This post has potentially manipulated dice roll results.
Suddenly, dark powers seize Skoth. Jerkily, like a poorly controlled puppet, his terrified mind watches as his body is forced into the motions of checking on the Ettercap's restraints and physical condition. Once the infernal forces seem satisfied in their work, Skoth finds himself back in control. No one else in the group seems to have noticed him acting strangely. No one makes any mention of it, and it feels... wrong to bring up somehow. Skoth wonders if he is going mad.
Suddenly, dark powers seize Skoth. Jerkily, like a poorly controlled puppet, his terrified mind watches as his body is forced into the motions of checking on the Ettercap's restraints and physical condition. Once the infernal forces seem satisfied in their work, Skoth finds himself back in control. No one else in the group seems to have noticed him acting strangely. No one makes any mention of it, and it feels... wrong to bring up somehow. Skoth wonders if he is going mad.
Handle Animal Check: 15
The team makes it safely to the surface. The Ettercap is properly restrained and is set to heal. As an added bonus, Skoth has discerned a method of forcing the abomination to produce silk. As part of this discovery, the ettercap has produced 3 spools of silk. This may be repeated monthly.
[OOG: For future reference, if Elaric passed a check (arcana, nature, history, or simply knows because he's an elf?) to realize what's happening, would protection from good and evil (choosing the fey option) protect against the issue prompting these checks in the future?]
Gong, you find yourself walking back up the passage, which is odd because you're pretty sure the group was supposed to be going down to find some sort of spider. Glancing behind to make sure- THAT'S AN ETTERCAP WHAT WHY?!
Balasar, you don't actually remember walking back through the forest but here you are on the other side, so it must have happened. Gong is freaking out about something.
[OOG: For future reference, if Elaric passed a check (arcana, nature, history, or simply knows because he's an elf?) to realize what's happening, would protection from good and evil (choosing the fey option) protect against the issue prompting these checks in the future?]
Elaric, based on your heritage and field of study, after your third companion starts acting odd you're noticing a trend. After a moment's thought, you recall that those lacking Fey ancestry do not always react well to leaving the Feywild. [OOG: Unless we want to roll for Gong attacking a bound and battered Ettercap before the situation can be explained, we can safely assume that everyone has been brought up to speed. Passage through the Feywild carries a minor risk of curable amnesia. If you fail a DC 10 charisma check, you will forget everything that has occurred while in the Feywild, including whether or not you went there. This condition can be cured with a Lesser Restoration spell. Elves and Half elves are naturally immune to this effect. Because it's a fun effect but I don't want to be a dick about it, your XP is not effected. Now that you know the effect exists, taking time to write out what happened to you before exiting the Feywild will grant you a +5 bonus to this check.]
On the way back to the surface, Wendell and Elaric take the Ettercap to the magic circle that the Black Earth cultists were using to contain the elemental beast.
After a little effort, they raise the barrier around the captive creature.
"This really is a brilliant ritual for... exactly this." Wendell says as they wrap up, "We're going to have to look into replicating this when we have time."
Bound in the circle, the Ettercap can be healed, put to sleep, and even communicated with as needed with the appropriate spells. A significantly potent magical item, uncommon or greater, can be used to keep the field going indefinitely. Lacking the Earth Gems, the carved nature of the circle grants it additional strength, and the spell will require 3 spell slots worth of power to be maintained for a week. Wendell supplies the initial power and observes as the recovering monstrosity is sealed in a dome of glowing orange force. The dome flashes brightly, then fades to invisibility, with only a gentle chiming hum indicating its condition.
After Wendell confirms that the barricade is solid, he turns to the others, "I'm going to make a quick stop to talk with Narin's men. They might need some help getting through those doors we Locked on the way down. If anyone wants to come with me, they're welcome to, but if not I'll see the rest of you in a few hours."
On the way back to the surface, Wendell and Elaric take the Ettercap to the magic circle that the Black Earth cultists were using to contain the elemental beast.
After a little effort, they raise the barrier around the captive creature.
"This really is a brilliant ritual for... exactly this." Wendell says as they wrap up, "We're going to have to look into replicating this when we have time."
Bound in the circle, the Ettercap can be healed, put to sleep, and even communicated with as needed with the appropriate spells. A significantly potent magical item, uncommon or greater, can be used to keep the field going indefinitely. Lacking the Earth Gems, the carved nature of the circle grants it additional strength, and the spell will require 3 spell slots worth of power to be maintained for a week. Wendell supplies the initial power and observes as the recovering monstrosity is sealed in a dome of glowing orange force. The dome flashes brightly, then fades to invisibility, with only a gentle chiming hum indicating its condition.
After Wendell confirms that the barricade is solid, he turns to the others, "I'm going to make a quick stop to talk with Narin's men. They might need some help getting through those doors we Locked on the way down. If anyone wants to come with me, they're welcome to, but if not I'll see the rest of you in a few hours."
On the way back to the surface, Wendell and Elaric take the Ettercap to the magic circle that the Black Earth cultists were using to contain the elemental beast.
After a little effort, they raise the barrier around the captive creature.
"This really is a brilliant ritual for... exactly this." Wendell says as they wrap up, "We're going to have to look into replicating this when we have time."
Bound in the circle, the Ettercap can be healed, put to sleep, and even communicated with as needed with the appropriate spells. A significantly potent magical item, uncommon or greater, can be used to keep the field going indefinitely. Lacking the Earth Gems, the carved nature of the circle grants it additional strength, and the spell will require 3 spell slots worth of power to be maintained for a week. Wendell supplies the initial power and observes as the recovering monstrosity is sealed in a dome of glowing orange force. The dome flashes brightly, then fades to invisibility, with only a gentle chiming hum indicating its condition.
After Wendell confirms that the barricade is solid, he turns to the others, "I'm going to make a quick stop to talk with Narin's men. They might need some help getting through those doors we Locked on the way down. If anyone wants to come with me, they're welcome to, but if not I'll see the rest of you in a few hours."
On the way back to the surface, Wendell and Elaric take the Ettercap to the magic circle that the Black Earth cultists were using to contain the elemental beast.
After a little effort, they raise the barrier around the captive creature.
"This really is a brilliant ritual for... exactly this." Wendell says as they wrap up, "We're going to have to look into replicating this when we have time."
Bound in the circle, the Ettercap can be healed, put to sleep, and even communicated with as needed with the appropriate spells. A significantly potent magical item, uncommon or greater, can be used to keep the field going indefinitely. Lacking the Earth Gems, the carved nature of the circle grants it additional strength, and the spell will require 3 spell slots worth of power to be maintained for a week. Wendell supplies the initial power and observes as the recovering monstrosity is sealed in a dome of glowing orange force. The dome flashes brightly, then fades to invisibility, with only a gentle chiming hum indicating its condition.
After Wendell confirms that the barricade is solid, he turns to the others, "I'm going to make a quick stop to talk with Narin's men. They might need some help getting through those doors we Locked on the way down. If anyone wants to come with me, they're welcome to, but if not I'll see the rest of you in a few hours."
Elaric nods in agreement, adding, "I believe I will accompany you. First, however, I would like to scour the journals and reports in the ruin's library for any mention of that area. It's possible we may find a map or other details of what lays beyond the door. Additionally, I think we should ask the mercenaries what they know about the door. The blood stains around the door were fresh - it's possible or perhaps even likely that the blood was shed by one of their number."
[OOG: Investigate, perception, or something else to search through the journals and reports?]
Investigation check for writings about the locked section of the ruins (layout, purpose, creatures, etc.): 12
Unfortunately, nothing stands out regarding anything in the upper levels of the ruins. Evidently, they were used as living quarters and residential areas during the time frame the journal was written in.
Investigation check for writings about the locked section of the ruins (layout, purpose, creatures, etc.): 12
Unfortunately, nothing stands out regarding anything in the upper levels of the ruins. Evidently, they were used as living quarters and residential areas during the time frame the journal was written in.
However, as the party moves to the floor with the two sealed doors, they do encounter a fair number of Narin's men. A few questions about the doors and the threats beyond them turn up significantly more. At Elaric's request, one of the mercenaries reports their side of the encounter. The man is pale, having evidently spent some time underground. There's a sick look about him, and he seems to have trouble meeting anyone's gaze for very long.
"We was scoutin' the side rooms, makin' sure nothin' written was hiding away. Well... turns out it's wasn't just books sir. Small company of men headed into what we think were old bed chambers way back. Found a woman lyin' in a cot. Fine lookin' lass, at least at first glance... but it was all wrong. Captain's been around a while, an' he's taught us to spot something dangerous. Needless to say, we was a little curious why a beautiful girl was all alone in the dark, in ruins, I might add, that was buried until WE dug em out. One of the lads whispered 'vampire,' then we're all thinkin' it. One of us with more stones than sense tries to put a stake in her."
He shudders, "Worked out about as well as you'd expect. Wasn't no vampire, thank the gods, I'll tell you that much. Don't think vampires have that much blood in 'em. Stake didn't kill it, whatever it was. Once she was well an proper woken up, she grabbed poor Linus an'... vanished with him. Then she reappeared in the bed, still bleedin' and yellin'. Linus was gone. Then she... changed. Grew horns, grew old, grew ugly. Gods, the smell comin' off of her was foul after she became... whatever she became. She was strong too. Garm an' Horace fell to some spell she cast, faces full of holes. She disappeared three others, no idea where to. We never found the bodies. Took ten trained men to bring her down in the end, an' two of those gave into their wounds soon after. Some of us tried to run, but some foul magic had sealed up the door."
(at this, Wendell looks extremely uncomfortable)
"But in the end, we brought her down. Burned the body for good measure. We've not tried the other door yet. Don't have any wish too, if there's more of those things."
[OOC: are we all resting before investigating the door?]
[Probably not, though it's reasonable to have had a short rest after the Ettercap fight and capture. Specifically while Elaric and Wendell were activating the magic circle.]
Investigation check for writings about the locked section of the ruins (layout, purpose, creatures, etc.): 12
Unfortunately, nothing stands out regarding anything in the upper levels of the ruins. Evidently, they were used as living quarters and residential areas during the time frame the journal was written in.
However, as the party moves to the floor with the two sealed doors, they do encounter a fair number of Narin's men. A few questions about the doors and the threats beyond them turn up significantly more. At Elaric's request, one of the mercenaries reports their side of the encounter. The man is pale, having evidently spent some time underground. There's a sick look about him, and he seems to have trouble meeting anyone's gaze for very long.
"We was scoutin' the side rooms, makin' sure nothin' written was hiding away. Well... turns out it's wasn't just books sir. Small company of men headed into what we think were old bed chambers way back. Found a woman lyin' in a cot. Fine lookin' lass, at least at first glance... but it was all wrong. Captain's been around a while, an' he's taught us to spot something dangerous. Needless to say, we was a little curious why a beautiful girl was all alone in the dark, in ruins, I might add, that was buried until WE dug em out. One of the lads whispered 'vampire,' then we're all thinkin' it. One of us with more stones than sense tries to put a stake in her."
He shudders, "Worked out about as well as you'd expect. Wasn't no vampire, thank the gods, I'll tell you that much. Don't think vampires have that much blood in 'em. Stake didn't kill it, whatever it was. Once she was well an proper woken up, she grabbed poor Linus an'... vanished with him. Then she reappeared in the bed, still bleedin' and yellin'. Linus was gone. Then she... changed. Grew horns, grew old, grew ugly. Gods, the smell comin' off of her was foul after she became... whatever she became. She was strong too. Garm an' Horace fell to some spell she cast, faces full of holes. She disappeared three others, no idea where to. We never found the bodies. Took ten trained men to bring her down in the end, an' two of those gave into their wounds soon after. Some of us tried to run, but some foul magic had sealed up the door."
(at this, Wendell looks extremely uncomfortable)
"But in the end, we brought her down. Burned the body for good measure. We've not tried the other door yet. Don't have any wish too, if there's more of those things."
"Karl!" a terrified voice calls from the main chamber, "It's doin' something!"
Rushing out from the sleeping quarters to the hall, Balasar, Skoth, Gong, Elaric, and Wendell see two frightened mercenaries running for them.
"The door's moving!" One of them says, looking nervously over their shoulder "Splintering too..."
Investigation check for writings about the locked section of the ruins (layout, purpose, creatures, etc.): 12
Unfortunately, nothing stands out regarding anything in the upper levels of the ruins. Evidently, they were used as living quarters and residential areas during the time frame the journal was written in.
However, as the party moves to the floor with the two sealed doors, they do encounter a fair number of Narin's men. A few questions about the doors and the threats beyond them turn up significantly more. At Elaric's request, one of the mercenaries reports their side of the encounter. The man is pale, having evidently spent some time underground. There's a sick look about him, and he seems to have trouble meeting anyone's gaze for very long.
"We was scoutin' the side rooms, makin' sure nothin' written was hiding away. Well... turns out it's wasn't just books sir. Small company of men headed into what we think were old bed chambers way back. Found a woman lyin' in a cot. Fine lookin' lass, at least at first glance... but it was all wrong. Captain's been around a while, an' he's taught us to spot something dangerous. Needless to say, we was a little curious why a beautiful girl was all alone in the dark, in ruins, I might add, that was buried until WE dug em out. One of the lads whispered 'vampire,' then we're all thinkin' it. One of us with more stones than sense tries to put a stake in her."
He shudders, "Worked out about as well as you'd expect. Wasn't no vampire, thank the gods, I'll tell you that much. Don't think vampires have that much blood in 'em. Stake didn't kill it, whatever it was. Once she was well an proper woken up, she grabbed poor Linus an'... vanished with him. Then she reappeared in the bed, still bleedin' and yellin'. Linus was gone. Then she... changed. Grew horns, grew old, grew ugly. Gods, the smell comin' off of her was foul after she became... whatever she became. She was strong too. Garm an' Horace fell to some spell she cast, faces full of holes. She disappeared three others, no idea where to. We never found the bodies. Took ten trained men to bring her down in the end, an' two of those gave into their wounds soon after. Some of us tried to run, but some foul magic had sealed up the door."
(at this, Wendell looks extremely uncomfortable)
"But in the end, we brought her down. Burned the body for good measure. We've not tried the other door yet. Don't have any wish too, if there's more of those things."
"Karl!" a terrified voice calls from the main chamber, "It's doin' something!"
Rushing out from the sleeping quarters to the hall, Balasar, Skoth, Gong, Elaric, and Wendell see two frightened mercenaries running for them.
"The door's moving!" One of them says, looking nervously over their shoulder "Splintering too..."
[OOC: are we at/talking about the mysterious locked door, the one leading to the ritual chamber, or another?]
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Suddenly, dark powers seize Skoth. Jerkily, like a poorly controlled puppet, his terrified mind watches as his body is forced into the motions of checking on the Ettercap's restraints and physical condition. Once the infernal forces seem satisfied in their work, Skoth finds himself back in control. No one else in the group seems to have noticed him acting strangely. No one makes any mention of it, and it feels... wrong to bring up somehow. Skoth wonders if he is going mad.
Handle Animal Check: 15
The team makes it safely to the surface. The Ettercap is properly restrained and is set to heal. As an added bonus, Skoth has discerned a method of forcing the abomination to produce silk. As part of this discovery, the ettercap has produced 3 spools of silk. This may be repeated monthly.
Also, everyone who is not Elaric, make charisma saving throws please.
Wendell: 14
Gong: 9
Balasar: 9
[OOG: For future reference, if Elaric passed a check (arcana, nature, history, or simply knows because he's an elf?) to realize what's happening, would protection from good and evil (choosing the fey option) protect against the issue prompting these checks in the future?]
Gong, you find yourself walking back up the passage, which is odd because you're pretty sure the group was supposed to be going down to find some sort of spider. Glancing behind to make sure- THAT'S AN ETTERCAP WHAT WHY?!
Balasar, you don't actually remember walking back through the forest but here you are on the other side, so it must have happened. Gong is freaking out about something.
Elaric, based on your heritage and field of study, after your third companion starts acting odd you're noticing a trend. After a moment's thought, you recall that those lacking Fey ancestry do not always react well to leaving the Feywild. [OOG: Unless we want to roll for Gong attacking a bound and battered Ettercap before the situation can be explained, we can safely assume that everyone has been brought up to speed. Passage through the Feywild carries a minor risk of curable amnesia. If you fail a DC 10 charisma check, you will forget everything that has occurred while in the Feywild, including whether or not you went there. This condition can be cured with a Lesser Restoration spell. Elves and Half elves are naturally immune to this effect. Because it's a fun effect but I don't want to be a dick about it, your XP is not effected. Now that you know the effect exists, taking time to write out what happened to you before exiting the Feywild will grant you a +5 bonus to this check.]
On the way back to the surface, Wendell and Elaric take the Ettercap to the magic circle that the Black Earth cultists were using to contain the elemental beast.
After a little effort, they raise the barrier around the captive creature.
"This really is a brilliant ritual for... exactly this." Wendell says as they wrap up, "We're going to have to look into replicating this when we have time."
Bound in the circle, the Ettercap can be healed, put to sleep, and even communicated with as needed with the appropriate spells. A significantly potent magical item, uncommon or greater, can be used to keep the field going indefinitely. Lacking the Earth Gems, the carved nature of the circle grants it additional strength, and the spell will require 3 spell slots worth of power to be maintained for a week. Wendell supplies the initial power and observes as the recovering monstrosity is sealed in a dome of glowing orange force. The dome flashes brightly, then fades to invisibility, with only a gentle chiming hum indicating its condition.
After Wendell confirms that the barricade is solid, he turns to the others, "I'm going to make a quick stop to talk with Narin's men. They might need some help getting through those doors we Locked on the way down. If anyone wants to come with me, they're welcome to, but if not I'll see the rest of you in a few hours."
Balasar will accompany Wendell.
As will Gong.
Elaric nods in agreement, adding, "I believe I will accompany you. First, however, I would like to scour the journals and reports in the ruin's library for any mention of that area. It's possible we may find a map or other details of what lays beyond the door. Additionally, I think we should ask the mercenaries what they know about the door. The blood stains around the door were fresh - it's possible or perhaps even likely that the blood was shed by one of their number."
[OOG: Investigate, perception, or something else to search through the journals and reports?]
[Investigate will suffice]
Investigation check for writings about the locked section of the ruins (layout, purpose, creatures, etc.): 18
Unfortunately, nothing stands out regarding anything in the upper levels of the ruins. Evidently, they were used as living quarters and residential areas during the time frame the journal was written in.
However, as the party moves to the floor with the two sealed doors, they do encounter a fair number of Narin's men. A few questions about the doors and the threats beyond them turn up significantly more. At Elaric's request, one of the mercenaries reports their side of the encounter. The man is pale, having evidently spent some time underground. There's a sick look about him, and he seems to have trouble meeting anyone's gaze for very long.
"We was scoutin' the side rooms, makin' sure nothin' written was hiding away. Well... turns out it's wasn't just books sir. Small company of men headed into what we think were old bed chambers way back. Found a woman lyin' in a cot. Fine lookin' lass, at least at first glance... but it was all wrong. Captain's been around a while, an' he's taught us to spot something dangerous. Needless to say, we was a little curious why a beautiful girl was all alone in the dark, in ruins, I might add, that was buried until WE dug em out. One of the lads whispered 'vampire,' then we're all thinkin' it. One of us with more stones than sense tries to put a stake in her."
He shudders, "Worked out about as well as you'd expect. Wasn't no vampire, thank the gods, I'll tell you that much. Don't think vampires have that much blood in 'em. Stake didn't kill it, whatever it was. Once she was well an proper woken up, she grabbed poor Linus an'... vanished with him. Then she reappeared in the bed, still bleedin' and yellin'. Linus was gone. Then she... changed. Grew horns, grew old, grew ugly. Gods, the smell comin' off of her was foul after she became... whatever she became. She was strong too. Garm an' Horace fell to some spell she cast, faces full of holes. She disappeared three others, no idea where to. We never found the bodies. Took ten trained men to bring her down in the end, an' two of those gave into their wounds soon after. Some of us tried to run, but some foul magic had sealed up the door."
(at this, Wendell looks extremely uncomfortable)
"But in the end, we brought her down. Burned the body for good measure. We've not tried the other door yet. Don't have any wish too, if there's more of those things."
[OOC: are we all resting before investigating the door?]
[Probably not, though it's reasonable to have had a short rest after the Ettercap fight and capture. Specifically while Elaric and Wendell were activating the magic circle.]
"Karl!" a terrified voice calls from the main chamber, "It's doin' something!"
Rushing out from the sleeping quarters to the hall, Balasar, Skoth, Gong, Elaric, and Wendell see two frightened mercenaries running for them.
"The door's moving!" One of them says, looking nervously over their shoulder "Splintering too..."
[OOC: are we at/talking about the mysterious locked door, the one leading to the ritual chamber, or another?]