(I remember there being another door in the southern part (if the map is true to the compass). Ignore the following if I'm wrong.)
While the others are searching through the piles of refuse, curious, somewhat nonchalant Livia moves on to check on the other door in the room, trying to open it if it isn't locked.
Banjo sets up his ritual, aligning all the items he needs, just so. He begins the incantations, almost melodic in their repetition. After a while his voice almost becomes a thrum. It almost sounds like a string instrument accompanying his voice. He finishes the last syllable on a sustained note which lingers in the air, his head tilted up. Those who are around him see his eyes sloughed over with a transparent, glimmering, oil-like coloration.
Looking around Banjo sees:
His spell book and wand have a shimmer of knowledge and potential magics almost humming about them.
A regal, purple twisting force is woven into the thread of the sashes each of Volo's Adventuring Guild Member wears - it appears to be a mix of conjuration, divination and abjuration magics
A faint white glow of draconic magics, weakly is bound to the scales in Banjo's gear
a radiant divine golden glow from the holy symbol Serena found, and a lesser glow from in Erky's pocket.
Serena and Livia themselves are interesting - each one's focus shimmers similarly to Banjo's. However, looking at Serena, Banjo notices the forces are almost like a net over and through her, of feymagic nature. WIth Livia, it is different. She pulses herself with a warm, radiant glow of the Weave itself, as if she were part of a thread in Mystra's loom.
Tresvar and Erky both appear draped in hooded mantels of divine magic... Both magics appear gold, but they are very different. Tresvar's exudes a strong sense of justice and protection and it pulses from within combining with the warm glow of latent draconic magic in all dragonborn, while Erky's protects via deception and trickery and seems to shift and slip around him in unpredictable ways.
Walking back out into the area where they battled the plants and skeletons, Erky sees first a pale, poison purple glow coursing through all the living saplings still there. In the corner where the skeletons remains lay, there is a faint cloud of necromantic blackish green which is just dissipating over the area.
Erky looks up at Serena's question. He stands straight and says "Blessings! You found it!. That the holy symbol I was given when I started as a novice. My uncle gave it to me. Been in the family for years. Lots of luck in that one. I thank you!" To Serena's query to whether he will stay on, "Of course! If I may serve Garl Glittergold by helping him protect all of us, it will be a great work. And maybe we can have some fun with it at the same time... although this place sure could use a bit of gussying up!" "Maybe something like this?", he closes his eyes as his lips move... then the glow from the lichen begins to be interspersed with hues of gold and orange - turning the chambers from a sickly pallor to more of a magic sea of warmth.
"Sadly. it won't last... just a little cantrip. But it brightens the mood for a moment"
((as to the exits - the cavern where the hunter kept his chambers has in its northern end a crude tunnel leading away, angling west and downward. As for the doors in the square room you first climbed down into, Serena had already checked the doors on the south and east walls. Both are unlocked and untrapped.))
Livia opens the southern door and sees a long dark unlit hall. She can not see much into it as the lichen glow is but dim. This is where I have the party distributed based upon current descriptions: ((Images below))
Serena, Tresvar and Erky in the bugbear's chambers:
Banjo wanders, almost mesmerized. Its been a while since he used this ritual and he has never been in a place with such varied and unusual magical energies. He has his magic quill conjured and is furiously taking down notes in his spell book, noting the different auras he is detecting and what his own suspicions are about what they mean.
Someone will need to collect Banjo, otherwise he will remain lost in his studies until the spell wears off.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena looks around at the beauty around her, doing a little twirl of joy. "Wonderful Erky, what wonderful magic." She says smiling warmly at the gnome. "I'm so glad you will come with us Erky," She then tries to collect both Banjo and Livia and suggests they start with exploring the tunnel leading north from the Bugbear cave.
Assuming whoever has the hold on the map takes it out to show everyone, Livia tries to read it, but the map is nothing like the maps she could find in her house, and she's having a hard time reading it. Eventually, however, she manages to deduce their position and says: "I think we should head to the grove as soon as possible. If I'm reading this right, we should go..." she turns and points at the eastern door. "There. Right? Perhaps I'm reading it wrong?"
Once his spell has worn off and the party is ready to get moving again, Banjo adds the longsword to his pack along with the bugbear's antlered helm, which looks like an interesting souvenir or possibly a hat rack. Also, he distributes 52sp and 11gp (he only gets 10gp) to Tresvar, Livia, Serena and Erky which is everyone's share of the most recent coin loot.
"That other, downward sloping path to the north most likely leads to the underdark. The goblins upstairs mentioned such passages and that they hunt for food down there. I agree, we should press on for the Grove while we have the strength to do so."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The party moves into the hall to the east of the 'garden'. Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall along the north and south walls are all partly open.
Serena moves along the south wall peeking into the rooms as she goes by, mostly to make sure nothing waits in ambush, but stopping if she notices something valuable. She also investigates the contents of the tables as she passes them by. Perception: 21 Investigation: 7 "It's the last door to the left I think." She whispers to the others as she moves through the chamber.
Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two pallets currently hold a sleeping goblin and two goblin commoners
Serena, glances at the tables. The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots. ((Anyone can make a Nature check to see if they can discern more about the material)). Being careful not to draw attention to herself, she quietly peers into the rooms on the south wall.
She sees in order:
Southwest Chamber
Two goblin commoners currently stand barefoot in the mashing-tun, squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.
South Central Chamber
One goblin and two goblin commoners monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like.
Southeast Chamber
The room stands empty, its back wall having caved in.
"Okay, stay silent, goblins and their rat pets in the rooms over here. We should avoid them." Serena whispers to the others while touching the wooden medallion she got from Grenl. "Let's go for the last door to the left."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
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(I remember there being another door in the southern part (if the map is true to the compass). Ignore the following if I'm wrong.)
While the others are searching through the piles of refuse, curious, somewhat nonchalant Livia moves on to check on the other door in the room, trying to open it if it isn't locked.
Varielky | Werhann
Banjo sets up his ritual, aligning all the items he needs, just so. He begins the incantations, almost melodic in their repetition. After a while his voice almost becomes a thrum. It almost sounds like a string instrument accompanying his voice. He finishes the last syllable on a sustained note which lingers in the air, his head tilted up. Those who are around him see his eyes sloughed over with a transparent, glimmering, oil-like coloration.
Looking around Banjo sees:
His spell book and wand have a shimmer of knowledge and potential magics almost humming about them.
A regal, purple twisting force is woven into the thread of the sashes each of Volo's Adventuring Guild Member wears - it appears to be a mix of conjuration, divination and abjuration magics
A faint white glow of draconic magics, weakly is bound to the scales in Banjo's gear
a radiant divine golden glow from the holy symbol Serena found, and a lesser glow from in Erky's pocket.
Serena and Livia themselves are interesting - each one's focus shimmers similarly to Banjo's. However, looking at Serena, Banjo notices the forces are almost like a net over and through her, of feymagic nature. WIth Livia, it is different. She pulses herself with a warm, radiant glow of the Weave itself, as if she were part of a thread in Mystra's loom.
Tresvar and Erky both appear draped in hooded mantels of divine magic... Both magics appear gold, but they are very different. Tresvar's exudes a strong sense of justice and protection and it pulses from within combining with the warm glow of latent draconic magic in all dragonborn, while Erky's protects via deception and trickery and seems to shift and slip around him in unpredictable ways.
Walking back out into the area where they battled the plants and skeletons, Erky sees first a pale, poison purple glow coursing through all the living saplings still there. In the corner where the skeletons remains lay, there is a faint cloud of necromantic blackish green which is just dissipating over the area.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Erky looks up at Serena's question. He stands straight and says "Blessings! You found it!. That the holy symbol I was given when I started as a novice. My uncle gave it to me. Been in the family for years. Lots of luck in that one. I thank you!" To Serena's query to whether he will stay on, "Of course! If I may serve Garl Glittergold by helping him protect all of us, it will be a great work. And maybe we can have some fun with it at the same time... although this place sure could use a bit of gussying up!" "Maybe something like this?", he closes his eyes as his lips move... then the glow from the lichen begins to be interspersed with hues of gold and orange - turning the chambers from a sickly pallor to more of a magic sea of warmth.
"Sadly. it won't last... just a little cantrip. But it brightens the mood for a moment"
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((as to the exits - the cavern where the hunter kept his chambers has in its northern end a crude tunnel leading away, angling west and downward. As for the doors in the square room you first climbed down into, Serena had already checked the doors on the south and east walls. Both are unlocked and untrapped.))
Livia opens the southern door and sees a long dark unlit hall. She can not see much into it as the lichen glow is but dim. This is where I have the party distributed based upon current descriptions: ((Images below))
Serena, Tresvar and Erky in the bugbear's chambers:
Banjo and Livia in the lichen garden:
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Banjo wanders, almost mesmerized. Its been a while since he used this ritual and he has never been in a place with such varied and unusual magical energies. He has his magic quill conjured and is furiously taking down notes in his spell book, noting the different auras he is detecting and what his own suspicions are about what they mean.
Someone will need to collect Banjo, otherwise he will remain lost in his studies until the spell wears off.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena looks around at the beauty around her, doing a little twirl of joy. "Wonderful Erky, what wonderful magic." She says smiling warmly at the gnome. "I'm so glad you will come with us Erky," She then tries to collect both Banjo and Livia and suggests they start with exploring the tunnel leading north from the Bugbear cave.
Erky says, "does any one have the map the goblins gave us?"
((posting it below now that I can :-) ))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Was just about to mention the map myself.)
Assuming whoever has the hold on the map takes it out to show everyone, Livia tries to read it, but the map is nothing like the maps she could find in her house, and she's having a hard time reading it. Eventually, however, she manages to deduce their position and says: "I think we should head to the grove as soon as possible. If I'm reading this right, we should go..." she turns and points at the eastern door. "There. Right? Perhaps I'm reading it wrong?"
Varielky | Werhann
"Yes the grove, good thinking Livia, there we will likely find Belak, his prisoners and the Gulthias tree." Serena says approvingly.
“To the grove. Sounds like the center of things. Anyone hurt?” Tresvar asks, with a look of concern at the rest of the group.
((Marching order changes and stealth rolls before heading out? Current order is something like this:))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
(Sounds good!)
Once his spell has worn off and the party is ready to get moving again, Banjo adds the longsword to his pack along with the bugbear's antlered helm, which looks like an interesting souvenir or possibly a hat rack. Also, he distributes 52sp and 11gp (he only gets 10gp) to Tresvar, Livia, Serena and Erky which is everyone's share of the most recent coin loot.
"That other, downward sloping path to the north most likely leads to the underdark. The goblins upstairs mentioned such passages and that they hunt for food down there. I agree, we should press on for the Grove while we have the strength to do so."
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena follows Tresvar through the door to the east, impressed with the dragonborns ability to move with stealth in spite of her clanky armor.
The party moves into the hall to the east of the 'garden'. Two rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall along the north and south walls are all partly open.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Tresvar peeks into the first room on her left
Serena moves along the south wall peeking into the rooms as she goes by, mostly to make sure nothing waits in ambush, but stopping if she notices something valuable.
She also investigates the contents of the tables as she passes them by.
Perception: 21 Investigation: 7
"It's the last door to the left I think." She whispers to the others as she moves through the chamber.
Tresvar notices:
Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two pallets currently hold a sleeping goblin and two goblin commoners
Serena, glances at the tables. The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots. ((Anyone can make a Nature check to see if they can discern more about the material)). Being careful not to draw attention to herself, she quietly peers into the rooms on the south wall.
She sees in order:
Southwest Chamber
Two goblin commoners currently stand barefoot in the mashing-tun, squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.
South Central Chamber
One goblin and two goblin commoners monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like.
Southeast Chamber
The room stands empty, its back wall having caved in.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Okay, stay silent, goblins and their rat pets in the rooms over here. We should avoid them." Serena whispers to the others while touching the wooden medallion she got from Grenl. "Let's go for the last door to the left."
Serena Nature check: 9
Banjo is going to attempt to quietly identify what these concoctions/experiments are trying to accomplish. Arcana?: 17 Stealth: 14
*On the tables in the main room, not attempting to enter any side rooms yet.!
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War