The Aboleth replies to Eiren's mental question "Just give me a glyph key and I will do my best to make a nuisance to the Red Wizards. Even in my weakened state, it with take more than a few to recapture me."
(Eiren had spoken aloud before, and he's doing so again just now.)
"I'm okay with it," says Eiren. "But you should probably go that way, west. There's no Red Wizards back the way we came."
Eiren indicates the direction by pointing.
"But before you go, tell us what you know about these glyph keys. They can be attuned to more than one of the zones here in the Doomvault, yes? What purpose does this accomplish?"
(Eiren had spoken aloud before, and he's doing so again just now.)
In that case the Aboleth doesn't respond to you as stated above but just talks to Corvin mentally. (Unless you have Deep Speech, it can't understand you.)
Corvin pulls out his glyph key for the forest of recovery. "If you will leave us in peace and make yourself a nuisance to the red wizards, then I have a glyph key I will part with," he thinks to the creature.
Eiren is just standing there, and finally realizes what's going on. "Oi, Corvin. See if it knows anything about these keys. What do we have to gain by collecting them, and attuning them to more zones?"
Velmine seems to be happy seeing the group wanting to help the creature out, although a small nagging concern stays on her mind, seeing by her quiet attitude, uncommon for someone of her type. She hides her thoughts and tries to dialogue with the creature again using the telepathic connection with it.
(Again, only to the DM's eyes.)
"I'd still like to know. Is your agreement with them enough, or is there is anything else you need? I'm here for you." The Tiefling was still charmed after all, and her trust in the creature was stronger than it'd usually be.
(OOC: Unless she isn't, and the Aboleth released her, in which case, I'd love to be told clearly so I don't keep going with this bit for longer than I should.)
Velmine nods her head involuntarily, and makes one final question to the Aboleth, telepathically, waiting for the response before her plan to continue with the group was set next on the list.
"Understood. Should I let the others know? I can do it either in secret with some difficulty, or just tell them and make the process easier."
Velmine still seems busy with her telepathic message seconds before being asked by Eiren. She interrupts herself to turn to him. "Huh? Oh, talking with my mind. You must know how it is by this point, right? We can talk with this thing, we just need to think about it instead of saying it. It wants our help getting out of the vault. We sure could do that, amirite? Just talk to Syranna, make her put it out of this damn place, and it can live a happy free life in exchange for what's it's doing for us."
Eiren shivers a little, involuntarily. "Don't like the idea of something else in my mind," he says. "What is it doing for us, exactly? Just said something about making trouble. Has it given you any information about the glyph keys or what they do?"
Velmine smiles seeing the group agree with her but is even taken aback a little. "Right? Glad to know you're on our side... I mean, its side, they over there..." She says, referring to the Aboleth.
She looks back to the aberration and starts telepathically communicating the results of the conversation in common it wasn't able to understand. "Everything's clear. They want to help you get out, we'll just have to talk to the one who sent us here and she can send you right back into the outer world. We just need a tiny bit more info if you have anything to share about this place."
(To make thing a little bit faster, I'm going to assume some of your responses and moves to get this part finished.)
The Aboleth agrees to part with any bits of information that he has overheard during his captivity, once he is certain that he can escape from the Doomvault.
After a quick counsel you remember that there is both a contact stone and a black gate where you fought the Hook Horrors. Corvin uses his glyph key to open the Black Gate and you all travel there. The Aboleth following in his floating ball of water.
Using the contact stone to to contact Syranna in the gate house, you tell her the plan. She is reluctant to to trust an evil creature like the Aboleth, but after she hears his story and makes him promise to behave until he is well enough to travel she agrees, seeing as aboleths a normally lawful.
Once he is sure that you are able to free he, the Aboleth releases Velmine from her charmed state and provides these three pieces of lore that he has learned from the guards and wizards.
Within the Far Realm Cysts is a shrine with a powerful magical alter.
This ancient altar to chaos is imbued with transmutation magic that reshapes its sides to show the faces of the most recent sentient humanoids to enter the area.
The top of the altar slab shows the shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20 Intelligence (Arcana) check to further discern that when an item is empowered, the altar also draws in the life force of creatures near it.
item’s use or magical properties.
The owner can communicate telepathically with the creature whose soul was consumed (see below).
When a magic item is transformed, randomly select one character within 50 feet of the altar. That person’s soul is drawn into the item, and he or she drops into a deathlike coma, requiring a successful DC 15 Wisdom (Medicine) check to realize that the victim is still alive. An identifyspell can be used to discern the whereabouts of the soul and how to cure the condition, temporarily or permanently.
Placing the transformed magic item in the victim’s hand temporarily ends the coma. Thereafter, the character must continue to hold the object in hand or fall into a coma again. If the character breaks contact with the object for 1 hour, or if the object is destroyed, the character dies. Remove curse, greater restoration, or equivalent magic breaks the bond, returning the soul to its rightful place.
The Temples of Extraction aren’t temples at all but research facilities where Szass Tam’s followers conduct profane magical experiments. Few know the specifics of what happens there.
Beneath the Doomvault, the demilich Kazit Gul slumbers in his Phylactery Vault.
(I have added these to the Champagne Notes.)
After imparting this information, Syranna transports him to the Doomvault.
(Eiren has a key for the Forest of Recovery
Corvin has keys to the Forest of Recovery and the Forest of Death)
The Aboleth replies to Eiren's mental question "Just give me a glyph key and I will do my best to make a nuisance to the Red Wizards. Even in my weakened state, it with take more than a few to recapture me."
(Corvin also receives a similar response.)
(Eiren had spoken aloud before, and he's doing so again just now.)"I'm okay with it," says Eiren. "But you should probably go that way, west. There's no Red Wizards back the way we came."Eiren indicates the direction by pointing."But before you go, tell us what you know about these glyph keys. They can be attuned to more than one of the zones here in the Doomvault, yes? What purpose does this accomplish?"DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
In that case the Aboleth doesn't respond to you as stated above but just talks to Corvin mentally. (Unless you have Deep Speech, it can't understand you.)
Eiren is confused by the aboleth's silence. "Did you hear me?" he asks aloud.
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Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
(Take an inspiration for Roleplaying 😀)
Again Eiren's question is meet with silence.
Corvin?
Corvin pulls out his glyph key for the forest of recovery. "If you will leave us in peace and make yourself a nuisance to the red wizards, then I have a glyph key I will part with," he thinks to the creature.
Eiren is just standing there, and finally realizes what's going on. "Oi, Corvin. See if it knows anything about these keys. What do we have to gain by collecting them, and attuning them to more zones?"
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Velmine seems to be happy seeing the group wanting to help the creature out, although a small nagging concern stays on her mind, seeing by her quiet attitude, uncommon for someone of her type. She hides her thoughts and tries to dialogue with the creature again using the telepathic connection with it.
(Again, only to the DM's eyes.)
"I'd still like to know. Is your agreement with them enough, or is there is anything else you need? I'm here for you." The Tiefling was still charmed after all, and her trust in the creature was stronger than it'd usually be.
(OOC: Unless she isn't, and the Aboleth released her, in which case, I'd love to be told clearly so I don't keep going with this bit for longer than I should.)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
The Aboleth replies to Velmine
"The only other thing, I can think of would be to be able to get out of this accursed doom vault altogether. Would you be able to arrange that?"
(With the help of a contact stone, you might be able to solicit Syranna's help with this.
The Aboleth waits a few seconds for Velmine's response before answering Corvin.
Velmine nods her head involuntarily, and makes one final question to the Aboleth, telepathically, waiting for the response before her plan to continue with the group was set next on the list.
"Understood. Should I let the others know? I can do it either in secret with some difficulty, or just tell them and make the process easier."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
The Aboleth answers Velmine's newest inquiry.
If you think you can set me free from this mad house of a prison, and it would be easier with you friends help. By all means include them.
"Hey, Velmine...why are you looking at it like that?" Eiren asks the tiefling.
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Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
Velmine still seems busy with her telepathic message seconds before being asked by Eiren. She interrupts herself to turn to him. "Huh? Oh, talking with my mind. You must know how it is by this point, right? We can talk with this thing, we just need to think about it instead of saying it. It wants our help getting out of the vault. We sure could do that, amirite? Just talk to Syranna, make her put it out of this damn place, and it can live a happy free life in exchange for what's it's doing for us."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Eiren shivers a little, involuntarily. "Don't like the idea of something else in my mind," he says. "What is it doing for us, exactly? Just said something about making trouble. Has it given you any information about the glyph keys or what they do?"
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Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
"I imagine we could indeed help it escape this place." Corvin says.
Eiren agrees. "If it can help us, then I say we help free it. No creature should be tortured like this."
DM - Storm King's Thunder PbP | Yet Another Storm King's Thunder PbP
Current: Eogard Duramastar, Human Twilight Cleric/Star Druid | Eiren Lathrana, Shadar-Kai Eldritch Knight/Bladesinger | Arugula, Rabbitfolk Armorer
Survivor: CrispyDM's Saltmarsh as Syltra | SarcasticFury's Strahd as Hadrian Frozenspark | Forge of Fury as The DM
This place is awful so anyone who can get out should
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Velmine smiles seeing the group agree with her but is even taken aback a little. "Right? Glad to know you're on our side... I mean, its side, they over there..." She says, referring to the Aboleth.
She looks back to the aberration and starts telepathically communicating the results of the conversation in common it wasn't able to understand. "Everything's clear. They want to help you get out, we'll just have to talk to the one who sent us here and she can send you right back into the outer world. We just need a tiny bit more info if you have anything to share about this place."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(To make thing a little bit faster, I'm going to assume some of your responses and moves to get this part finished.)
The Aboleth agrees to part with any bits of information that he has overheard during his captivity, once he is certain that he can escape from the Doomvault.
After a quick counsel you remember that there is both a contact stone and a black gate where you fought the Hook Horrors. Corvin uses his glyph key to open the Black Gate and you all travel there. The Aboleth following in his floating ball of water.
Using the contact stone to to contact Syranna in the gate house, you tell her the plan. She is reluctant to to trust an evil creature like the Aboleth, but after she hears his story and makes him promise to behave until he is well enough to travel she agrees, seeing as aboleths a normally lawful.
Once he is sure that you are able to free he, the Aboleth releases Velmine from her charmed state and provides these three pieces of lore that he has learned from the guards and wizards.
This ancient altar to chaos is imbued with transmutation magic that reshapes its sides to show the faces of the most recent sentient humanoids to enter the area.
The top of the altar slab shows the shadowy outlines of a dozen weapons, pendants, and other objects. An identify spell reveals that the altar imparts additional power into magic items placed on its surface. The caster must succeed on a DC 20 Intelligence (Arcana) check to further discern that when an item is empowered, the altar also draws in the life force of creatures near it.
When a magic item is transformed, randomly select one character within 50 feet of the altar. That person’s soul is drawn into the item, and he or she drops into a deathlike coma, requiring a successful DC 15 Wisdom (Medicine) check to realize that the victim is still alive. An identifyspell can be used to discern the whereabouts of the soul and how to cure the condition, temporarily or permanently.
Placing the transformed magic item in the victim’s hand temporarily ends the coma. Thereafter, the character must continue to hold the object in hand or fall into a coma again. If the character breaks contact with the object for 1 hour, or if the object is destroyed, the character dies. Remove curse, greater restoration, or equivalent magic breaks the bond, returning the soul to its rightful place.
(I have added these to the Champagne Notes.)
After imparting this information, Syranna transports him to the Doomvault.
Everyone receives 580 Xp
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