"Maybe the grey is not a who but a what, like a place." Wisp said pondering the riddle herself again for a moment. "If I remember a map I saw correctly there is a rail station here. Should we head there?"
Seeker will nod, “Seems our best bet, but we should still be wary, this man has proven he’s willing to involve innocents and attack public transport.” And he will keep an eye out as they walk through the city.
Seeker and Urmdir never let down their guard as the company proceeds through the city. As far as they can tell, they are not being followed. Tanks lumbers at the back of the group, solemn and silent as ever.
(I’m not quite sure what your intent is at this point. You originally came to the city in search of a wizard, have your plans changed?)
The paper the Kundarak guard gave to Seeker indicates that the wizard can be found at the University of Wynarn, and that you are to inquire for one Gopal Sumatra, a professor at the academy.
OOC: I am having a bit of trouble following, can someone link back to the post where we were advised of the wizard? I thought we were just traveling to Fairhaven because it was the closes large city. Thanks! :)
The mercenary grins. “Aye, ye’ can be sure there’ll be more coming.” Then he glances at Saralyssa’s fire bolt and his smile disappears. “Listen,” He says urgently, “I’m just a grunt, a House Deneith muscle for hire. All’s I know is, our boss was hired by a man who wanted something in these ‘ere dwarves’ possession. The higher-ups never told us what it was. The man knew the when and where, he just needed men to do the dirty work. So ‘e came to House Deneith, the best in the business. He never gave his name, but our boss called him The Toad.”
Suddenly muffled thuds and wild yells descend from the upper decks. The mercenary laughs, blood bubbling from his nose and mouth. “They’re ‘ere!” He coughs.
The dwarves, who have been watching impassively, sigh deeply and exchange a look. One of them reaches into his cloak and retrieves a small chest, while the other produces a key.
”This is what the men are looking for.” The first says gruffly. “And they will find it if it remains on this galleon. That is why we have decided to entrust it with you. The honor of House Kundarak demands that we see out this job, even if we lay down our lives to do so. The mercenaries will be looking for two dwarves, and me and my brother should be able to distract them long enough for you to escape.”
The second dwarf hands the chest over to Wisp, who is overwhelmed by the strong aura of magic which emanates from it. She identifies counterspells, defensive enchantments, and arcane traps that have been placed on the chest, and underneath it all... a nightmare. She shudders in fear.
The first dwarf hands Saralyssa the key. “This key is the only thing that can unlock the chest without setting off the enchantments placed on it by House Kundarak’s greatest mages. Only the most powerful wizard could open the chest without the key.”
There are now at least a dozen mercenaries swarming the decks above you. The first dwarf begins to speak quickly.
“We do no have much time. Know that we have been hired, just like our House Deneith friends, by an unknown employer, a cleric of the Silver Flame. She gave House Kundarak this chest and told us to bring it to a wizard in Fairhaven who had the power to destroy it. But our position has been compromised. The Toad found out about the delivery, and even now his men roam Aundair, searching for the chest. You must make a decision. Attempt to fight your way through an army and deliver the chest to the wizard in Fairhaven, or return it to the cleric of the Silver Flame, who resides in Flamekeep.”
He presses a crumpled piece of parchment into Seeker’s hand before turning away. “Use the emergency boats to escape ship. We are less that twenty miles from shore. Me and my brother will distract them long enough for you to escape. May the gods above guide you.”
With that, the two dwarves shake hands and bow to one another before running for the upper decks.
OOC: Thanks, ok so we are in Fairhaven, not sure why I was thinking we had to head somewhere else. And we got direction to the wizard from a guard when we entered fairhaven? If so then I am for heading there next.
You push your way through the city, which is a single mass of bodies and shouting. After some struggle, you end up at the gates of the University of Wynarn.
An ancient castle looms before you, easily three hundred years old, studded with towers. A cobblestone path winds through an expansive garden to the double doors of the castle. Students are scattered throughout the garden, preparing for class, or simply enjoying the beautiful day. One of the students directs you to a tower on the east side of the castle when you ask for Sumatra. You cut across the grounds and proceed up a winding staircase, finally emerging at the top of the tower. There are windows on every wall, offering you an unimpeded view of the university grounds and the academy itself. A tall, thin man, almost emaciated, is writing at a desk. He acknowledges you with a flick of his eyes before returning to his work. "What can I do for you?" He asks, getting straight to the point.
“We were told you can help destroy a mysterious object with the power to awaken an ancient slumbering evil for us,” Seeker will announce without preamble.
"A cleric of the Silver Flame wanted this object brought to you." Saralyssa adds in. "Seems this cleric believed you were the only one able to destroy the object. So you know, Aric Redmane, also known as the Toad, seeks this object and has not been all that worried about calateral damage. I'd suggest taking care of this matter quite quickly before he does something that could bring harm to the students here at your university."
Gopal Sumatra rises. “Follow me.” He says, striding down the staircase to the ground floor of the tower. Tank lumbers after him. He pulls the ring of a hidden trapdoor, and clambers down an iron ladder and into the basement. “Hurry!” He says impatiently. “And close the trapdoor behind you.”
He snaps his fingers, and the room is filled with light as a dozen candles are lit. You find yourselves in a large library which doubles as a laboratory. Shelves stuffed with leather-bound books stand against the walls, and a wooden table in the center of the room contains an odd mechanical contraption which whirs and whistles. A typewriter is tapping away of its own accord, and a pot bubbles over a fireplace whoxh dances with purple flames.
”Right then.” The wizard says once he is sure you are alone. “Let’s see it.”
With a quick look to her companions for confirmation Wisp retrieves the box from her pack, "Here..." she handed it over almost forcefully, she was glad to be rid of it if she was honest. It had brought nothing but violence so far, open aggression. Not to mention the feeling she got from it.
"You might want this." Saralyssa says, holding up the key she was given. "No reason to make this more difficult then it has to be." She goes on as she hands it over to the wizard. "Any idea what the thing is?" She asks as the box is opened, standing too-near the mage and peering at the box as it is opened. "We did not take time to look, and didn't think it wise." She puts in, nearly rambling as she looks on with interest.
“I know little more than you.” He replies as he checks the chest for traps. “Leranda is an old acquaintance of mine, and I am honored to count myself among those she trusts. She told me that a chest would be delivered to my door around this time, and asked me to destroy it’s contents. Naturally, I agreed. I believe it is safe to open now.” He takes the key offered to him and inserts it into the lock. The chest opens with a click, revealing a bat carved of obsidian. Sumatra whispers a few words of magic to no effect. He does not appear to be perturbed. “As I suspected, this relic is resistant to magic.” He picks up a hammer and delivers a hit to the figure, but it does not so much as scratch the surface. He is still pondering the predicament when the trapdoor slams open, and the Toad drops into the room, followed by the woman with the shaved head and two thugs.
”I am a man of my word,” Aric says, his expression grim.
This post has potentially manipulated dice roll results.
Urmdir immediately turns to face Aric. "The coward returns!"He steps toward Aric and draws his flail. As he swings, he roars and grows larger.
(OOC: Using Giant's Might: You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: - You become Large size, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. - You have advantage on Strength checks and Strength saving throws. - Your weapon attacks deal an extra 1d6 damage.)
"Maybe the grey is not a who but a what, like a place." Wisp said pondering the riddle herself again for a moment. "If I remember a map I saw correctly there is a rail station here. Should we head there?"
Seeker will nod, “Seems our best bet, but we should still be wary, this man has proven he’s willing to involve innocents and attack public transport.” And he will keep an eye out as they walk through the city.
Perception: 19
Urmdir also keeps a watch on their surroundings. He focuses on the prophetic power of Uvar, the storm rune, to protect himself from being surprised.
Perception: 15
Seeker and Urmdir never let down their guard as the company proceeds through the city. As far as they can tell, they are not being followed. Tanks lumbers at the back of the group, solemn and silent as ever.
(I’m not quite sure what your intent is at this point. You originally came to the city in search of a wizard, have your plans changed?)
(Oh, my bad. No, I think we still seek this wizard...)
"Anyone know where this wizard's abode is?" Saralyssa asks as they move through the city.
The paper the Kundarak guard gave to Seeker indicates that the wizard can be found at the University of Wynarn, and that you are to inquire for one Gopal Sumatra, a professor at the academy.
(Well, we're off to see the wizard, the wonderful wizard of Wynarn? Any chance of a yellow brick road?)
OOC: I am having a bit of trouble following, can someone link back to the post where we were advised of the wizard? I thought we were just traveling to Fairhaven because it was the closes large city. Thanks! :)
(That would be the first post on page 6)
Here it is for easier reference...b
OOC: Thanks, ok so we are in Fairhaven, not sure why I was thinking we had to head somewhere else. And we got direction to the wizard from a guard when we entered fairhaven? If so then I am for heading there next.
(Yeah, didn't realize where we were.)
You push your way through the city, which is a single mass of bodies and shouting. After some struggle, you end up at the gates of the University of Wynarn.
An ancient castle looms before you, easily three hundred years old, studded with towers. A cobblestone path winds through an expansive garden to the double doors of the castle. Students are scattered throughout the garden, preparing for class, or simply enjoying the beautiful day. One of the students directs you to a tower on the east side of the castle when you ask for Sumatra. You cut across the grounds and proceed up a winding staircase, finally emerging at the top of the tower. There are windows on every wall, offering you an unimpeded view of the university grounds and the academy itself. A tall, thin man, almost emaciated, is writing at a desk. He acknowledges you with a flick of his eyes before returning to his work. "What can I do for you?" He asks, getting straight to the point.
“We were told you can help destroy a mysterious object with the power to awaken an ancient slumbering evil for us,” Seeker will announce without preamble.
"A cleric of the Silver Flame wanted this object brought to you." Saralyssa adds in. "Seems this cleric believed you were the only one able to destroy the object. So you know, Aric Redmane, also known as the Toad, seeks this object and has not been all that worried about calateral damage. I'd suggest taking care of this matter quite quickly before he does something that could bring harm to the students here at your university."
Gopal Sumatra rises. “Follow me.” He says, striding down the staircase to the ground floor of the tower. Tank lumbers after him. He pulls the ring of a hidden trapdoor, and clambers down an iron ladder and into the basement. “Hurry!” He says impatiently. “And close the trapdoor behind you.”
He snaps his fingers, and the room is filled with light as a dozen candles are lit. You find yourselves in a large library which doubles as a laboratory. Shelves stuffed with leather-bound books stand against the walls, and a wooden table in the center of the room contains an odd mechanical contraption which whirs and whistles. A typewriter is tapping away of its own accord, and a pot bubbles over a fireplace whoxh dances with purple flames.
”Right then.” The wizard says once he is sure you are alone. “Let’s see it.”
With a quick look to her companions for confirmation Wisp retrieves the box from her pack, "Here..." she handed it over almost forcefully, she was glad to be rid of it if she was honest. It had brought nothing but violence so far, open aggression. Not to mention the feeling she got from it.
"You might want this." Saralyssa says, holding up the key she was given. "No reason to make this more difficult then it has to be." She goes on as she hands it over to the wizard. "Any idea what the thing is?" She asks as the box is opened, standing too-near the mage and peering at the box as it is opened. "We did not take time to look, and didn't think it wise." She puts in, nearly rambling as she looks on with interest.
“I know little more than you.” He replies as he checks the chest for traps. “Leranda is an old acquaintance of mine, and I am honored to count myself among those she trusts. She told me that a chest would be delivered to my door around this time, and asked me to destroy it’s contents. Naturally, I agreed. I believe it is safe to open now.” He takes the key offered to him and inserts it into the lock. The chest opens with a click, revealing a bat carved of obsidian. Sumatra whispers a few words of magic to no effect. He does not appear to be perturbed. “As I suspected, this relic is resistant to magic.” He picks up a hammer and delivers a hit to the figure, but it does not so much as scratch the surface. He is still pondering the predicament when the trapdoor slams open, and the Toad drops into the room, followed by the woman with the shaved head and two thugs.
”I am a man of my word,” Aric says, his expression grim.
Urmdir immediately turns to face Aric. "The coward returns!" He steps toward Aric and draws his flail. As he swings, he roars and grows larger.
(OOC: Using Giant's Might: You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- You become Large size, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Your weapon attacks deal an extra 1d6 damage.)
Attack: 7 Damage: 15
He then swings again (action surge).
Attack: 22 Damage: 7