Mid-Morning - Day 1 - The Lord Of Autumn Approaches
Whats the Crake?
Lord of Autumn -Contemplating your words, the crake lowers its head in reverence.
"You speak truth, Firbolg that isn't a Firbolg," it says with a tone of respect. "Many laws have been broken here. The land is broken."
It eyes you curiously, before continuing.
"Again, you speak truth, you are unlike any other Firbolg." The crake pauses, clearly attempting to comprehend how you can be so much more different than the other Firbolgs he has encountered to date. "If not Firbolg, then what?" It asks, cocking its head to one side.
Drawing itself up and not expecting an answer to its final question, it turns to leave.
"Might respects might. You have my respect. Nothing is owed, it is true," it agrees. "No debt shall be repaid, but if our paths cross again then perhaps it is I that shall aid you."
With that declaration, it trudges off leaving you alone to contemplate your next move.
Deeper Still
As you wander deeper into the abandoned city, you are reminded of the splendour that once existed here. Though little remains of many of the buildings, you cannot help but gaze at the spectacular eladrin architecture, with intricate carvings and decorations adorning the buildings, and the colossal towering crystal spires, shimmering in the distance, are truly awe-inspiring. You note that many of the mansions and towers have been taken over by creatures of the forest, with cobwebs stretching across doorways and gnarled trees growing through shattered windows. Though the streets appear empty, you occasionally hear the snap of a twig or the distant growl of a predator, reminding you of the beautiful yet deadly nature of the city.
But as you turn a corner, you are confronted with a harrowing sight that shakes you to your core. Piles of cadavers, the emaciated remains of Svirfneblin slaves. Rumors of Fomorian treasure hunters scouring the once-mighty metropolis, forcing hapless creatures into servitude, had reached your ears. However, nothing could have prepared you for the wretched state of these unfortunate beings. From the emaciated condition of their bodies, it is evident that these slaves either succumbed to malnourishment or were put to death by their cruel masters due to their weakened state.
More worrying still, these bodies appear fresh. It is then that you hear the sound of heavy footprints and deep gutteral chanting. Unfortunately, it seems that the Fomorians are heading towards your intended direction. However, you know that these would be hardy foes and certainly creatures that you would not choose to confront head on. Thankfully, you are aware that Fomorians are relatively dull-witted creatures that have yet to notice your presence.
For a brief instant, Nikita closes her eyes and presses her forehead against Thumbtack's in fellowship. Courage, my friend. We knew there would be horrific foes and hazards in this place. And suffering too it seems, from what you saw of the gnomes in servitude to the Formorians.
"Careful!" Nikita hisses aloud, opening her eyes and looking around for any cover other than the desecrated temple. Finding none.
"Formorians come, twisted giants likely beyond our ability to fight. Driving gnomish slaves the color of stone," Her voice breaks a little at the thought of this cruelty. "We can hide in the temple but beware! It may be just as dangerous inside as out. This was once the temple to the Summer Queen Titania, defended by Eladrin warriors whose bones decorate the entrance. But defaced recently by the Night Diamond of the Queen of Air and Darkness who rules the evil Unseelie Fey. Her followers may linger yet in the darkness. No choice, but watch for ambush within the temple as you enter!"
She cautiously makes for the cover of the temple, with Thumbtack on her shoulder. Not quite as stealthily as she would like. Both watching for danger.
Faila, already half into the temple entrance, where she had paused to look at the lights and shadows, and the strange symbols she didn't understand---hears Nikita speaking about Fomorians. The word strikes her again with a sudden panic deep in her gut. She looks at Aruum as the goblin joins her. "Let's hide,"she whispers to him. "I've spent a lot of my life hiding. Now I hope it will help here too. We'll hide, and be very still, all of us, and the F... the F... they won't find us."
As quietly as she can, Faila climbs down the pile of rubble into the temple itself. She ignores the diamond in the coal and the other symbols, and heads for shadows and hidden places, the best that her fear and experience points out to her.
This post has potentially manipulated dice roll results.
The Lord of Autumn listens to the mighty stomps left by the crake as the majestic creature slips back into its kingdom. He cracks a smile, showing outward defiance against the death and stagnation evident all around him. Soon, he distances himself enough from the creature such that the only sound left is clanking of his polearm against his armor and the gentle swishes from his cloak of leaves trailing across the ground.
As he continues deeper, the firbolg begins yet again to speak aloud during his lonesome wandering, "Hark friends, your story is not yet concluded." He gives a deep belly laugh and continues in ancient, melodic meter,
"Come, come, to arms, to arms, hear the Lord of Autumn's beckon...
Partake, and then, my friends, my friends, we'll make haste whe'ver we reckon...
This I implore, be still no more, for this is war, and we'll need every second..."
To an outside observer, his meandering would look almost drunken as he swept back and forth amidst the forest. However, as he swept so too did his cloak across the forest floor. Where Cendriane leaves once lay dormant, they seemingly vanished as the cloak passed over brush, leaving only the sticks, rocks, and moss behind. At the top of his cloak, a metamorphosis slowly became visible as the younger and drier leaves nearest the mantle began to flow further down and elongated the cloak. In place of these leaves, those of Cendriane slowly took their place, contributing to the wave of bright yellows, browns, and reds with their mottled green exteriors. As the new leaves settled in, a spark of liveliness began to embody each one, as if their newfound home breathed new life into the foliage. As the Lord of Autumn finished his song, he ceased his erratic movements and settled back to his dutiful march, his cloak now full again with life and vigor.
Making his way into the abandoned city, the outward display of emotions, between those of wonder and amazement at the accomplishments of the eladrin to deep regret for their current state, was the only aspect to break his trance-like march. He said not a word, and let his stoic progression forward speak to his determination in completing his mission within this fallow land.
As the Lord of Autumn comes upon the site of the remains of the Svirfneblin, the firbolg stops marching. His hand begins to tremble yet again, as he begins to scan the area. As his eyes dart and neck cranes all about, he brings the shuddering hand to his temple, pressing his fingers deep into his skin and letting the vibrations wash over his face [Guidance]. He breathes in deep and begins to look for clues about the threats in his vicinity.
Survival Check - Looking at the tracks/footprints all about to gauge whether it is truly Formorians that have left them and details regarding their number, activity, and bearing - 23
Boyd clambers into an opening in the temple with the others. Looking behind him, he looks at the trail of strewn rubble and salt. "They're gonna know we're here!" He yells in a panic. "I don't like this place one bit. We gotta go! Procan protect us!"
DM, where are we right now in this temple? Can we go deeper where giants couldn't follow, or can we leave the complex without crossing the courtyard again?
As the heavy doors of the temple creak open, a musty scent fills your nostrils, thick and oppressive. The filtered light from the stained-glass windows bathes the space in a sickly, yellowish hue, casting grotesque shadows on the walls. Twisted plants crawl up the walls and pillars before reaching the tall ceiling and spreading out like a spider's web.
You can hear the incessant dripping of water echoing through the vast space, amplified by the emptiness of the temple. Every step you take sends a shiver down your spine. It feels as if the very fabric of the temple is polluted and rotten, crying out in vain for purification.
At the entrance of the temple stands a statue of Titania, the Summer Queen, welcoming any that would enter. Even as a statue she is regal and commanding, with outstretched arms that appear to beckon you forward. But something is amiss. The once-beautiful statue has been defiled, coated in a thick black substance that drips down her form like oozing tar. Around her feet, thorny vines have entwined themselves, clawing at the stone as if trying to escape their confines. It's as if a darkness has consumed her and taken root in her very being. You get the sense that this desecration was borne out of malice and seething hatred for Titania and all she represents.
Pools
Continuing on, you tread carefully through the eerie atmosphere, making your way down the temple's main aisle. Glowing, iridescent water pools on either side of the path, casting an otherworldly light across the room. The water has a thick, syrupy consistency, and seems to pulse and shift in a strange, hypnotic rhythm.
As you approach the first pool, you notice a faint, sweet smell emanating from the water. It smells of wildflowers and fresh air, yet there's something unsettling about it, as though the scent is masking a deeper, more sinister aroma. You glance down into the pool and see your own reflection staring back at you, but something is not quite right. Your features seem distorted, as though you're looking at yourself through a funhouse mirror.
Continuing down the aisle, you come across several more pools. In each one, the water seems to take on a different color and scent, yet they all share the same eerie quality that makes your skin crawl. You can't help but wonder what strange magic or power is at work in this place to create such bizarre and unsettling phenomena.
Altar
The altar at the far end of the temple draws your attention now, its once-beautiful surface marred by bloodstains and strange, twisted markings. As you approach, you feel a sudden chill in the air, and the hairs on the back of your neck stand on end. The smell of decay fills your nostrils, and you can't shake the feeling that something is watching you from the shadows.
Upon closer inspection, you notice that the markings on the altar are not written in any language you recognise. They seem to writhe and twist, like living things, and a sense of foreboding washes over you. You can't help but wonder what dark purpose this altar serves, and what unspeakable horrors may have been wrought upon it.
You quickly realise that this temple is no sanctuary from danger, but a place of great malevolence. It's clear that the Fomorians aren't the only danger in this forsaken place. You take a deep breath, readying yourself for whatever horrors may lie ahead, and steel yourself to face the darkness that lurks within these walls.
Checks
All - Please feel free to make any checks, describing what elements you wish to learn more about.
Nikita & Faila (Stealth) - You both manage to quietly slip into the temple, swiftly moving towards the cover of the shadows. You spot ornate doors on the far side of the temple, flanking the altar, which you believe might offer better concealment from any pursuers.
Boyd&Meresaa - Please make Stealth checks if you are looking to hide.
This post has potentially manipulated dice roll results.
Following the odd assortment of characters she'd somehow managed to amass, Meresaa lets her eyes and mind wander as they traverse the ruins.
Stopping short when she hears mention of fomorians, her large eyes dart around as she searches her memory for what she's learned of the creatures in her studies. Seeing the others heading for the temple, she quickly follows up the embankment, adrenaline heightening her senses.
This post has potentially manipulated dice roll results.
((Sorry for the late/cross post! I'll press on and see how it shakes out. Not really sure what the order of operations should be here but we'll give it a shot!))
Easily distracted by the statue at the entrance as the others move to hide, Meresaa withdraws a rag from one of her pockets and carefully wipes a small sample of the black, viscous liquid. She sniffs the ooze and moves it around to observe under different angles of light. She follows a similar process of observation for the first pool she comes across, although clearly less inclined to touch the liquid.
Not sure what kind of roll we'll need but here's 2 d20s in case you want separate rolls for goo vs liquid as well as guidance on each: 17 & 14 Arcana +8 Investigation +7 Nature or Religion +5
Assuming nothing happens to alter the course of events here, once she concludes her appraisal of the materials, the tall robed woman suddenly realizes how quickly absorbed she became in her curiosity and sees that most of the others are nowhere to be seen. She looks to Boyd and grimaces as she tries to find a place to duck out of view.
Nikita and Thumbtack, as always, attempt to perform the role of scouts, watching for danger as they move towards concealment.
She hisses urgently to any who only seem to be thinking of the danger posed by the giants outside and not by what is lurking inside the temple. "Careful! This temple, once beautiful, has become a cursed, evil place. I don't know, but it might even be worse than the giants approaching outside."
Nikita also attempts to discern any sense of purpose to the desecration and defilement of what was once the Summer Queen's temple. Is there any reason for it other than just a generalized malice? An ambush or trap or place of summoning?
Finally she attempts to understand the twisted markings on the altar itself. Again, looking for purpose within the malevolence.
As she walks, she casts Shape Water to keep the nearest 2 5' cube areas of liquid nearest her frozen to potentially slow any foe from bursting out. Though she will release both effects, liquifying the water, if the enemies outside enter the temple.
Nikita'sPerception for threats or hazards: 12 Thumbtack'sPerception for threats or hazards (rolled at advantage due to Keen Hearing and Sight): 22
Nikita'sInsight to understand any purpose of desecration and defilement: 23
Nikita'sHistory to understand the twisted markings on the altar: 20
Meresaa - With urgency, you scramble up the pile of rubble towards the temple, the adrenaline pumping through your veins. But as you reach for a stable foothold, your heart sinks as your foot lands on a piece of loose debris. The ground shifts beneath your weight, and the debris starts to slip and slide, throwing you off balance. You try to steady yourself, but it's too late. You tumble and fall, hitting the ground hard.
10ft. Fall - 4 bludgeoning damage.
You land heavily, the sound of ancient bones cracking and snapping beneath you echoing out over the market square. A pang of guilt grips you as you realise the bones belong to the long-dead defenders that once fought for the city; you hope the spirits said to dwell within Cendriane are not in a vindictive mood. As if sensing your fear, the silence that follows the fall is quickly shattered by the sound of angry shouts coming from the west. It's clear that the Fomorians have been alerted to your presence, and they're now fully aware that others lurk among the city's ruins.
Quickly realising the trouble you are in, you rush back up the stairs and into the temple.
Meresaa's Checks:
Perception
As you make your way through the shadowy veil that envelops the temple, the signs of recent activity become increasingly apparent. The moist imprints of bare feet, ominously hint at the notion that an otherworldly force has found solace within these unhallowed walls. Could the murky pool within be the font of some foul magic, where sacrilegious rites are performed?
You sense that the trail leads towards the door on the left-hand side of the altar, could this be the gateway to the evil that now dwells within this once-holy place? As you draw closer, you make out a reddish-brown stain on the doorframe, a chilling emblem of the horror that likely lies beyond. It is a bloody handprint, fresh and yet not as if left by a soul that perished long ago; you stare at the bloodied handprint, a flood of terror-invoking questions fill your mind, leaving you to contemplate the haunting story behind the macabre mark.
It is then that you hear it, the faint sound of sinister chanting emanates from behind the door, sending shivers down your spine. Though you do not comprehend the words you know they contain foul meanings.
Investigation (Tar)
After collecting a sample of the substance from the statue, you notice a foul odour resembling that of rotten eggs. Inhaling the scent causes you to feel dizzy and slightly nauseous. Further observation leads you to believe that the liquid may have combustible properties and, when coupled with its stickiness, might be able to be weaponised.
Arcana (1st Pool)
You peer intently into the first pool, kneeling down to take a sample and, to your amazement, your reflection starts to sharpen into focus. Suddenly, a strange and inexplicable compulsion seizes you, urging you to dive into the iridescent green waters and lose yourself in their depths. The urge is so intense that you can almost hear the pool calling out to you, beckoning you to surrender to its embrace. A feeling of both enchantment and unease grips your heart, as you struggle to resist the pool's siren song and keep your wits about you.
Please make a Wisdom Saving Throw with advantage ((due to your high arcana roll, I think you'd be fully aware of what is happening))
Nikita's Checks:
((Just a heads up, in the text for shape water, it says "You freeze the water, provided that there are no creatures in it." I note that you mentioned slowing a creature and will bear that in mind.))
Perception
You cast your eyes over the gloom. As your eyes adjust you spot wet footprints leading towards the door to the left side of the altar.
As Thumbtack returns from her reconnaissance of the temple hall, her once-sharp eyes now appear haunted, as though she has seen a ghost. "Chanting," she hisses, "dark words carried on an ill wind. I could not discern their meaning, but their intent was most certainly malicious. Not only that, but the air reeks of decay, as though the ancient battles once fought in this great hall occurred mere days ago."
Struggling to convey the gravity of what she has witnessed, Thumbtack tries to articulate further. "There is more. A bloody handprint, encrusted and aged, was smeared on the door to the left of the altar. I cannot determine whether it belonged to a victim or villain, but one thing is certain: this place must be avoided, Nikita."
High-Roll Alert!
Thumbtack cosies up to your ear and whispers, "There's more to report. The pools nearest to the altar are alive with movement. Strange frog-like creatures, slick and iridescent in colour. I couldn't discern whether they are friendly or not, but one thing is certain: you won't find me sampling them for dinner. In my experience, creatures adorned with such brilliant colours are often the most venomous."
She relays the following image to your mind. The creatures are tiny, the size of a large frog.
Insight
As you survey the desecrated temple, the more you study the ruin, the more sinister the truth behind it becomes. The defacement of the statue of the Queen of Summer was not a random act of vandalism but a well-orchestrated assault intended to twist and corrupt the image of the once-glorious Titania.
The corrupted ground around the statue's base and the blackthorns that grow over her feet and legs suggest that this was not just a defacement, but a dark ritual to curse and corrupt the temple. The thorns themselves are known for their dark associations with malicious magic, and twisted cultists have been known to use them for ritualistic scarring to gain the favour of foul deities. In addition, you also know that the thorns can be used in crafting -- when fired from a blowgun, they can cause paralysis in any creature pieced by their vicious pins.
It is clear that the site was chosen because of its connection to Titania, and you fear that any sacred relics contained within these walls could be corrupted in the same way. The implications of such an act are chilling to imagine, for the corrupting influence could spread beyond this temple and into the world, infecting all that it touches with its foul taint; the seeping corruption appearing not too dissimilar to that you experienced in Oerth.
History
You fixate on the twisted runes etched into the altar, their writhing forms like malevolent serpents slithering through your mind. They twist your thoughts and flood your senses with darkness. Your companions' laughter echoes in your head, taunting and jeering, sowing the seeds of suspicion and paranoia. The creeping tendrils of doubt and fear take hold, choking your hopes and dreams.
Though you see the other members of the party, you feel truly alone. That is, until your faithful companion scratches at your back, her talons drawing a little blood. "NO NIKITA!" Thumbtack's psychic voice screams in your mind. "You must resist! RESIST!"
Please make a Wisdom Saving Throw with advantage ((due to Thumbtack's assistance)).
Faila feels her heart freeze in fear as Meresaa falls heavily, and the sound of angry shouts following. She starts to run, to help her friend, but some latent but overpowering sense of self-preservation makes her turn and run towards the ornate doors flanking the altar, looking for a hiding place. "This way," she cries, looking at Aruum, and then at Meresaa, before ducking her head as she runs and hides herself behind the doors, avoiding looking at any of the hideous symbols that surround her. "Procan protect," she mumbles, as she has heard Boyd do so often. She really doesn't know who Procan is, but the situation seems in need of supernatural help.
Lord of Autumn - As the melody of your song echoes through the city, the creatures around you become awash with new energy. The mundane world is transformed into one of vibrancy and life. But such an outcome is no mystery to you, for is it not the very same effect that accompanied you on your travels with Tegid, the plucky kobold who always spoke of the way your music touched the hearts of all those around you, from the lowliest mouse to the grandest eagle?
And thus you travel onward, your cloak fluttering behind you in the tender breeze, bursting with the vibrant colours of autumn. Each stride brings with it a fresh sense of resolve and a steadfast determination to carry on with your mission. For you are aware that your journey goes far beyond mere personal interests, for the very balance of the land is in danger and you have been entrusted with its restoration.
But as you gaze upon the lifeless forms of the Svirfneblin, a sorrowful feeling washes over you. The cruel fate that has befallen them is a reminder of the dangers that lurk in Cendriane. The twisted minds of the Fomorians and their ilk are a threat not just to these poor creatures but to all who call this place home. You steel yourself for the battles ahead, determined to face whatever horrors come your way and protect those who cannot fend for themselves.
As you examine the tracks before you, it becomes clear that they belong to the twisted and malevolent Fomorians. There are at least three of them, and they are moving eastwards, deeper into the center of the City. Their strides are long and powerful, indicating that they are in a hurry, but they are hindered by their enslaved Svirfneblin companions, slowing their pace. You surmise that the Fomorians must have been dispatched to the ruins of Cendriane, seeking to lay hands on magical artifacts or other relics of great value. Otherwise, their goal remains unclear.
Your thoughts are interrupted by a loud CLANGING noise that echoes through the stillness of the city. Shouts of alarm and anger pierce the air, accompanied by a heavy pounding of feet. It seems that something has caught the attention of the Fomorians, and you cannot help but worry for the safety of those who have aroused their wrath. You pray that they are skilled warriors, not easily swayed by illusions or taken in by their own reflections. On second thought, might it not be best to investigate?
Nikita - Thanks to Thumbtack's aid, you are now free from the enchantment of the sinister runes. As you retreat, you notice that the writing has ceased its malevolent dance and returned to its original form. Though the words themselves are still foreign to you, it is evident that they were designed to ensnare any unsuspecting victim who could not decipher their wickedness. What fate might have befallen you had you fallen under their spell, it is a mystery best left unsolved.
"Be more mindful in the future,"Thumbtack chastises, though you instantly note her features soften. "Sorry for scratching you, I didn't know what else to do."
Meresaa - ((Oh dear.)) Your reflection in the pool is soon transformed into a wondrous vision, much like an ethereal doll's face, painted with a pale blue hue. With the liquid surface acting as a canvas, the image begins to move, taking on a life of its own. The once-swirling shapes meld together and are now like tiny cherubs, their curious expressions and impish grins sending a shiver of delight down your spine. They dance and play, frolicking within the depths of the pool, and you are filled with wonder as you witness the playful enchantment of this magical place.
Meresaa's Fate?
Inexplicably and against your expert judgement, you find yourself becoming overwhelmed by the urge to join these playful water spirits. Their little faces promise you so much, perhaps you may even be able to join with them? Such a thought stirs your heart and makes you forget yourself. Your right foot is the first to move, followed swiftly by your left, as if you were but a puppet on a string. The murky water engulfs your feet, but it is not deep, barely coming up to your knees. You then lower yourself, gingerly, towards the surface of the water, settling into a kneeling position. Soon you will be free to join the others.
A slender, glistening, silvery-blue strand moves up your body, it is cold to the touch. You feel it plunging into your veins and entering your bloodstream. You know that it will not be much longer that you have to worry about the phyisical world, for soon your body shall be shed and your spirit shall float free. A sense of tranquility washes over you as you behold the little blue faces that beam and welcome you, for soon you shall be one.
The toxic substance enters your veins, dealing 10poison damage.
In addition, you are poisoned until the harmful toxin has been removed from your body.
Faila - "Yes-yes. Pro-cans protects and whatnots,"Aruum says as he urges you toward the temple. "You comes along now, Faila Golds-giver. Don't let no nasty Fomorians gets you or your golds!"
Once you've made your way into the foreboding temple, Aruum glances at you with a ghostly pallor. "Whats now?" he whispers, afraid to speak up. "Can we hides somewhere?"
Faila shivers, and whispers back to Aruum. "Help me find a place to hide. But nowhere near those awful symbols or the pools. Don't even look at them! It's really dangerous here, we've got to be very careful, but I'm sure we can find a place to..."
Then she notices Meresaa wading into the pool. NO! Animal terror surges through her, all thought of hiding chased from her mind in an instant. The trap is sprung, the predator is here! We can't run, we have to fight! Her jaws open and her teeth spring into sharp points.
But it doesn't stop there, this time. Faila's jaws keep opening, growing wider and longer, the razor sharp teeth multiplying to fill them. Her dark skin pales and erupts into scales, her neck stretching out long like her jaws. The tattered rags and colorful Skurra cloak train out behind her and to the side, and above her head, in colorful profusions of feathers clothing clawed arms and feet, and a long tail. A crest like a bird, lifted high in alarm, covers the now reptilian head. Faila is unrecognizable, and lets out a savage shriek, before launching herself straight at Meresaa, her claws snagging at the woman's robes, her fast-moving increased weight throwing Meresaa free of the pool's grasp as she sails over it, the feathers catching the still and foreboding air.
The massive firbolg strokes his beard once, then twice as he interprets the tracks and footprints left behind by the Formorians. His silent calculations are interrupted only briefly by the ringing of steel in the distance. A look of confidence mixed with relief, like that of a hunter finally coming into contact with its quarry, washes over his face. As his cloak ripples with excitement, the tremble returns to his hands as he slowly begins to grind his palms together in silent anticipation for what is to come [Guidance].
The Lord of Autumn scans about a sets his gaze upon the nearest ruin that would appear to hold a vantage point high above the ground level. He strides towards it, seemingly undeterred by the evidence and sounds of Formorians in the distance, and begins to make haste in scaling it.
Athletics Check (if needed to scale any nearby structure. Goal is to gain visibility into the lay of the area and better understand what is causing the commotion nearby): 31
You were right to bring me out of it, friend. I...
Nikita has no time to finish her thought to Thumbtack before she notices Meresaa bending down into the vile pool. She begins to cast Shape Water to freeze the surface but too late. The strange silvery strand pierces the tall blue woman and suddenly she is borne aside by...
"Faila? Is that you?! I hope so. You look... terrifying and magnificent. You remember us, don't you? You must to have rescued Lady Meresaa so."
Nikita had never seen such a creature but had heard tales. Legends, really. She is a... Druid!Nikita smacks her own forehead at not having realized this now obvious fact about the wild young woman before. Faila must come from a place where such animals reside to have seen one before.
With Thumbtack on her shoulder, Nikita attempts to hide along with the others, well away from the pools or the altar and adjacent door.
In a low, urgent voice, she calls to the others: "Beware everyone! We should not have entered this fallen temple. Better to have faced the Formorians or fled elsewhere. This place is not just defiled and desecrated, it is alive and malevolent. There are poisonous frog-like creatures in the pools along with the beguiling magic which affected Lady Meresaa. The runes etched on the altar have some evil magic on them which almost ensnared my mind before Thumbtack brought me back to my senses. And I am almost certain something inimical waits for us beyond the door past the altar."
Boyd keeps his eyes to the ground, refusing to look at this cursed place. "Haunted... Procan protect."He echoes Faila's benediction. "Should have brought me own salt..." he mutters to himself, following the others.
While the magic folk begin their foolhardy investigation, Boyd finds a safe-looking wall to put his back to. "Careful out there." he yells futilely to his companions. He listens carefully for the sounds of approaching ghost giants when he turns back just in time to see the scene unfolding in the wading pool. Meresaa walking slowly in and kneeling in the evil water, and Faila suddenly erupting into a giant reptile bird and tearing the blue woman out of the water.
Eyes agog and darting for more hidden dangers, Boyd leaves his wall and rejoins his companions. He looks at what used to be Faila and approaches hesitantly, even though she - it - seems friendly. "We've gotta get out of here. There are ghost giants behind us and more of this shit - pardon my Elvish - ahead of us. Aruum, do you know a safe way out?"
Stealth for hiding with Nikita: 19
Boyd looks for a better hiding place. Perception: 9.
Aruum is seized with terror as he beholds Faila's metamorphosis into a creature adorned with vibrant feathers. He quivers on the spot before scampering towards the room situated to the right of the altar. His terrified shrieks resonate throughout the temple, punctuating the eerie silence that surrounds you. The resounding slam of the door echoes through the chamber as he scurries away in haste, seeking refuge from the looming threat that could be lurking around any corner.
Faila, feeling oddly at home in her new form, bounds towards the bewitched Meresaa. With a feral grace, she leaps and knocks her companion from the cursed pool, shattering her trance. Meresaa's skin is clammy and cold to the touch, and the unearthly poison courses through her veins, shining like liquid silver in the dim light.
Meresaa - You have been wrenched back to reality. Coldness permeates your body and gnaws at your mind. The hauntingly beautiful visions that once entranced you now shattered like glass, leaving you stranded in the loathsome and decaying temple. Your companions hover over you, their eyes brimming with apprehension. Your head spins with vertigo, your senses numbed and addled.
Meanwhile, Nikita, with a frantic and desperate determination, attempts to freeze the bewitched pool's waters. But alas, her efforts prove futile against the eldritch magic of the cursed pool. Thankfully, the newly transformed Faila manages to break Meresaa's trance and rescue her from the watery depths. However, the victory is short-lived as Meresaa now lies prone near the pool, the insidious silver poison coursing through her veins.
Boyd turns to check why Aruum is not answering his question, only to see the little goblin scampering away from Faila and the entrance of the temple with utmost speed. Moments later, a cacophony of snarling and barking echoes through the temple, sending shivers down Boyd's spine. Suddenly, a bloodcurdling howl pierces the air. Aruum stumbles into the room, his eyes wide with fear. "D-d-doggsies!" he stammers, his voice shaking.
Boyd, Faila, Meresaa, and Nikita - Please make Wisdom Saving Throws (DC 13), or become frightened of the unseen foes. Also, please roll initiative.
Mid-Morning - Day 1 - The Lord Of Autumn Approaches
Whats the Crake?
Lord of Autumn - Contemplating your words, the crake lowers its head in reverence.
"You speak truth, Firbolg that isn't a Firbolg," it says with a tone of respect. "Many laws have been broken here. The land is broken."
It eyes you curiously, before continuing.
"Again, you speak truth, you are unlike any other Firbolg." The crake pauses, clearly attempting to comprehend how you can be so much more different than the other Firbolgs he has encountered to date. "If not Firbolg, then what?" It asks, cocking its head to one side.
Drawing itself up and not expecting an answer to its final question, it turns to leave.
"Might respects might. You have my respect. Nothing is owed, it is true," it agrees. "No debt shall be repaid, but if our paths cross again then perhaps it is I that shall aid you."
With that declaration, it trudges off leaving you alone to contemplate your next move.
Deeper Still
As you wander deeper into the abandoned city, you are reminded of the splendour that once existed here. Though little remains of many of the buildings, you cannot help but gaze at the spectacular eladrin architecture, with intricate carvings and decorations adorning the buildings, and the colossal towering crystal spires, shimmering in the distance, are truly awe-inspiring. You note that many of the mansions and towers have been taken over by creatures of the forest, with cobwebs stretching across doorways and gnarled trees growing through shattered windows. Though the streets appear empty, you occasionally hear the snap of a twig or the distant growl of a predator, reminding you of the beautiful yet deadly nature of the city.
But as you turn a corner, you are confronted with a harrowing sight that shakes you to your core. Piles of cadavers, the emaciated remains of Svirfneblin slaves. Rumors of Fomorian treasure hunters scouring the once-mighty metropolis, forcing hapless creatures into servitude, had reached your ears. However, nothing could have prepared you for the wretched state of these unfortunate beings. From the emaciated condition of their bodies, it is evident that these slaves either succumbed to malnourishment or were put to death by their cruel masters due to their weakened state.
More worrying still, these bodies appear fresh. It is then that you hear the sound of heavy footprints and deep gutteral chanting. Unfortunately, it seems that the Fomorians are heading towards your intended direction. However, you know that these would be hardy foes and certainly creatures that you would not choose to confront head on. Thankfully, you are aware that Fomorians are relatively dull-witted creatures that have yet to notice your presence.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
For a brief instant, Nikita closes her eyes and presses her forehead against Thumbtack's in fellowship. Courage, my friend. We knew there would be horrific foes and hazards in this place. And suffering too it seems, from what you saw of the gnomes in servitude to the Formorians.
"Careful!" Nikita hisses aloud, opening her eyes and looking around for any cover other than the desecrated temple. Finding none.
"Formorians come, twisted giants likely beyond our ability to fight. Driving gnomish slaves the color of stone," Her voice breaks a little at the thought of this cruelty. "We can hide in the temple but beware! It may be just as dangerous inside as out. This was once the temple to the Summer Queen Titania, defended by Eladrin warriors whose bones decorate the entrance. But defaced recently by the Night Diamond of the Queen of Air and Darkness who rules the evil Unseelie Fey. Her followers may linger yet in the darkness. No choice, but watch for ambush within the temple as you enter!"
She cautiously makes for the cover of the temple, with Thumbtack on her shoulder. Not quite as stealthily as she would like. Both watching for danger.
Nikita Stealth: 12
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Faila, already half into the temple entrance, where she had paused to look at the lights and shadows, and the strange symbols she didn't understand---hears Nikita speaking about Fomorians. The word strikes her again with a sudden panic deep in her gut. She looks at Aruum as the goblin joins her. "Let's hide," she whispers to him. "I've spent a lot of my life hiding. Now I hope it will help here too. We'll hide, and be very still, all of us, and the F... the F... they won't find us."
As quietly as she can, Faila climbs down the pile of rubble into the temple itself. She ignores the diamond in the coal and the other symbols, and heads for shadows and hidden places, the best that her fear and experience points out to her.
Stealth: 15
The Lord of Autumn listens to the mighty stomps left by the crake as the majestic creature slips back into its kingdom. He cracks a smile, showing outward defiance against the death and stagnation evident all around him. Soon, he distances himself enough from the creature such that the only sound left is clanking of his polearm against his armor and the gentle swishes from his cloak of leaves trailing across the ground.
As he continues deeper, the firbolg begins yet again to speak aloud during his lonesome wandering, "Hark friends, your story is not yet concluded." He gives a deep belly laugh and continues in ancient, melodic meter,
"Come, come, to arms, to arms, hear the Lord of Autumn's beckon...
Partake, and then, my friends, my friends, we'll make haste whe'ver we reckon...
This I implore, be still no more, for this is war, and we'll need every second..."
To an outside observer, his meandering would look almost drunken as he swept back and forth amidst the forest. However, as he swept so too did his cloak across the forest floor. Where Cendriane leaves once lay dormant, they seemingly vanished as the cloak passed over brush, leaving only the sticks, rocks, and moss behind. At the top of his cloak, a metamorphosis slowly became visible as the younger and drier leaves nearest the mantle began to flow further down and elongated the cloak. In place of these leaves, those of Cendriane slowly took their place, contributing to the wave of bright yellows, browns, and reds with their mottled green exteriors. As the new leaves settled in, a spark of liveliness began to embody each one, as if their newfound home breathed new life into the foliage. As the Lord of Autumn finished his song, he ceased his erratic movements and settled back to his dutiful march, his cloak now full again with life and vigor.
Making his way into the abandoned city, the outward display of emotions, between those of wonder and amazement at the accomplishments of the eladrin to deep regret for their current state, was the only aspect to break his trance-like march. He said not a word, and let his stoic progression forward speak to his determination in completing his mission within this fallow land.
As the Lord of Autumn comes upon the site of the remains of the Svirfneblin, the firbolg stops marching. His hand begins to tremble yet again, as he begins to scan the area. As his eyes dart and neck cranes all about, he brings the shuddering hand to his temple, pressing his fingers deep into his skin and letting the vibrations wash over his face [Guidance]. He breathes in deep and begins to look for clues about the threats in his vicinity.
Survival Check - Looking at the tracks/footprints all about to gauge whether it is truly Formorians that have left them and details regarding their number, activity, and bearing - 23
Boyd clambers into an opening in the temple with the others. Looking behind him, he looks at the trail of strewn rubble and salt. "They're gonna know we're here!" He yells in a panic. "I don't like this place one bit. We gotta go! Procan protect us!"
DM, where are we right now in this temple? Can we go deeper where giants couldn't follow, or can we leave the complex without crossing the courtyard again?
Mid-Morning - Day 1 - Ruined Temple
Entrance
As the heavy doors of the temple creak open, a musty scent fills your nostrils, thick and oppressive. The filtered light from the stained-glass windows bathes the space in a sickly, yellowish hue, casting grotesque shadows on the walls. Twisted plants crawl up the walls and pillars before reaching the tall ceiling and spreading out like a spider's web.
You can hear the incessant dripping of water echoing through the vast space, amplified by the emptiness of the temple. Every step you take sends a shiver down your spine. It feels as if the very fabric of the temple is polluted and rotten, crying out in vain for purification.
At the entrance of the temple stands a statue of Titania, the Summer Queen, welcoming any that would enter. Even as a statue she is regal and commanding, with outstretched arms that appear to beckon you forward. But something is amiss. The once-beautiful statue has been defiled, coated in a thick black substance that drips down her form like oozing tar. Around her feet, thorny vines have entwined themselves, clawing at the stone as if trying to escape their confines. It's as if a darkness has consumed her and taken root in her very being. You get the sense that this desecration was borne out of malice and seething hatred for Titania and all she represents.
Pools
Continuing on, you tread carefully through the eerie atmosphere, making your way down the temple's main aisle. Glowing, iridescent water pools on either side of the path, casting an otherworldly light across the room. The water has a thick, syrupy consistency, and seems to pulse and shift in a strange, hypnotic rhythm.
As you approach the first pool, you notice a faint, sweet smell emanating from the water. It smells of wildflowers and fresh air, yet there's something unsettling about it, as though the scent is masking a deeper, more sinister aroma. You glance down into the pool and see your own reflection staring back at you, but something is not quite right. Your features seem distorted, as though you're looking at yourself through a funhouse mirror.
Continuing down the aisle, you come across several more pools. In each one, the water seems to take on a different color and scent, yet they all share the same eerie quality that makes your skin crawl. You can't help but wonder what strange magic or power is at work in this place to create such bizarre and unsettling phenomena.
Altar
The altar at the far end of the temple draws your attention now, its once-beautiful surface marred by bloodstains and strange, twisted markings. As you approach, you feel a sudden chill in the air, and the hairs on the back of your neck stand on end. The smell of decay fills your nostrils, and you can't shake the feeling that something is watching you from the shadows.
Upon closer inspection, you notice that the markings on the altar are not written in any language you recognise. They seem to writhe and twist, like living things, and a sense of foreboding washes over you. You can't help but wonder what dark purpose this altar serves, and what unspeakable horrors may have been wrought upon it.
You quickly realise that this temple is no sanctuary from danger, but a place of great malevolence. It's clear that the Fomorians aren't the only danger in this forsaken place. You take a deep breath, readying yourself for whatever horrors may lie ahead, and steel yourself to face the darkness that lurks within these walls.
Checks
All - Please feel free to make any checks, describing what elements you wish to learn more about.
Nikita & Faila (Stealth) - You both manage to quietly slip into the temple, swiftly moving towards the cover of the shadows. You spot ornate doors on the far side of the temple, flanking the altar, which you believe might offer better concealment from any pursuers.
Boyd & Meresaa - Please make Stealth checks if you are looking to hide.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Following the odd assortment of characters she'd somehow managed to amass, Meresaa lets her eyes and mind wander as they traverse the ruins.
Stopping short when she hears mention of fomorians, her large eyes dart around as she searches her memory for what she's learned of the creatures in her studies. Seeing the others heading for the temple, she quickly follows up the embankment, adrenaline heightening her senses.
Stealth + guidance: 11
Inside, she lets the others watch for the approaching giants as she silently scans for anything amiss within their refuge.
Perception + guidance: 20
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
((Sorry for the late/cross post! I'll press on and see how it shakes out. Not really sure what the order of operations should be here but we'll give it a shot!))
Easily distracted by the statue at the entrance as the others move to hide, Meresaa withdraws a rag from one of her pockets and carefully wipes a small sample of the black, viscous liquid. She sniffs the ooze and moves it around to observe under different angles of light. She follows a similar process of observation for the first pool she comes across, although clearly less inclined to touch the liquid.
Not sure what kind of roll we'll need but here's 2 d20s in case you want separate rolls for goo vs liquid as well as guidance on each: 17 & 14
Arcana +8
Investigation +7
Nature or Religion +5
Assuming nothing happens to alter the course of events here, once she concludes her appraisal of the materials, the tall robed woman suddenly realizes how quickly absorbed she became in her curiosity and sees that most of the others are nowhere to be seen. She looks to Boyd and grimaces as she tries to find a place to duck out of view.
Stealth + guidance: 26
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Nikita and Thumbtack, as always, attempt to perform the role of scouts, watching for danger as they move towards concealment.
She hisses urgently to any who only seem to be thinking of the danger posed by the giants outside and not by what is lurking inside the temple. "Careful! This temple, once beautiful, has become a cursed, evil place. I don't know, but it might even be worse than the giants approaching outside."
Nikita also attempts to discern any sense of purpose to the desecration and defilement of what was once the Summer Queen's temple. Is there any reason for it other than just a generalized malice? An ambush or trap or place of summoning?
Finally she attempts to understand the twisted markings on the altar itself. Again, looking for purpose within the malevolence.
As she walks, she casts Shape Water to keep the nearest 2 5' cube areas of liquid nearest her frozen to potentially slow any foe from bursting out. Though she will release both effects, liquifying the water, if the enemies outside enter the temple.
Nikita's Perception for threats or hazards: 12
Thumbtack's Perception for threats or hazards (rolled at advantage due to Keen Hearing and Sight): 22
Nikita's Insight to understand any purpose of desecration and defilement: 23
Nikita's History to understand the twisted markings on the altar: 20
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Meresaa - With urgency, you scramble up the pile of rubble towards the temple, the adrenaline pumping through your veins. But as you reach for a stable foothold, your heart sinks as your foot lands on a piece of loose debris. The ground shifts beneath your weight, and the debris starts to slip and slide, throwing you off balance. You try to steady yourself, but it's too late. You tumble and fall, hitting the ground hard.
You land heavily, the sound of ancient bones cracking and snapping beneath you echoing out over the market square. A pang of guilt grips you as you realise the bones belong to the long-dead defenders that once fought for the city; you hope the spirits said to dwell within Cendriane are not in a vindictive mood. As if sensing your fear, the silence that follows the fall is quickly shattered by the sound of angry shouts coming from the west. It's clear that the Fomorians have been alerted to your presence, and they're now fully aware that others lurk among the city's ruins.
Quickly realising the trouble you are in, you rush back up the stairs and into the temple.
Meresaa's Checks:
Perception
As you make your way through the shadowy veil that envelops the temple, the signs of recent activity become increasingly apparent. The moist imprints of bare feet, ominously hint at the notion that an otherworldly force has found solace within these unhallowed walls. Could the murky pool within be the font of some foul magic, where sacrilegious rites are performed?
You sense that the trail leads towards the door on the left-hand side of the altar, could this be the gateway to the evil that now dwells within this once-holy place? As you draw closer, you make out a reddish-brown stain on the doorframe, a chilling emblem of the horror that likely lies beyond. It is a bloody handprint, fresh and yet not as if left by a soul that perished long ago; you stare at the bloodied handprint, a flood of terror-invoking questions fill your mind, leaving you to contemplate the haunting story behind the macabre mark.
It is then that you hear it, the faint sound of sinister chanting emanates from behind the door, sending shivers down your spine. Though you do not comprehend the words you know they contain foul meanings.
Investigation (Tar)
After collecting a sample of the substance from the statue, you notice a foul odour resembling that of rotten eggs. Inhaling the scent causes you to feel dizzy and slightly nauseous. Further observation leads you to believe that the liquid may have combustible properties and, when coupled with its stickiness, might be able to be weaponised.
Arcana (1st Pool)
You peer intently into the first pool, kneeling down to take a sample and, to your amazement, your reflection starts to sharpen into focus. Suddenly, a strange and inexplicable compulsion seizes you, urging you to dive into the iridescent green waters and lose yourself in their depths. The urge is so intense that you can almost hear the pool calling out to you, beckoning you to surrender to its embrace. A feeling of both enchantment and unease grips your heart, as you struggle to resist the pool's siren song and keep your wits about you.
Nikita's Checks:
((Just a heads up, in the text for shape water, it says "You freeze the water, provided that there are no creatures in it." I note that you mentioned slowing a creature and will bear that in mind.))
Perception
You cast your eyes over the gloom. As your eyes adjust you spot wet footprints leading towards the door to the left side of the altar.
As Thumbtack returns from her reconnaissance of the temple hall, her once-sharp eyes now appear haunted, as though she has seen a ghost. "Chanting," she hisses, "dark words carried on an ill wind. I could not discern their meaning, but their intent was most certainly malicious. Not only that, but the air reeks of decay, as though the ancient battles once fought in this great hall occurred mere days ago."
Struggling to convey the gravity of what she has witnessed, Thumbtack tries to articulate further. "There is more. A bloody handprint, encrusted and aged, was smeared on the door to the left of the altar. I cannot determine whether it belonged to a victim or villain, but one thing is certain: this place must be avoided, Nikita."
High-Roll Alert!
Thumbtack cosies up to your ear and whispers, "There's more to report. The pools nearest to the altar are alive with movement. Strange frog-like creatures, slick and iridescent in colour. I couldn't discern whether they are friendly or not, but one thing is certain: you won't find me sampling them for dinner. In my experience, creatures adorned with such brilliant colours are often the most venomous."
She relays the following image to your mind. The creatures are tiny, the size of a large frog.
As you survey the desecrated temple, the more you study the ruin, the more sinister the truth behind it becomes. The defacement of the statue of the Queen of Summer was not a random act of vandalism but a well-orchestrated assault intended to twist and corrupt the image of the once-glorious Titania.
The corrupted ground around the statue's base and the blackthorns that grow over her feet and legs suggest that this was not just a defacement, but a dark ritual to curse and corrupt the temple. The thorns themselves are known for their dark associations with malicious magic, and twisted cultists have been known to use them for ritualistic scarring to gain the favour of foul deities. In addition, you also know that the thorns can be used in crafting -- when fired from a blowgun, they can cause paralysis in any creature pieced by their vicious pins.
It is clear that the site was chosen because of its connection to Titania, and you fear that any sacred relics contained within these walls could be corrupted in the same way. The implications of such an act are chilling to imagine, for the corrupting influence could spread beyond this temple and into the world, infecting all that it touches with its foul taint; the seeping corruption appearing not too dissimilar to that you experienced in Oerth.
History
You fixate on the twisted runes etched into the altar, their writhing forms like malevolent serpents slithering through your mind. They twist your thoughts and flood your senses with darkness. Your companions' laughter echoes in your head, taunting and jeering, sowing the seeds of suspicion and paranoia. The creeping tendrils of doubt and fear take hold, choking your hopes and dreams.
Though you see the other members of the party, you feel truly alone. That is, until your faithful companion scratches at your back, her talons drawing a little blood. "NO NIKITA!" Thumbtack's psychic voice screams in your mind. "You must resist! RESIST!"
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Nikita WIS Save at advantage due to Thumbtack's help: 25 (Natural 20).
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
WIS save (adv from Vedalken Dispassion): 17
Characters currently being ruined on this forum:
Neria Tallfellow (Halfling Rogue) - Curse of the Crimson Throne with Ashen_Age
Faila feels her heart freeze in fear as Meresaa falls heavily, and the sound of angry shouts following. She starts to run, to help her friend, but some latent but overpowering sense of self-preservation makes her turn and run towards the ornate doors flanking the altar, looking for a hiding place. "This way," she cries, looking at Aruum, and then at Meresaa, before ducking her head as she runs and hides herself behind the doors, avoiding looking at any of the hideous symbols that surround her. "Procan protect," she mumbles, as she has heard Boyd do so often. She really doesn't know who Procan is, but the situation seems in need of supernatural help.
Mid-Morning - Day 1 - Autumn's Journey
Lord of Autumn - As the melody of your song echoes through the city, the creatures around you become awash with new energy. The mundane world is transformed into one of vibrancy and life. But such an outcome is no mystery to you, for is it not the very same effect that accompanied you on your travels with Tegid, the plucky kobold who always spoke of the way your music touched the hearts of all those around you, from the lowliest mouse to the grandest eagle?
And thus you travel onward, your cloak fluttering behind you in the tender breeze, bursting with the vibrant colours of autumn. Each stride brings with it a fresh sense of resolve and a steadfast determination to carry on with your mission. For you are aware that your journey goes far beyond mere personal interests, for the very balance of the land is in danger and you have been entrusted with its restoration.
But as you gaze upon the lifeless forms of the Svirfneblin, a sorrowful feeling washes over you. The cruel fate that has befallen them is a reminder of the dangers that lurk in Cendriane. The twisted minds of the Fomorians and their ilk are a threat not just to these poor creatures but to all who call this place home. You steel yourself for the battles ahead, determined to face whatever horrors come your way and protect those who cannot fend for themselves.
Lord of Autumn's Nature check:
As you examine the tracks before you, it becomes clear that they belong to the twisted and malevolent Fomorians. There are at least three of them, and they are moving eastwards, deeper into the center of the City. Their strides are long and powerful, indicating that they are in a hurry, but they are hindered by their enslaved Svirfneblin companions, slowing their pace. You surmise that the Fomorians must have been dispatched to the ruins of Cendriane, seeking to lay hands on magical artifacts or other relics of great value. Otherwise, their goal remains unclear.
Your thoughts are interrupted by a loud CLANGING noise that echoes through the stillness of the city. Shouts of alarm and anger pierce the air, accompanied by a heavy pounding of feet. It seems that something has caught the attention of the Fomorians, and you cannot help but worry for the safety of those who have aroused their wrath. You pray that they are skilled warriors, not easily swayed by illusions or taken in by their own reflections. On second thought, might it not be best to investigate?
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Nikita - Thanks to Thumbtack's aid, you are now free from the enchantment of the sinister runes. As you retreat, you notice that the writing has ceased its malevolent dance and returned to its original form. Though the words themselves are still foreign to you, it is evident that they were designed to ensnare any unsuspecting victim who could not decipher their wickedness. What fate might have befallen you had you fallen under their spell, it is a mystery best left unsolved.
"Be more mindful in the future," Thumbtack chastises, though you instantly note her features soften. "Sorry for scratching you, I didn't know what else to do."
Meresaa - ((Oh dear.)) Your reflection in the pool is soon transformed into a wondrous vision, much like an ethereal doll's face, painted with a pale blue hue. With the liquid surface acting as a canvas, the image begins to move, taking on a life of its own. The once-swirling shapes meld together and are now like tiny cherubs, their curious expressions and impish grins sending a shiver of delight down your spine. They dance and play, frolicking within the depths of the pool, and you are filled with wonder as you witness the playful enchantment of this magical place.
Inexplicably and against your expert judgement, you find yourself becoming overwhelmed by the urge to join these playful water spirits. Their little faces promise you so much, perhaps you may even be able to join with them? Such a thought stirs your heart and makes you forget yourself. Your right foot is the first to move, followed swiftly by your left, as if you were but a puppet on a string. The murky water engulfs your feet, but it is not deep, barely coming up to your knees. You then lower yourself, gingerly, towards the surface of the water, settling into a kneeling position. Soon you will be free to join the others.
A slender, glistening, silvery-blue strand moves up your body, it is cold to the touch. You feel it plunging into your veins and entering your bloodstream. You know that it will not be much longer that you have to worry about the phyisical world, for soon your body shall be shed and your spirit shall float free. A sense of tranquility washes over you as you behold the little blue faces that beam and welcome you, for soon you shall be one.
Faila - "Yes-yes. Pro-cans protects and whatnots," Aruum says as he urges you toward the temple. "You comes along now, Faila Golds-giver. Don't let no nasty Fomorians gets you or your golds!"
Once you've made your way into the foreboding temple, Aruum glances at you with a ghostly pallor. "Whats now?" he whispers, afraid to speak up. "Can we hides somewhere?"
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Faila shivers, and whispers back to Aruum. "Help me find a place to hide. But nowhere near those awful symbols or the pools. Don't even look at them! It's really dangerous here, we've got to be very careful, but I'm sure we can find a place to..."
Then she notices Meresaa wading into the pool. NO! Animal terror surges through her, all thought of hiding chased from her mind in an instant. The trap is sprung, the predator is here! We can't run, we have to fight! Her jaws open and her teeth spring into sharp points.
But it doesn't stop there, this time. Faila's jaws keep opening, growing wider and longer, the razor sharp teeth multiplying to fill them. Her dark skin pales and erupts into scales, her neck stretching out long like her jaws. The tattered rags and colorful Skurra cloak train out behind her and to the side, and above her head, in colorful profusions of feathers clothing clawed arms and feet, and a long tail. A crest like a bird, lifted high in alarm, covers the now reptilian head. Faila is unrecognizable, and lets out a savage shriek, before launching herself straight at Meresaa, her claws snagging at the woman's robes, her fast-moving increased weight throwing Meresaa free of the pool's grasp as she sails over it, the feathers catching the still and foreboding air.
Acrobatics: 13
Athletics: 17
Unrecognizable Faila
The massive firbolg strokes his beard once, then twice as he interprets the tracks and footprints left behind by the Formorians. His silent calculations are interrupted only briefly by the ringing of steel in the distance. A look of confidence mixed with relief, like that of a hunter finally coming into contact with its quarry, washes over his face. As his cloak ripples with excitement, the tremble returns to his hands as he slowly begins to grind his palms together in silent anticipation for what is to come [Guidance].
The Lord of Autumn scans about a sets his gaze upon the nearest ruin that would appear to hold a vantage point high above the ground level. He strides towards it, seemingly undeterred by the evidence and sounds of Formorians in the distance, and begins to make haste in scaling it.
Athletics Check (if needed to scale any nearby structure. Goal is to gain visibility into the lay of the area and better understand what is causing the commotion nearby): 31
You were right to bring me out of it, friend. I...
Nikita has no time to finish her thought to Thumbtack before she notices Meresaa bending down into the vile pool. She begins to cast Shape Water to freeze the surface but too late. The strange silvery strand pierces the tall blue woman and suddenly she is borne aside by...
"Faila? Is that you?! I hope so. You look... terrifying and magnificent. You remember us, don't you? You must to have rescued Lady Meresaa so."
Nikita had never seen such a creature but had heard tales. Legends, really. She is a... Druid! Nikita smacks her own forehead at not having realized this now obvious fact about the wild young woman before. Faila must come from a place where such animals reside to have seen one before.
With Thumbtack on her shoulder, Nikita attempts to hide along with the others, well away from the pools or the altar and adjacent door.
Stealth: 17
In a low, urgent voice, she calls to the others: "Beware everyone! We should not have entered this fallen temple. Better to have faced the Formorians or fled elsewhere. This place is not just defiled and desecrated, it is alive and malevolent. There are poisonous frog-like creatures in the pools along with the beguiling magic which affected Lady Meresaa. The runes etched on the altar have some evil magic on them which almost ensnared my mind before Thumbtack brought me back to my senses. And I am almost certain something inimical waits for us beyond the door past the altar."
Tanis(Ranger1): Shiverquill's Tempest City | Xarian(Fighter2): NioNSwiper's Tyranny of Dragons
Dyson/Eleo(TwilightCleric4): Vos' Beyond the Veil | Soren(ShepherdDruid5): Bartjeebus' Ravenloft | Ophelia(WildMagicSorcerer4): Ashen_Age's Risen from the Sands
Joren(EchoKnightFighter6): NotDrizzt's Simple Request | Sabetha(MercyMonk3): Bedlymn's Murder Court | Seri(NatureCleric3/DivineSoulSorcerer1): Bartjeebus' Greyhawk
Boyd keeps his eyes to the ground, refusing to look at this cursed place. "Haunted... Procan protect." He echoes Faila's benediction. "Should have brought me own salt..." he mutters to himself, following the others.
While the magic folk begin their foolhardy investigation, Boyd finds a safe-looking wall to put his back to. "Careful out there." he yells futilely to his companions. He listens carefully for the sounds of approaching ghost giants when he turns back just in time to see the scene unfolding in the wading pool. Meresaa walking slowly in and kneeling in the evil water, and Faila suddenly erupting into a giant reptile bird and tearing the blue woman out of the water.
Eyes agog and darting for more hidden dangers, Boyd leaves his wall and rejoins his companions. He looks at what used to be Faila and approaches hesitantly, even though she - it - seems friendly. "We've gotta get out of here. There are ghost giants behind us and more of this shit - pardon my Elvish - ahead of us. Aruum, do you know a safe way out?"
Stealth for hiding with Nikita: 19
Boyd looks for a better hiding place. Perception: 9.
Late-Morning - Day 1 - Temple Tribulations
Aruum is seized with terror as he beholds Faila's metamorphosis into a creature adorned with vibrant feathers. He quivers on the spot before scampering towards the room situated to the right of the altar. His terrified shrieks resonate throughout the temple, punctuating the eerie silence that surrounds you. The resounding slam of the door echoes through the chamber as he scurries away in haste, seeking refuge from the looming threat that could be lurking around any corner.
Faila, feeling oddly at home in her new form, bounds towards the bewitched Meresaa. With a feral grace, she leaps and knocks her companion from the cursed pool, shattering her trance. Meresaa's skin is clammy and cold to the touch, and the unearthly poison courses through her veins, shining like liquid silver in the dim light.
Meanwhile, Nikita, with a frantic and desperate determination, attempts to freeze the bewitched pool's waters. But alas, her efforts prove futile against the eldritch magic of the cursed pool. Thankfully, the newly transformed Faila manages to break Meresaa's trance and rescue her from the watery depths. However, the victory is short-lived as Meresaa now lies prone near the pool, the insidious silver poison coursing through her veins.
Boyd turns to check why Aruum is not answering his question, only to see the little goblin scampering away from Faila and the entrance of the temple with utmost speed. Moments later, a cacophony of snarling and barking echoes through the temple, sending shivers down Boyd's spine. Suddenly, a bloodcurdling howl pierces the air. Aruum stumbles into the room, his eyes wide with fear. "D-d-doggsies!" he stammers, his voice shaking.
Boyd, Faila, Meresaa, and Nikita - Please make Wisdom Saving Throws (DC 13), or become frightened of the unseen foes. Also, please roll initiative.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)