Looking quizzically at his staff with confusion, Magnus says,"Kriskrin, your staff says 'Aquarum' in a language we outsiders call Latin. It means 'Water'. How did you come by it? I'm not sure if it is something of our world, but it is definitely written in one of our languages".
Kriskrin looks at his staff, lifting it, and you see the word "Terrenus" written on the bottom endcap.
"This has been in my family time out of mind, thousands upon thousands of years. None in my family have ever understood the word, though using the word we have been able to accomplish works of magic by using it."
Magnus says, "That would translate to Earth or Earthly or maybe Land... as you don't call your world Earth as we do".
"Have you heard of another staff, maybe it's partner, that would correspond to Air and Fire, the other two of the four mythical elements. It would probably be equally powerful"?
Kriskrin looks back and forth from you to the staff, with a puzzled expression. "Earth and Water, Fire and Air? Earth and Air, Fire and Water. Opposites. Words from another world. No, no, I have no idea about another staff. But that you, who might be Emselydluyr trouble me. Sylvan tales of the beginning seem to come alive around you. Please, deliver Narwilk. Then, I suggest you continue to the Library of Evrigeshee and consult the Arancum there."
Narwilk proves to be anything by a laconic companion, having very little Common his answers are short, simple nouns and verbs. But he does know the way and leads you unerringly down the mountain quickly. Afternan hour he leads you down onto the valley below, then north along a half-frozen creek until it turns eastward. Soon after the valley opens into a big, rolling meadow. The going is slow as the day warms above freezing and ground turns a little boggy, with red clay oozing up sticking to your boots. It is a little before noon, and you have covered maybe 4 leagues when Narwilk stops and points to large shaggy shapes ahead.
"Dangerous," he says and turns to the south to avoid them.
It takes another couple of hours to skirt around the huge herd as it too meanders southward. But once around Narwilk selects a steep hill, and motioning you to crouch, leads you to the top of the hill for a view. The north side of the "meadow" is lost in the curve of the earth, but what takes your attention is the thousands of "bison" like creatures slowly grazing southwards.
After a few minutes, Narwilk draws your attention to a large party of bipedal creatures in the distance and making their way south along with the "bison". You can also make out the shapes of individuals on hilltops, keeping track of the "bison's" progress. "Powlikas," he says pointing. "We wait for them. Be at ease."
It takes a couple of hours before the Powlika get close enough to make out details. At first, you think it's "bison-people", but as they get closer you realize they are short people, a little taller and leaner than the Gnomes dressed in clothes made from bison hide and shaggy hats. Once they are close, four approach the hill and Narwilk motions you to follow him down. "Do as I do. Stand when I stand, sit when I sit."
The Powlikas have broad, friendly faces and brown eyes. Thier skin is ruddy from exposure, and their smiles and brown eyes seem friendly and at odds with the enlarged canines visible when they smile. And though they are covered in warm fur, they seem to have large, broad feet.
Once the Powlikas are within 20 feet, Narwilkmotions you to stand, placing his hand out with palms down, and the Powlikas return the gesture as they approach. When they are withing five feet, Narwilk slowly sits motioning for you and the Powlikas to do the same. What follows is a conversation in a language you do not understand, though he motions to you several times as well as to the mountains from which you came.
"They are the Motkewstelu (mOt-kust-a-loo) of the Powlikas, and they thank you for the warning of Goblins. But they have seen no sign of Goblins. And except for this herd being still being in this valley so late, instead of the warmer lowlands nothing is amiss. There is a Kasvattaya (kas-VAAT-tey-ya) Powlikas to the to the south, half a day walk, and they will warn them. They will also send runners back to the north to other villages. He invites us to watch the hunt, if we wish. They have picked out two old bulls and will bring them down shortly."
Magnus you can try that roll again, now that they are closer. Or anyone else.
By the time you return to the top of the hill, the other hunters have disappeared. As the day gets later, the chill enters your body from the cold ground there is a disturbance among the herd, then there is a rapid succession of bangs startling the herd, which turns the herd north. Another series of bangs and the herd turns south, this continues for several more minutes with the herd turning in different directions before the herd finally takes off to the north. As it runs quickly northward, small dark figures suddenly appear from small holes in the ground, then bright lights flicker from the shapes to two "bison" until both fall.
In the night air, a trilling undulation can be herd from the shapes out on the valley floor.
"Let us go," Narwilk says. "They have invited us for to join them for dinner, or we can make a few more miles before we camp."
"Would be rude to turn down an invitation. Plus, the idea of warm meal and maybe fireside chat is far more appealing than trudging further into the cold dark night just to sleep on the dirt again." Bridger stretches and gets up. "That's my vote, anyway."
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Magnus Perception 13
Magnus & Chris
You notice the band at the top of Kriskrin's staff says "Aquarum" in Latin script.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
(Ooc: wait like our Latin script as in earth latin cause if so that bonkers)
(Ooc Not even sure anymore what wall we are breaking 4... 5... 3.5)
Like earth latin...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Any action or are you ready to leave?
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Looking quizzically at his staff with confusion, Magnus says, "Kriskrin, your staff says 'Aquarum' in a language we outsiders call Latin. It means 'Water'. How did you come by it? I'm not sure if it is something of our world, but it is definitely written in one of our languages".
Kriskrin looks at his staff, lifting it, and you see the word "Terrenus" written on the bottom endcap.
"This has been in my family time out of mind, thousands upon thousands of years. None in my family have ever understood the word, though using the word we have been able to accomplish works of magic by using it."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus says, "That would translate to Earth or Earthly or maybe Land... as you don't call your world Earth as we do".
"Have you heard of another staff, maybe it's partner, that would correspond to Air and Fire, the other two of the four mythical elements. It would probably be equally powerful"?
Kriskrin looks back and forth from you to the staff, with a puzzled expression. "Earth and Water, Fire and Air? Earth and Air, Fire and Water. Opposites. Words from another world. No, no, I have no idea about another staff. But that you, who might be Emselydluyr trouble me. Sylvan tales of the beginning seem to come alive around you. Please, deliver Narwilk. Then, I suggest you continue to the Library of Evrigeshee and consult the Arancum there."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus, after this conversation, preps to leave.
Narwilk proves to be anything by a laconic companion, having very little Common his answers are short, simple nouns and verbs. But he does know the way and leads you unerringly down the mountain quickly. Afternan hour he leads you down onto the valley below, then north along a half-frozen creek until it turns eastward. Soon after the valley opens into a big, rolling meadow. The going is slow as the day warms above freezing and ground turns a little boggy, with red clay oozing up sticking to your boots. It is a little before noon, and you have covered maybe 4 leagues when Narwilk stops and points to large shaggy shapes ahead.
"Dangerous," he says and turns to the south to avoid them.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Is... is that a bison?" Jordi asks his fellow Earthlings.
It takes another couple of hours to skirt around the huge herd as it too meanders southward. But once around Narwilk selects a steep hill, and motioning you to crouch, leads you to the top of the hill for a view. The north side of the "meadow" is lost in the curve of the earth, but what takes your attention is the thousands of "bison" like creatures slowly grazing southwards.
After a few minutes, Narwilk draws your attention to a large party of bipedal creatures in the distance and making their way south along with the "bison". You can also make out the shapes of individuals on hilltops, keeping track of the "bison's" progress. "Powlikas," he says pointing. "We wait for them. Be at ease."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Magnus
Attempting to recognize the bipedal creatures,
Nature: 16
It takes a couple of hours before the Powlika get close enough to make out details. At first, you think it's "bison-people", but as they get closer you realize they are short people, a little taller and leaner than the Gnomes dressed in clothes made from bison hide and shaggy hats. Once they are close, four approach the hill and Narwilk motions you to follow him down. "Do as I do. Stand when I stand, sit when I sit."
The Powlikas have broad, friendly faces and brown eyes. Thier skin is ruddy from exposure, and their smiles and brown eyes seem friendly and at odds with the enlarged canines visible when they smile. And though they are covered in warm fur, they seem to have large, broad feet.
Once the Powlikas are within 20 feet, Narwilkmotions you to stand, placing his hand out with palms down, and the Powlikas return the gesture as they approach. When they are withing five feet, Narwilk slowly sits motioning for you and the Powlikas to do the same. What follows is a conversation in a language you do not understand, though he motions to you several times as well as to the mountains from which you came.
"They are the Motkewstelu (mOt-kust-a-loo) of the Powlikas, and they thank you for the warning of Goblins. But they have seen no sign of Goblins. And except for this herd being still being in this valley so late, instead of the warmer lowlands nothing is amiss. There is a Kasvattaya (kas-VAAT-tey-ya) Powlikas to the to the south, half a day walk, and they will warn them. They will also send runners back to the north to other villages. He invites us to watch the hunt, if we wish. They have picked out two old bulls and will bring them down shortly."
Magnus you can try that roll again, now that they are closer. Or anyone else.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi watches all this with interest, and stands and sits when instructed to do so.
"I would like to watch the hunt, if that's all right with them."
By the time you return to the top of the hill, the other hunters have disappeared. As the day gets later, the chill enters your body from the cold ground there is a disturbance among the herd, then there is a rapid succession of bangs startling the herd, which turns the herd north. Another series of bangs and the herd turns south, this continues for several more minutes with the herd turning in different directions before the herd finally takes off to the north. As it runs quickly northward, small dark figures suddenly appear from small holes in the ground, then bright lights flicker from the shapes to two "bison" until both fall.
In the night air, a trilling undulation can be herd from the shapes out on the valley floor.
"Let us go," Narwilk says. "They have invited us for to join them for dinner, or we can make a few more miles before we camp."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Would be rude to turn down an invitation. Plus, the idea of warm meal and maybe fireside chat is far more appealing than trudging further into the cold dark night just to sleep on the dirt again." Bridger stretches and gets up. "That's my vote, anyway."
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Jordi agrees.