Peter doesn't hear a word the others say now. He feels a pain his chest, his thoughts are a whirl, his vision is turning red. If others are watching, his muscles seem to expand and his face flushes with blood. In his ears there is a pounding voice, screaming "Fight! Fight! Fight!" He thinks to himself, "i must be dead. Oh God! I'm dead!" He feels like he is going to explode.
And then, when the storm inside him rages, a voice from within says, "The anger is your power. Use it. Do not waste it on friends." And just as suddenly the panic is gone and it is like he is riding a great wave. Then the wave breaks and it takes him under. Peter falls to the floor, having fainted.
"Whoa!" Jordi reacts quickly to try and soften Pete's landing. "Heh. Guess that is a lot of information to take in all at once." "Well, what do you guys think? I would vote for tracking down the pieces of the staff over trying to locate a missing god or trying to cross over to the Sylvan world, wherever that is."
"Hmm, yes, well. Myrddin spent most of his time when he was in Kafandyr with the Druids. The most powerful of which live very long lives, and when you are speaking of Elven Druids, it would see, forever. Though I don't know of any 10-thousand or more years old. An ancient dragon, perhaps, but there are none of those about. Thank the Mother. But Druids, now, they are close, in fact southeast of us is a small mountain, Minithbah (min-IT-bahhc) atop which is a druidic Circle of Stones. Just below that is the cottage of the Arch-Druid Kardurgwinth (kAre-dur-gwen-th). It's said she is at least half that old, so she may know some stories that are not far removed. And I will send a messenger to the Citadel for any news they might have," Balthasan concludes.
"The Citadel? If you are sending someone, can I go too," Narwilk asks. "I'm supposed to inform them of the Goblin trouble."
"This is a Library, so there may be other things I can learn," says Chris. "If it's OK, I'd like to stay and see look through books and scrolls. Assuming, I can read them."
"Of course, of course," Balthasan says. "It's been many years, since I have made the journey, but it's only about 2 leagues as the eagle flies. If you get a hop on, you should be able to make it there, and maybe back before dark. If not, if memory serves, there is a tavern at the bottom of the mountain."
Peter slowly comes to. He opens his eyes and jumps a little when he sees Jordiin his face. He wipes his face and sits up. “We’re going somewhere?” Shaking the fog out of his head, he gets up and prepares to follow the others.
As you head out to the southwest, you see more Elves in long, linen tunics, vests and breeches or long linen dresses and vests moving about in the yard singularly or in small groups talking. There is an occasional Human, and they are dresses nearly the same, except for the addition of an warm overcoat. Taking your bearings you head across the field and into the woods. The Koo-Shee follows, but is lagging behind, his tail wagging happily as he takes in the sights and sounds.
You enter the woods along a wide path the meanders southeast, and notice houses scattered through the forest. Though of differing layouts, they are all of either red brick, white stucco or a combination, with wooden trim and red clay roofing tiles. Flower and small gardens abound around the homes and buildings. At first, they are larger two story affairs with towers, but as you head southeast, with the ground trending down, they become smaller and more modest affairs, some barely visible behind vines and ivy. After a league, you come to a creek, spanned by a 10 foot long covered bridge. The woodwork of the posts is intricate and depicts flowers and small woodland animals such as squirrels, rabbits and birds.
Across the bridge, the land tends upwards more steeply, and the path, little m, ore than a foot trail, this eventually leads to a clearing that is about 100 ft (North-South) wide and 40 ft across (East-West). A two story house with wings on each side made of dark stained wood and white stucco, and a large covered front porch sits on the far side just where the land starts to rise steeply, and a two story barn sits at the south edge. The clearing is empty fields, and well worn paths from north and south meet at the house. Outside the house, a couple of ponies are tied to the hitching post, and a miniature wagon with two ponies stands nearby. From both wings and the main building smoke rises from chimney's, though there is distinctly more from the north, where you can smell meat and vegetables cooking.
The path that you are following can passes 20 feet from the house and continues up the mountain before you.
"The old guy did say we could make it there and back if we hurried." Bridger replies. "We can at least head up, and if needed, stop here on the way back if it gets dark too early."
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.
The path up the mountain meanders up the mountain and you rise in elevation quickly. The trip is uneventful, unless you count startling squirrels, rabbits, chipmunks and deer.
The top of the mountain is bare of trees except for one tall tree in the center of a large clearing which easily stands in excess of 150 ft in height. The tree is surrounded by a ring of menhirs, standing 20 ft in height.
As you approach the tree, a woman of about 5 foot steps from behind the tree, she has long copper-red colored hair caught at the brow with a circlet of gold, and her lovely skin is an alabaster white. She wears a long white, linen dress with ornate red and blue embroidery at the hem, neck and sleeves. Further vines and flowers are embroidered on the bottom of the dress in many colors, and the bottom quarter appears to be stained a light green (whether intentional or from walking in tall grass, you can't tell). The dress is caught at the waist by a leather belt with a golden buckle shaped like a tongue of flame. Multiple rings adorn her fingers and a golden torque is around her neck. A long bladed dagger hangs from her waist, and she carries a tall, carved staff of wood. As you approach, you see the telltale signs of Elven ears. Though she is breathtakingly beautiful, you can't tell her age, but her smokey green eyes seem ancient and woeful.
"Keyfartion, krayso ya me mawen hethaykh," she says. (Bridger & Magnus - you feel you can almost understand her. Like someone who speaks modern Castellan Spanish or Portuguese (respectively) might feel from someone speaking 1st century Vulgar Latin)
Seeing your confusion she speaks again, "Greetings, and welcome in peace. It is unusual for students of the Library to come to this place who do not speak the simplest of the Tongue. Do not be surprised I knew of your coming, the beings of the wood told me to expect you. Though it is rare for Human students to pass the tavern below without becoming distracted and forgetting their purpose. Yours must be a pressing question."
Jordi goes down on one knee. "Hello and thank you. I am called Jordi. My companions and I are not from this world. We have come here to seek answers from Arch-Druid Kardurgwinth. You are she?" He pauses. "We have heard from the librarian of the Traveler, Myrddin, and the pieces of his staff scattered about the world. We hope to find a way of returning to our home by means of that staff. What can you tell us of him?"
"Sent you to me? Even I am not so old as to have met Myrddin, nor even my predecessor. Long ago, he Ascended, though he was often back in Ariandyr. Though it was not the home of his birth, he is said to have felt a connection to this realm and to Kaffandyr more so than the lands to the east across the Great Sea," she begins. "But for Wizards to send you here, for knowledge unearned is unusual, even if the Librarians are freer with such than others."
"No doubt, they have told you he was last seen in Kaffandyr 10-thousand years ago, when the Rowanokee came from their world? He believed it was the same world as he, though much later. He may have been correct, as he not only traveled between worlds, but claimed to have some control of time as well. The Staff he was gifted from his father allowed him to focus the dying magic of the world to which he was born, and his own improvements to it aided that aim. When he came to Ariandyr with its freer magic, the Staff became something of huge power, and his changes here made of it a way to store enough magic to visit worlds which had but drops, as water in the desert."
"Know this, the pieces of the Staff draw those that seek power, but each separated in like that drop of water in the desert, almost impossible to find. Myrddin knew this and knew he dared not trust any with more than one piece. Indeed, he dared only leave the pieces here in Kaddandyr were there are so many fewer creatures than to the East. The original staff was broken in battle in the world of his birth, and he reforged it with bands of metal from a fallen star. The top, to which he later affixed the Star of Ambrosius was banded with the words for 'fire' and 'air' and the bottom with 'water' and 'earth'. What became of those, I do not know, but they were not of equal length though, appearing more as a walking stick and a rod with bands on either end. Nor do I know of what became of the jewels which held the magic. But the ring which held the crystal heart is said to have been given to Santvirgenadare, when she was but a suckling babe. And though she has Ascended also, it is said that she still walks the shores of Rowanakee upon occasion. If you should find it or summon her, it may lead you to the next clue. Failing all else, the Wizards of the Library may help be able to help you by using each piece as a lodestone to the others."
"The pins which held the Heart of the Star will be hard to find, as they are the smallest. No longer than a child's finger and the crystals no bigger than a finger nail. The Heart will appear as nothing more than a black rock, until joined with the rest of the Star, when it will begin to turn white as it absorbs magic."
Bridger asks the druid absentmindedly, almost rhetorically, a hopeful expression on his face. "So, let me get this straight. All we need is a piece of the staff, and the librarians can help us find the rest? If that's the case..."Bridger trails off for a moment before his face lights up with realization. "I know exactly where we need to start. Where this crazy adventure first started!" He turns to the rest of the party with an eager expression, "Do you all know what I mean?"
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.
Peter doesn't hear a word the others say now. He feels a pain his chest, his thoughts are a whirl, his vision is turning red. If others are watching, his muscles seem to expand and his face flushes with blood. In his ears there is a pounding voice, screaming "Fight! Fight! Fight!" He thinks to himself, "i must be dead. Oh God! I'm dead!" He feels like he is going to explode.
And then, when the storm inside him rages, a voice from within says, "The anger is your power. Use it. Do not waste it on friends." And just as suddenly the panic is gone and it is like he is riding a great wave. Then the wave breaks and it takes him under. Peter falls to the floor, having fainted.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
"Whoa!" Jordi reacts quickly to try and soften Pete's landing. "Heh. Guess that is a lot of information to take in all at once."
"Well, what do you guys think? I would vote for tracking down the pieces of the staff over trying to locate a missing god or trying to cross over to the Sylvan world, wherever that is."
"Hmm, yes, well. Myrddin spent most of his time when he was in Kafandyr with the Druids. The most powerful of which live very long lives, and when you are speaking of Elven Druids, it would see, forever. Though I don't know of any 10-thousand or more years old. An ancient dragon, perhaps, but there are none of those about. Thank the Mother. But Druids, now, they are close, in fact southeast of us is a small mountain, Minithbah (min-IT-bahhc) atop which is a druidic Circle of Stones. Just below that is the cottage of the Arch-Druid Kardurgwinth (kAre-dur-gwen-th). It's said she is at least half that old, so she may know some stories that are not far removed. And I will send a messenger to the Citadel for any news they might have," Balthasan concludes.
"The Citadel? If you are sending someone, can I go too," Narwilk asks. "I'm supposed to inform them of the Goblin trouble."
"This is a Library, so there may be other things I can learn," says Chris. "If it's OK, I'd like to stay and see look through books and scrolls. Assuming, I can read them."
"Of course, of course," Balthasan says. "It's been many years, since I have made the journey, but it's only about 2 leagues as the eagle flies. If you get a hop on, you should be able to make it there, and maybe back before dark. If not, if memory serves, there is a tavern at the bottom of the mountain."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi splashes some water on Pete's face, trying to rouse him. "Hey there, wake up buddy! We're off to see the wizard... er, the ArchDruid!"
Just about did a spit-take at work
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Peter slowly comes to. He opens his eyes and jumps a little when he sees Jordi in his face. He wipes his face and sits up. “We’re going somewhere?” Shaking the fog out of his head, he gets up and prepares to follow the others.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
As you head out to the southwest, you see more Elves in long, linen tunics, vests and breeches or long linen dresses and vests moving about in the yard singularly or in small groups talking. There is an occasional Human, and they are dresses nearly the same, except for the addition of an warm overcoat. Taking your bearings you head across the field and into the woods. The Koo-Shee follows, but is lagging behind, his tail wagging happily as he takes in the sights and sounds.
You enter the woods along a wide path the meanders southeast, and notice houses scattered through the forest. Though of differing layouts, they are all of either red brick, white stucco or a combination, with wooden trim and red clay roofing tiles. Flower and small gardens abound around the homes and buildings. At first, they are larger two story affairs with towers, but as you head southeast, with the ground trending down, they become smaller and more modest affairs, some barely visible behind vines and ivy. After a league, you come to a creek, spanned by a 10 foot long covered bridge. The woodwork of the posts is intricate and depicts flowers and small woodland animals such as squirrels, rabbits and birds.
Across the bridge, the land tends upwards more steeply, and the path, little m, ore than a foot trail, this eventually leads to a clearing that is about 100 ft (North-South) wide and 40 ft across (East-West). A two story house with wings on each side made of dark stained wood and white stucco, and a large covered front porch sits on the far side just where the land starts to rise steeply, and a two story barn sits at the south edge. The clearing is empty fields, and well worn paths from north and south meet at the house. Outside the house, a couple of ponies are tied to the hitching post, and a miniature wagon with two ponies stands nearby. From both wings and the main building smoke rises from chimney's, though there is distinctly more from the north, where you can smell meat and vegetables cooking.
The path that you are following can passes 20 feet from the house and continues up the mountain before you.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"This must be the tavern," suggests Jordi. "Do you think there's enough daylight left for us to make it to the top?"
(He looks upward trying to judge both the lateness of the hour, and the remaining distance to the stone circle.)
Peter joins Jordi in trying to figure out how much daylight is left.
Survival: 8 (game log)
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
3 - 3.5 hours.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"The old guy did say we could make it there and back if we hurried." Bridger replies. "We can at least head up, and if needed, stop here on the way back if it gets dark too early."
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.
The rogue nods in agreement, and starts up the trail to the top.
The path up the mountain meanders up the mountain and you rise in elevation quickly. The trip is uneventful, unless you count startling squirrels, rabbits, chipmunks and deer.
The top of the mountain is bare of trees except for one tall tree in the center of a large clearing which easily stands in excess of 150 ft in height. The tree is surrounded by a ring of menhirs, standing 20 ft in height.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Peter looks around, shrugs, and walks directly toward the big tree.
Tamryn - lvl 4 Wood Elf Rogue - Circle of Light Campaign || Drusilla - lvl 1 Half-Elf Ranger - Sleeping Gods || Grrzark - lvl 1 Goblin Barbarian - Danger at Darkshelf Quarry || DM - LTG - Curse of Strahd
As you approach the tree, a woman of about 5 foot steps from behind the tree, she has long copper-red colored hair caught at the brow with a circlet of gold, and her lovely skin is an alabaster white. She wears a long white, linen dress with ornate red and blue embroidery at the hem, neck and sleeves. Further vines and flowers are embroidered on the bottom of the dress in many colors, and the bottom quarter appears to be stained a light green (whether intentional or from walking in tall grass, you can't tell). The dress is caught at the waist by a leather belt with a golden buckle shaped like a tongue of flame. Multiple rings adorn her fingers and a golden torque is around her neck. A long bladed dagger hangs from her waist, and she carries a tall, carved staff of wood. As you approach, you see the telltale signs of Elven ears. Though she is breathtakingly beautiful, you can't tell her age, but her smokey green eyes seem ancient and woeful.
"Keyfartion, krayso ya me mawen hethaykh," she says. (Bridger & Magnus - you feel you can almost understand her. Like someone who speaks modern Castellan Spanish or Portuguese (respectively) might feel from someone speaking 1st century Vulgar Latin)
Seeing your confusion she speaks again, "Greetings, and welcome in peace. It is unusual for students of the Library to come to this place who do not speak the simplest of the Tongue. Do not be surprised I knew of your coming, the beings of the wood told me to expect you. Though it is rare for Human students to pass the tavern below without becoming distracted and forgetting their purpose. Yours must be a pressing question."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Jordi goes down on one knee. "Hello and thank you. I am called Jordi. My companions and I are not from this world. We have come here to seek answers from Arch-Druid Kardurgwinth. You are she?" He pauses. "We have heard from the librarian of the Traveler, Myrddin, and the pieces of his staff scattered about the world. We hope to find a way of returning to our home by means of that staff. What can you tell us of him?"
"Sent you to me? Even I am not so old as to have met Myrddin, nor even my predecessor. Long ago, he Ascended, though he was often back in Ariandyr. Though it was not the home of his birth, he is said to have felt a connection to this realm and to Kaffandyr more so than the lands to the east across the Great Sea," she begins. "But for Wizards to send you here, for knowledge unearned is unusual, even if the Librarians are freer with such than others."
"No doubt, they have told you he was last seen in Kaffandyr 10-thousand years ago, when the Rowanokee came from their world? He believed it was the same world as he, though much later. He may have been correct, as he not only traveled between worlds, but claimed to have some control of time as well. The Staff he was gifted from his father allowed him to focus the dying magic of the world to which he was born, and his own improvements to it aided that aim. When he came to Ariandyr with its freer magic, the Staff became something of huge power, and his changes here made of it a way to store enough magic to visit worlds which had but drops, as water in the desert."
"Know this, the pieces of the Staff draw those that seek power, but each separated in like that drop of water in the desert, almost impossible to find. Myrddin knew this and knew he dared not trust any with more than one piece. Indeed, he dared only leave the pieces here in Kaddandyr were there are so many fewer creatures than to the East. The original staff was broken in battle in the world of his birth, and he reforged it with bands of metal from a fallen star. The top, to which he later affixed the Star of Ambrosius was banded with the words for 'fire' and 'air' and the bottom with 'water' and 'earth'. What became of those, I do not know, but they were not of equal length though, appearing more as a walking stick and a rod with bands on either end. Nor do I know of what became of the jewels which held the magic. But the ring which held the crystal heart is said to have been given to Santvirgenadare, when she was but a suckling babe. And though she has Ascended also, it is said that she still walks the shores of Rowanakee upon occasion. If you should find it or summon her, it may lead you to the next clue. Failing all else, the Wizards of the Library may help be able to help you by using each piece as a lodestone to the others."
"The pins which held the Heart of the Star will be hard to find, as they are the smallest. No longer than a child's finger and the crystals no bigger than a finger nail. The Heart will appear as nothing more than a black rock, until joined with the rest of the Star, when it will begin to turn white as it absorbs magic."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Bridger asks the druid absentmindedly, almost rhetorically, a hopeful expression on his face. "So, let me get this straight. All we need is a piece of the staff, and the librarians can help us find the rest? If that's the case..." Bridger trails off for a moment before his face lights up with realization. "I know exactly where we need to start. Where this crazy adventure first started!" He turns to the rest of the party with an eager expression, "Do you all know what I mean?"
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 is confused. "Where we first appeared? Was there a piece of the staff there?"
At the mention of an item, Kardurgwinth takes a step forward, "What?"
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG