calner's otherworldly senses hear strange vibrations in the baby's cry. Something us iff. "That ain't no baby," he states, matter-of-factly.
From the tall grass to the west, the crying gives way to the howling if the wind as the seed heads begin to sway, their movement is disrupted by something moving through the leaves. As you look on, anxiously waiting to see what emerges, the woods where th horse was neighimg burst open as a savage beast leaps forth, another of the same emerging then from the grass, closing on their quarry.
A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.
Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature’s breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel
Marlyth's violet pair of eyes will express twinkling pattern of excitement when she finds the idea of using the Teleportation Circle quite wonderful. She will move dangerously close to the empty sarcophagus that belongs to Sylvene and lean on the surface while lifting up her arms to illuminate the place with the light of Flame Blade. Her companions might need to suppress their evil urge to push her into the coffin and lock her inside it forever. A slight push...maybe it can be accidental....but nobody will know...a good riddance.
"Tabaqui, why don't you go ahead and see if it works? It's been your idea, after all."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Angus addresses the apparition, "Spirit, tell us about the place you died. What awaits us there? What does your grandson plan to do with the keystone? Is there some way to stop him or counteract the spell?"
"That circle won't get you where I need you to be. It can take you right into the wolf's jaws. That's what he's betting on if he thinks you'd follow him here, he's probably waiting just through there. You are a mighty band, but I'll equipped to face the power of the stones. But there is hope. The tools of chaos can unmade even these mighty tools of creation. 'Balance in all forces', my dear Sylvene used to say. The tools you need can be found here in the moors."
Waltarn's ghost continues: "You're right to have yiur wits about ye, lad." He answers Calner. "That grandson of mine conjures illusions more potent the likes I ain't never heard tell ah. You are more powerful now than we were then,” Waltarn says. “But be wary all the same.”
"Head 110 miles southeast of the confluence of the Delimbiyr, east of Secomber, where a huge hill “looks as if it had been cracked by lightning.”
<They don't mention it, but theoretically you could, if you knew how, use the circle to skip chapter 4, but chapter 5 would suck if you did. It actually could, now that I think about, be used I'm the past by the missing dwarf to visit the tomb, and by Tyreus recently. So, if he were so inclined, I guess Waltarn's ghost could tell you how to use it. So, I guess I'm saying you should ask him if you want to. I don't know where you'd want to go, but he'd have to know a Sigil sequence for that destination (and he was a fighter, not a caster) and agree with the plan before he'd just tell you to do that. I beard heal pots and airships. I don't mind either of those, just tell him where you want to go. Also, this is a solid space for between chapters play, where there is nothing written, so if you're interested I'm that, I'll run it, but it's a small departure from what I promised at the outset, so I'm just gauging interest.>
Marlyth raises her hand to be recognized, then she asks blatantly:
"Does Tyreus know anything about the tool that can defeat him? Where do we find him? And where's this 'Wolf's Jaws' located?"
(It has nothing to do with Airships, Marlyth wanted to conjure up some flying animals who would pick up the PCs and deliver them to the suggested place. Also, we have a scroll which already contains the spell: Teleportation Circle. Is it possible to teleport inside the wolf's jaws and get outside if the wolf starts to munch on the baits?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Walking 'into the wolf's jaws' is a euphemism for walking into a trap. Waltarn has no clue whether Tyreus is aware if how to unmake the Stones of Creation, but as a high level fighter, he would know never to underestimate an opponent, and would thus act on the assumption that Tyreus is aware of such a mechanic.
<I have to go look what the scroll is about, but my assumption is you can use it for any destination whose Sigil sequence you know, so if you take 1 minute here to memorize the sigils around the permanent circle in this place, you could always come back here. If it's unique it might have a single destination built in at the time of creation.>
<this stuff only matter if you want it to, if you want to stay on the rails, just say so and you'll arrive. It's up to you.>
<Genuinely asking, are you guys looking to extend this between chapters travel into actual play? Totally up to you guys, hard for me to intuit in pbp. Sounds like you're up for it, but also like you're actively trying to avoid it. Help me give you the experience you want.>
Most recently I heard flying creature travel. I don't know. If you have a crunchy ability to do so, do it. If it's a completely unnecessary deus ex machine, then no. Walking is fine. I am just unprepared to deal with all the teleportation circle discussion because I paid no attention to it, but it makes sense that you would notice it. So, use it if you want, just say yiur character does X. Then that's what's happening.
<Corr3ction: I have probably stated more than once that the dwarf in Sylvene's last adventuring party, Artura Dwaircalis, is male. I've probably also copy/pasted something contradicting this in a recent post and not even noticed it, then doubled down on my incorrect assertion. In reality, the dwarf in question is female. As she hasn't done anything directly in the story to this point, I don't think it has had much impact, but I wanted to make that correction now.>
(I'm ok to move on to the next chapter if I can be back at full strength to start it. Potions would be nice, but not completely necessary.)
(The mass confusion stems from my fallacious idea that Druids can't cast Teleportation Circle and Marlyth should be clueless about it. But Druids can cast a modified version of Teleportation Circle, which I'm directly quoting from the Xanather's Guide to Everything: Walker in Dreams. Let's assume Marlyth/Calner memorizes the sigil pattern, and then the party will use the circle, parley?)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
(That depends.... where do you want to go with the circle/spell?)
[Theoretical answer: We're trying to skip chapter 4 (temporarily), and proceed to the 5th module then return to the skipped chapter if things get worse than usual. Practical answer: The teleportation circle will lead to the place where we can meet the 'Wolf' (codename for Tyreus)]
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Sigil sequence are like wifi passwords. Anyone can memorize them and if you're initiated in teleportation circle use, you'd know how. I think it's like accessing some sort of network, in this respect; not intended to be hard, but not necessarily intuitive maybe you need a certain 2FA account and the app. It says when you learn the spell you learn 2 sequences, so yeah that makes sense, but you can know more just by memorizing those. You've seen some others in this adventure already, and you could theoretically know those. I'd say you memorized them just to hand wave it. One was in a house in Baldur's Gate. So you could be right there and back here again. Easy enough to buy heal pots there, I suppose. E n
You are? I mean, you'll be a level lower than it's intended for and probably not have a thing you'll find necessary. There are only 5 chapters, so not having the thing will be - not good. The issue you'd have with doing this is getting the Sigil sequence of the circle at Highstar Lake. Waltarns ghost could give it to you, but he already told you to do something else, so I'm inclined to think he wouldn't want you to go directly to Highstsar lake.
Funny thing, the assassins definitely didn't know how to use it to get to Tyreus, they thought he'd come back for them.
(No, I think we should progress to chapter 4 first. So unless you know a sigil for somewhere close to where the spirit has directed us, then I think we should pass. I would be fine to go to the Baldur's Gate location and buy some healing potions, but I don't think we're ready for the BBEG yet.)
For tracking down 'Pistachio': Wisdom(Survival) 18 (Natural Explorer: feature)
To find a wild beast: Wisdom(Survival) 24 (Favored Enemy: feature)
Marlyth will thank the spirit of Waltern, and she will hurriedly leave the sepulcher since the atmosphere makes her claustrophobic, besides she doesn't want to receive more lightning damage from the Will o' Wisp. She mimics the call of the Axe beak and enhances the noise by casting Thaumaturgy, and if she finds 'Pistachio' or other beasts she will attach them to the Rowboat parked outside the sepulcher with harnesses.
"Pistachio! Where are you, boy?"
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
A response comes from the distance. It's not an axe beak (they're not common in the wild of this region). The sound is equine, the neighing of a horse, perhaps, but distress in the animal's voice make it less certain. The visceral cry of the animal with its elevated register would make the stout cri ge and the squeamish gag.
A cursory observation of the ground reveals hooved tracks coming from the east and heading south to where the noise was heard.
Angus, being fond of all things equine, will rush to the south to alleviate the creature's suffering.
As you near the source of intermittent pained whinneying, a stand of scraggly trees at the base of a small rise, another noise pierces the chill air. A baby's agonized cry slices through the moors.
Make a Wis (insight) check.
Calner's otherworldly senses hear strange vibrations in the baby's cry. Something us iff. "That ain't no baby," he states, matter-of-factly.
From the tall grass to the west, the crying gives way to the howling if the wind as the seed heads begin to sway, their movement is disrupted by something moving through the leaves. As you look on, anxiously waiting to see what emerges, the woods where th horse was neighimg burst open as a savage beast leaps forth, another of the same emerging then from the grass, closing on their quarry.
A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.
Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature’s breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel
Roll initiatives (no one is surprised)
Initiative 10
Both leucrotta begin to cry like human babies. Loudly, spasticly shrieking in the cold air.
https://www.owlbear.rodeo/game/kTXhUfFni