He raises his eyebrows at the others' willingness to jump into magical coffins, but shrugs, "In for a penny, in for a pound!"and follows their lead. He accepts the strange vision of his dead self straightforwardly. "Does my hair really look like that? Damn, I'll need to see a barber when I get back to civilization." And as Sam climbs out and addresses the Inquest Elders, the halfling will join him, his hand warily resting on his sword hilt.
"Oh, what's this? It seems the smoorhskins ate still scratching about. Thst bodes well." Saus another of the elders. "Oh, but where are my manners. My name is Krektesh. Pleawe, allow me to explain: The name Xorvintroth is derived from xorvintaal, the ancient “game” by which the dragons of Abeir wage war and determine power among themselves.We, the elders were afraid the Inquest’s technology would only be used by the dragons to continue their game of war. Your presence suggests that the dragons have not completely dominated your world, then. What, pray tell, has become if the dragons of yiur world? Do their shadows yet darken your skies? Or have you managed to overcome their avarice, cunning and power? " he asks of thr hakfling.
"Smoorhskins?.... Uh, yes, yes indeed, we are still around. Greetings, Krektesh." The halfling makes a half-bow. "I am Amri Thistlebrick, and yes, in our time there are still dragons in the land, but the humanoid races are now by far more numerous. Most of the dragons in our day are content to sit in their lairs counting their hoards of treasure, and waiting to devour the occasional adventurer that stumbles by. To my knowledge, there is no large-scale 'dragon war' taking place on Toril."
"Toril, you say. So, you are notnif our world. Curious that you shoukd find our chambers, then," starts another elder. "Well met. I am Graoul." He raises a hand in a gesture of greeting. "We do not receive many visitors. One day, a person with eyelike markings on their body visited us in the Astral plane. This Emissary of the Nine Eyes showed us a viridian planet in the Far Realm where the people of Xorvintroth could live, away from the war."
The fourth and final elder finishes: "The elders shared this knowledge with the rest of the Inquest, and, with great enthusiasm, turned our resources toward building grand telescopes and a bridge that could pierce the night sky by using the power of the Far Realm. Before the bridge was completed, our brains were taken away from this room in the Material Plane. Beyond that point, we know nothing of the events on Abeir, less still about those on Toril. If you need assistance, we can return you to the former, but lack the means for the latter."
(OOC that emissary was probably the starspawn we fought in the vision, but Amri wouldn't know that.)
"Well, I must say, that explains quite a bit about how the connection to the Far Realm came to be established, but your city of Xorvintroth has somehow been relocated to Toril, now. That is where we entered it," replies Amri.
"Well, then I suppose we csn send you back to Toril, via Xorvintroth thst is. Feel free to take anything with you that you care to. We have no use for such material things now." The elder responds.
while in the Astral Plane, there are many unassembled mechanical parts and scrolls the characters can bring back to the Material plane. A character who studies the scrolls and makes a successful DC 18 Intelligence (Investigation) check realizes some of the mechanical parts in this room can be used to create a portal disruptor—a device that can be used to end the creation of Far Realm batteries. However, the main body for the portal disruptor isn’t in this room. Lastly, there are two artifacts in the Astral Plane that the mimic battery can activate: Lifebringer and Ukthet’s Wall.
This emerald helm is adorned with two gilded metal feathers, one on each side, that point backward. Using the mimic battery and expending 1 charge activates the artifact for the duration of the adventure. While active, whenever the wearer of this artifact would roll one or more dice to heal a creature, it instead uses the highest number possible for each die.
Xorvintrothian Artifact: Ukthet’s Wall
This long, green robe is lined with gold and has a tall metal collar. Using the mimic battery and expending 1 charge activates the artifact for the duration of the adventure. While active, the wearer of this artifact gains a +5 bonus to AC.
Once you've collected those items, each elder removes a medallion emblazoned with a green crown from their necklaces and performs a chant in ancient Draconic. You start to fade back to the Material Plane.
Everyone within the hall or at the entrance receives a vision of being in Xorvintroth together with the Inquest. They learn the following:
• When the Inquest started building the bridge to their new green planet, they began by finding ways to make a stable portal from Abeir to the Far Realm.
• One day, a ragged old man stepped out the portal the Inquest was experimenting on. Those who have seen Father Llymic’s humanoid form in DDAL-DRW-12 ToWalk the Cold Dark recognize the man as the aspect of Father Llymic. (That would include Amri)
• Father Llymic was grateful to the Inquest for saving him after decades of drifting alone in the Far Realm and for nursing him back to health. Returning the favor, he told the dragonborn everything he knew about plane they wanted to go to. He provided them with knowledge similar to what the Myth Drannan elves possessed when they tried to pierce the veil of infinity. The dragonborn created a stable portal called the Vast Gate, a planar bridge that connected the Far Realm and the city of Xorvintroth.
• As with the Myth Drannan elves, the city of Xorvintroth was doomed the moment the Vast Gate was activated. The technology tore open multiple rifts in reality and unimaginable horrors flooded out from them and overwhelmed the city.
(This sure would have some emotional impact on a Knight of Myth Drannor, maybe, if he knows the bits about MD, which Dove would totally tell him, if he weren't so dead at the moment)
@everyone: Calling for investigation or perception checks.
Characters who have played DDAL-DRW-13 Night Thieves have advantage on the check, as they’ve seen Kazit Gul’s research that was recovered from the Doomvault’s Far Realm cysts.
@Samogri: You notice something else during the vision: whenever the Inquest extract magical energy from the unstable test portals, the magic comes from a gigantic body of ice floating in the Far Realm’s night sky. Upon closer inspection, something is inside the ice: a gigantic cross between a crystalline praying mantis and a horrible demon.
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Amri CON save 26
He raises his eyebrows at the others' willingness to jump into magical coffins, but shrugs, "In for a penny, in for a pound!" and follows their lead. He accepts the strange vision of his dead self straightforwardly. "Does my hair really look like that? Damn, I'll need to see a barber when I get back to civilization." And as Sam climbs out and addresses the Inquest Elders, the halfling will join him, his hand warily resting on his sword hilt.
"Oh, what's this? It seems the smoorhskins ate still scratching about. Thst bodes well." Saus another of the elders. "Oh, but where are my manners. My name is Krektesh. Pleawe, allow me to explain: The name Xorvintroth is derived from xorvintaal, the ancient “game” by which the dragons of Abeir wage war and determine power among themselves.We, the elders were afraid the Inquest’s technology would only be used by the dragons to continue their game of war. Your presence suggests that the dragons have not completely dominated your world, then. What, pray tell, has become if the dragons of yiur world? Do their shadows yet darken your skies? Or have you managed to overcome their avarice, cunning and power? " he asks of thr hakfling.
"Smoorhskins?.... Uh, yes, yes indeed, we are still around. Greetings, Krektesh." The halfling makes a half-bow. "I am Amri Thistlebrick, and yes, in our time there are still dragons in the land, but the humanoid races are now by far more numerous. Most of the dragons in our day are content to sit in their lairs counting their hoards of treasure, and waiting to devour the occasional adventurer that stumbles by. To my knowledge, there is no large-scale 'dragon war' taking place on Toril."
Dm would Sam know of the dragon civil war and the war against the giant
history 6
"Toril, you say. So, you are notnif our world. Curious that you shoukd find our chambers, then," starts another elder. "Well met. I am Graoul." He raises a hand in a gesture of greeting. "We do not receive many visitors. One day, a person with eyelike markings on their body visited us in the Astral plane. This Emissary of the Nine Eyes showed us a viridian planet in the Far Realm where the people of Xorvintroth could live, away from the war."
The fourth and final elder finishes: "The elders shared this knowledge with the rest of the Inquest, and, with great enthusiasm, turned our resources toward building grand telescopes and a bridge that could pierce the night sky by using the power of the Far Realm. Before the bridge was completed, our brains were taken away from this room in the Material Plane. Beyond that point, we know nothing of the events on Abeir, less still about those on Toril. If you need assistance, we can return you to the former, but lack the means for the latter."
(OOC that emissary was probably the starspawn we fought in the vision, but Amri wouldn't know that.)
"Well, I must say, that explains quite a bit about how the connection to the Far Realm came to be established, but your city of Xorvintroth has somehow been relocated to Toril, now. That is where we entered it," replies Amri.
"Well, then I suppose we csn send you back to Toril, via Xorvintroth thst is. Feel free to take anything with you that you care to. We have no use for such material things now." The elder responds.
This woukd apply to Amri.
Characters who played DDAL10-08 recognize the elders’ voices and mannerisms (except for Graoul, who had been consumed).
while in the Astral Plane, there are many unassembled mechanical parts and scrolls the characters can bring back to the Material plane. A character who studies the scrolls and makes a successful DC 18 Intelligence (Investigation) check realizes some of the mechanical parts in this room can be used to create a portal disruptor—a device that can be used to end the creation of Far Realm batteries. However, the main body for the portal disruptor isn’t in this room. Lastly, there are two artifacts in the Astral Plane that the mimic battery can activate: Lifebringer and Ukthet’s Wall.
Xorvintrothian Artifact: Lifebringer
This emerald helm is adorned with two gilded metal feathers, one on each side, that point backward. Using the mimic battery and expending 1 charge activates the artifact for the duration of the adventure. While active, whenever the wearer of this artifact would roll one or more dice to heal a creature, it instead uses the highest number possible for each die.
Xorvintrothian Artifact: Ukthet’s Wall
This long, green robe is lined with gold and has a tall metal collar. Using the mimic battery and expending 1 charge activates the artifact for the duration of the adventure. While active, the wearer of this artifact gains a +5 bonus to AC.
Once you've collected those items, each elder removes a medallion emblazoned with a green crown from their necklaces and performs a chant in ancient Draconic. You start to fade back to the Material Plane.
Entering the next room;
Two black-robed cultists stand before of a pile of bones.
Their chant in Deep Speech echoes within the hall. One then shouts in Common: “Reveal to us what you saw!
Reveal how reality was torn! Reveal how you spoke to Father Llymic!”
Everyone within the hall or at the entrance receives a vision of being in Xorvintroth together with the Inquest. They learn the following:
• When the Inquest started building the bridge to their new green planet, they began by finding ways to make a stable portal from Abeir to the Far Realm.
• One day, a ragged old man stepped out the portal the Inquest was experimenting on. Those who have seen Father Llymic’s humanoid form in DDAL-DRW-12 ToWalk the Cold Dark recognize the man as the aspect of Father Llymic. (That would include Amri)
• Father Llymic was grateful to the Inquest for saving him after decades of drifting alone in the Far Realm and for nursing him back to health. Returning the favor, he told the dragonborn everything he knew about plane they wanted to go to. He provided them with knowledge similar to what the Myth Drannan elves possessed when they tried to pierce the veil of infinity. The dragonborn created a stable portal called the Vast Gate, a planar bridge that connected the Far Realm and the city of Xorvintroth.
• As with the Myth Drannan elves, the city of Xorvintroth was doomed the moment the Vast Gate was activated. The technology tore open multiple rifts in reality and unimaginable horrors flooded out from them and overwhelmed the city.
(This sure would have some emotional impact on a Knight of Myth Drannor, maybe, if he knows the bits about MD, which Dove would totally tell him, if he weren't so dead at the moment)
@everyone: Calling for investigation or perception checks.
Characters who have played DDAL-DRW-13 Night Thieves have advantage on the check, as they’ve seen Kazit Gul’s research that was recovered from the Doomvault’s Far Realm cysts.
That would be Sam and Tetrevess.
Amri Perception 16
Amri strongly suspects that the bones are from Dragonborn.
<DC is 18>
Investigation 17
with advantage
before we enter the other room sam would tell T to wear the cloak
@Samogri: You notice something else during the vision: whenever the Inquest extract magical energy from the unstable test portals, the magic comes from a gigantic body of ice floating in the Far Realm’s night sky. Upon closer inspection, something is inside the ice: a gigantic cross between a crystalline praying mantis and a horrible demon.