"Yes, Inverse indeed," Jesa says. "It is a little odd at first though." She takes a moment to get her bearings again then is ready to continue. "Nothing for it but to keep going. Though I'm not sure where to exactly." She heads along, hoping to find some reference point to guide them.
Eithne this is all very strange to you perhaps, so unlike the natural world.
Jessa, you're pretty sure the tunnels are following the streets above, but without markers of some kind it's really hard to tell exactly where you are, although you think you are heading in the general direction of the train depot.
Rogferr, this place is a real mystery to you!
Gimble, you quickly notice that just past where the stairs take an odd turn there are more stairs and walkways...but they are upside down...
Gimble will simply leave a mark with an up/down arrow and a "0" written using the gnomish numerical system which looks more like a "."
Esta, bemused tries to recall if she is familiar with the area, known locally as the "Inverse". History: 10
Not able to draw any conclusions, she follows behind at a steady pace. Further ahead, she notices the group start to defy logic and... are walking upside down?? What is this madness... she thinks to herself.
As each party member moves forward, she halters for only a moment before taking the step herself to continue following, exclaiming as she moves "Woooooahhhhh! That's pretty cool! Could be handy in the real world..."
As the group continue to move on, Esta scans her environment, looking for any odd detail or clue that may give them some idea if they are on track. Perception: 11
One by one you turn upside-down, only to find the world turning right-side up for you as you enter the Inverse. After a few moments, it quickly becomes obvious that this space is very chaotic. As orderly as Automata was on the surface, this place is random and chaotic. Paths, walls, and buildings seem to be built and run at varying angles with no rhyme or reason. You also start to see the city develop and shady looking ruffians and rogues darting about of many different species. There aren't any signs or such here either, but perhaps you can still pick up the trail...
(Survival check!If you are a Lawful creature/alignment, you have Disadvantage on the check due to the chaotic nature of the Inverse.)
Jesa takes a moment to adjust to the changed environment, seeing if she can make out which way they ought to go. (Survival, disadvantage: 4) "This place is awful! How can this be adjacent to Automata! This seems like this belongs in Bedlam!"
"It's undoubtedly a disturbingly unnatural place" Eithne admits, hearing Jesa's complaints and nodding to her.
'Even though this freedom to choose the zone with the gravity you prefer... it has its charm' the lone survivor finds herself thinking. 'Charm!? It's dangerous, Eithne!' the Voices in her head hasten to retort. 'A magic capable of even changing top to bottom, bottom to top...' 'It could be a magic of power and evil, similar to the one that cost us all our lives!'
This time, the savage wanderer, naturally wary of anything too different from the place where she was born and raised, doesn't disagree with the Voices and shivers slightly, continuing to focus on searching for tracks and orienting herself... thanking Rogferr politely - and with a shy smile - for the help he is giving her with his powers.
You all begin wandering around for a couple hours, and pass by an erratic bipedal automaton pacing in a chaotic circle, holding a sign that reads in common "Glitch is Nigh!" and chattering in a distorted voice, repeating comments about preparing for "the great multiversal realignment". Any interaction with it though proves futile as it seems like it is almost malfunctioning, or other incapable of answering further questions.
It takes yet another couple of hours (due to a failed survival check) before you finally happen upon a series of steam-pipe-lined tunnels with tracks leading inside, and you are pretty certain this leads to Beltha's hideout.
When you get closer, you see a gridded iron balcony overlooks an unevenly shaped room full of intertwining pipes and machinery with noisy, exposed gears. Gas lamps shed flickering light across the area. Haphazard furnishings, battered crates, and mismatched knickknacks decorate the balcony above. A rusty iron spiral staircase on the room’s far side climbs to this ramshackle lounge.
Gimble takes time to write each of the rambling automoton's ravings. He finishes just as they enter the area with the catwalk, he looks up and says "Messy, messy, messy"
As the group finds Beltha’s hideout Rogferr modders under his breath
“Well that took far less time than I was expecting.”
Pulling out his axe, Rogferr will cast light on it if there are no external light sources. As he casts light he will cover the axe to prevent it being easily seen by others. As he is casting his spell he will ask his familiar to fly upwards and check for anyone on the Balcony.
Looking at the group.
“Is the plan to attempt to sneak in unseen or just enter together? I would be a hindrance to any attempt to be quiet but am happy to rush in at any sign of disturbance.”
"A good idea Gimble," Jesa says. "Esta, could maybe sneak in and see if you can find anything? Keep in mind, first thing is to find the logbooks. Then we can see if we can bring in Beltha that's just a bonus."
Eithne shudders at the announcement of 'the great multiversal realignment'... an event of that magnitude reminds her all too well how cataclysmic magical forces can be... like those that must be responsible for the annihilation of her tribe.
The savage wanderer is therefore happy to leave the erratic bipedal automaton alone and continue leading the party to Beltha's hideout. Once she finds it, she ponders Rogferr's comment. Indeed... if a party newly arrived in the city was able to locate the den in less than a day, what prevented the Automata security forces from doing the same? Perhaps the den is more dangerous than reported... or perhaps there are other details that have been hidden from the party.
For once, the lone survivor and the Voices in her head agree on the course of action to take - and the elf, ready to draw her bow, is happy to wait for Esta to make an initial reconnaissance.
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"Yes, Inverse indeed," Jesa says. "It is a little odd at first though." She takes a moment to get her bearings again then is ready to continue. "Nothing for it but to keep going. Though I'm not sure where to exactly." She heads along, hoping to find some reference point to guide them.
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer || Bronnryn Hethgar, Cleric
A look of confusion appears on Rogferr's face.
“This day is starting to make less sense. I am guessing that this won't be the last time things seem strange.”
Rogferr is very cautious as he follows the party as if he does not trust the reverse gravity will work the same way every time.
Gimble will simply leave a mark with an up/down arrow and a "0" written using the gnomish numerical system which looks more like a "."
Esta, bemused tries to recall if she is familiar with the area, known locally as the "Inverse".
History: 10
Not able to draw any conclusions, she follows behind at a steady pace. Further ahead, she notices the group start to defy logic and... are walking upside down?? What is this madness... she thinks to herself.
As each party member moves forward, she halters for only a moment before taking the step herself to continue following, exclaiming as she moves "Woooooahhhhh! That's pretty cool! Could be handy in the real world..."
As the group continue to move on, Esta scans her environment, looking for any odd detail or clue that may give them some idea if they are on track.
Perception: 11
One by one you turn upside-down, only to find the world turning right-side up for you as you enter the Inverse. After a few moments, it quickly becomes obvious that this space is very chaotic. As orderly as Automata was on the surface, this place is random and chaotic. Paths, walls, and buildings seem to be built and run at varying angles with no rhyme or reason. You also start to see the city develop and shady looking ruffians and rogues darting about of many different species. There aren't any signs or such here either, but perhaps you can still pick up the trail...
(Survival check! If you are a Lawful creature/alignment, you have Disadvantage on the check due to the chaotic nature of the Inverse.)
Eithne's Survival check (straight roll, for she is Chaotic): 18
If someone gives Guidance: +1
Jesa takes a moment to adjust to the changed environment, seeing if she can make out which way they ought to go. (Survival, disadvantage: 4) "This place is awful! How can this be adjacent to Automata! This seems like this belongs in Bedlam!"
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer || Bronnryn Hethgar, Cleric
(I did not pick an alignment for Gimble, but I'm going to go with lawful neutral. Rolling with disadvantage)
Survival: 8
(Oops tried to modify for disadvantage. Though 8 seems fitting)
(Assuming Eithne mentioned being good at tracking Rogferr would have casted guidance on her.)
Rogferr has never been good at tracking people so he seems useless as the party searches this area.
Survival Roll: 4
"It's undoubtedly a disturbingly unnatural place" Eithne admits, hearing Jesa's complaints and nodding to her.
'Even though this freedom to choose the zone with the gravity you prefer... it has its charm' the lone survivor finds herself thinking.
'Charm!? It's dangerous, Eithne!' the Voices in her head hasten to retort.
'A magic capable of even changing top to bottom, bottom to top...'
'It could be a magic of power and evil, similar to the one that cost us all our lives!'
This time, the savage wanderer, naturally wary of anything too different from the place where she was born and raised, doesn't disagree with the Voices and shivers slightly, continuing to focus on searching for tracks and orienting herself... thanking Rogferr politely - and with a shy smile - for the help he is giving her with his powers.
Survival: 9
You all begin wandering around for a couple hours, and pass by an erratic bipedal automaton pacing in a chaotic circle, holding a sign that reads in common "Glitch is Nigh!" and chattering in a distorted voice, repeating comments about preparing for "the great multiversal realignment". Any interaction with it though proves futile as it seems like it is almost malfunctioning, or other incapable of answering further questions.
It takes yet another couple of hours (due to a failed survival check) before you finally happen upon a series of steam-pipe-lined tunnels with tracks leading inside, and you are pretty certain this leads to Beltha's hideout.
When you get closer, you see a gridded iron balcony overlooks an unevenly shaped room full of intertwining pipes and machinery with noisy, exposed gears. Gas lamps shed flickering light across the area. Haphazard furnishings, battered crates, and mismatched knickknacks decorate the balcony above. A rusty iron spiral staircase on the room’s far side climbs to this ramshackle lounge.
Gimble takes time to write each of the rambling automoton's ravings. He finishes just as they enter the area with the catwalk, he looks up and says "Messy, messy, messy"
The hideout. You are entering from the bottom left.
As the group finds Beltha’s hideout Rogferr modders under his breath
“Well that took far less time than I was expecting.”
Pulling out his axe, Rogferr will cast light on it if there are no external light sources. As he casts light he will cover the axe to prevent it being easily seen by others. As he is casting his spell he will ask his familiar to fly upwards and check for anyone on the Balcony.
Looking at the group.
“Is the plan to attempt to sneak in unseen or just enter together? I would be a hindrance to any attempt to be quiet but am happy to rush in at any sign of disturbance.”
"Sneak lady f-first, wait tt-welve seconds, f-follow as group" *Gimble offers*
"A good idea Gimble," Jesa says. "Esta, could maybe sneak in and see if you can find anything? Keep in mind, first thing is to find the logbooks. Then we can see if we can bring in Beltha that's just a bonus."
Rabbit Sebrica, Sorcerer || Skarai, Monk || Lokilia Vaelphin, Druid || Britari / Halila Talgeta / Jesa Gumovi || Neital Rhessil, Wizard || Iromae Quinaea, Cleric
Meira Dheran, Rogue || Qirynna Thadri, Wizard || Crisaryn Melkial, Sorcerer || Bronnryn Hethgar, Cleric
Eithne shudders at the announcement of 'the great multiversal realignment'... an event of that magnitude reminds her all too well how cataclysmic magical forces can be... like those that must be responsible for the annihilation of her tribe.
The savage wanderer is therefore happy to leave the erratic bipedal automaton alone and continue leading the party to Beltha's hideout. Once she finds it, she ponders Rogferr's comment. Indeed... if a party newly arrived in the city was able to locate the den in less than a day, what prevented the Automata security forces from doing the same? Perhaps the den is more dangerous than reported... or perhaps there are other details that have been hidden from the party.
For once, the lone survivor and the Voices in her head agree on the course of action to take - and the elf, ready to draw her bow, is happy to wait for Esta to make an initial reconnaissance.