As consciousness returns to you, you wonder if your eyes are working for all you see is a thick fog of green. As the fog dissipates your feeling of unease grows as you find yourself surround by the detritus of war. Skeletons and bodies of many races are scattered about in varying stages of decay. The bodies of broken Warforged can also be seen. Even your own body shows the signs long neglect and decay, with metal rusting and wood beginning to rot.
Soon you are able to discern you are at the bottom of a massive depression as the fog rises. Trees, great shaggy evergreens, interspersed with ancient hardwoods surround the hollow. In the center of the hollow is a tree that dwarfs the others. Its massive trunk is gnarled, and the long needles are brown, though the air speaks of warm, moist weather, and its branches droop low.
“Awaken, children of Cannith,” a voice like wind whispering through a forest sound in your head. It is then that you notice three other Warforged have awakened. “Awaken from your long slumber, as you once awoke from the cold hands of your makers and pay head. Evil stirs again in the Towering Wood and threatens all of Eberron. The last of my life I give to you, my mark I add to those of your maker, for I cannot seek out this threat.” As the tree speaks the fog coalesces about your chests leaving you with the green glowing mark of a closed pinecone.
“I have felt its stirrings to the east and nor....” The tree does not complete its directions before there is a series of sharp cracking sounds from the pine as fissure opens in the pine’s trunk.
Capone, a remarkably plain warforged, almost unfinished looking, rises up and scans the horizon. Nodding at his brethren, acknowledging them, he shambles up and through all the debris, as he starts walking closer to the tree.
"Does anyone know where we are?" He finally remembers to speak.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Capone, a remarkably plain warforged, almost unfinished looking, rises up and scans the horizon. Nodding at his brethren, acknowledging them, he shambles up and through all the debris, as he starts walking closer to the tree.
"Does anyone know where we are?" He finally remembers to speak.
All members of the party would be generally aware of the location of the Towering Wood in western Khorvaire bordered on the west by the Icehorn mountains and that is a region of under the rule of Druids under Oalian, and of its close ties to the Fey.
Prism's eyes suddenly focus on the light streaming through the treetops above. Confusion fills their head as they try to recall what happened. They were alone, at the solitary posting. Then a noise? No, that noise was right by them and right now. Prism sits up and sees other warforged. At the posed question, Prism speaks, voice creaky and overly loud from lack of use, "In a forest."
"Right" Capone replies to Prism, he realizes is likely also trying to get their bearings. "Should we assume this talking tree is friendly and a source of accurate information?" He pauses, not wanting to get too close now, without getting a feel for the other warforged's opinions. "If it is, we can assume this is somewhere within the Towering Woods, and, that there is a dire emergency in need of attention."
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Prism stops to consider Capone's words. Slowly, they say, "I am sorry. I have trouble thinking quickly. My commanding officer called it a defect and I was left alone to guard a waystation. But I don't know when that was or what happened to get me here." Prism takes in the large tree before them. "But if there is danger, we should certainly act. I think I might have been in danger? Or known about danger? I'm sorry I don't know more." Prism never looks at Capone throughout their rambling, only looking upwards at the boughs of the mighty trees surrounding them.
Justice is the last to speak of all of the warforged. He's been slowly and creakily trying to stand for a while and finally does so. He's clearly built for direct combat, and is quite tall, his armored form decorated with silver accents indicating his service to the Silver Flame. "I've been accused of slowness myself." He flexes his arms. "And this time of deactivation and decay has not improved things."
A silvery nimbus of light surrounds his head as he reaches out through his connection to the divine to sense for threats. [OOC: Divine Sense - Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.]
He lumbers towards the tree, his movement speeding up as he recovers from the inactivity, but not that much.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Capone brushes his hand against the fresh pine-cone marking, it is the only decorative flourish on his simplistic and rough form. "We may need to ascertain if this great Tree is inoperative, or simply dormant." Capone suggests, as the others stir "It may be our only source of additional information, given our circumstance, that would be invaluable." He begins to continue his trek to approach the tree.
As he passes by Cease, he establishes a telepathic connection to this warforged. [Capone to Cease]"Tele-Link established. Greetings, I am designation: Capone. Is the perimeter secure?"(Capone is using Telepathic Speech from his Aberrant Mind subclass:)
As a bonus action, choose one creature you can see within 30 ft. of you. You and the chosen creature can speak telepathically with each other while you are within 3 miles of each other. The telepathic connection lasts for 1 minutes.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Justice is the last to speak of all of the warforged. He's been slowly and creakily trying to stand for a while and finally does so. He's clearly built for direct combat, and is quite tall, his armored form decorated with silver accents indicating his service to the Silver Flame. "I've been accused of slowness myself." He flexes his arms. "And this time of deactivation and decay has not improved things."
A silvery nimbus of light surrounds his head as he reaches out through his connection to the divine to sense for threats. [OOC: Divine Sense - Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.]
He lumbers towards the tree, his movement speeding up as he recovers from the inactivity, but not that much.
There are no signs of celestials, fiends and undead with the area
Examination of the tree does not show any obvious signs of life...
To the east, there is the soft glow of the pre-dawn. As the last of the fog dissipates, the songs of early birds and the scurrying small animals in the undergrowth returns. If not for the refuse of war and the gigantic redwood whose needles are quickly turning brown, it would seem to be a normal ancient growth forest.
Prism approaches the fading tree, light on their feet despite their mechanical nature. They reach out one hand to touch the trunk while the other traces mark on their chest. "We'll try to help. But another hint would help me. I'm not good at figuring this all out without help." They turn to the other forged. "It said it felt evil to the east. Which way is that?"
"No, the tree said northeast. That's this way, based on the sun rising." Justice begins lumbering to the northeast, stopping after a bit to see if the others follow.
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Capone nods. "To the northeast then." He gives the tree another look.
He tries to connect telepathically to the tree as he turns to join Justice. [Capone to Tree] "If you have any last messages for us, please let me know, we will try what we can to heed your words"
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Climbing out of the depression you are surrounded by old growth forest. The forest is one of tall, green pines and the undergrowth is of ferns. All about you is the feeling of life and the smell of healthy, growing things making it easy to forget the horrors of war. Here and there you cross game trails that meander in different directions and can follow them generally.
You continue your journey through the day, with the forest tending to cover rolling hills. In the late afternoon, as the light starts to fade you break through the forest. To the south, fertile rolling hills can be seen, while to the east the forest picks up again. Thus, the fields beyond are like a small peninsula jutting into the sea of trees. In this peninsula is a small thorpe, surrounded by orchards.
All does not appear well here. The fading light of day cannot disguise the curled and withered leaves hanging lifelessly from the trees. Rotted fruit rests upon the ground, blackened and soft. The dry, brittle grass breaks underfoot. You can sense something is terribly wrong.
Striding into the village, you startle several children who are outside playing, but surprisingly there is no adult reaction. In fact, there are no adults to be seen. There is, however, light and sound emanating from the small tavern.
OoC: There is a larger version of the map on the campaign site.
"Should we gather more information before settling on a plan of action?" Capone looks over at Justice, who he is concerned may rile up a theoretical hornet nest of enemies we don't yet know we have with all the yelling. "We are yet to ascertain the nature of this Evil we seek, maybe they know." Capone waves towards the kids.
Oblivious to exactly how scary this might be to the children, Capone approaches the eldest and then telepathically [Capone to Child] "Small human. We are here to help. What is wrong here?"
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The child is obviously scared but responds, "Everything's dying." he says pointing at the orchards. "Momma says we're cursed. Pappa says that's just silly talk."
Rollback Post to RevisionRollBack
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
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As consciousness returns to you, you wonder if your eyes are working for all you see is a thick fog of green. As the fog dissipates your feeling of unease grows as you find yourself surround by the detritus of war. Skeletons and bodies of many races are scattered about in varying stages of decay. The bodies of broken Warforged can also be seen. Even your own body shows the signs long neglect and decay, with metal rusting and wood beginning to rot.
Soon you are able to discern you are at the bottom of a massive depression as the fog rises. Trees, great shaggy evergreens, interspersed with ancient hardwoods surround the hollow. In the center of the hollow is a tree that dwarfs the others. Its massive trunk is gnarled, and the long needles are brown, though the air speaks of warm, moist weather, and its branches droop low.
“Awaken, children of Cannith,” a voice like wind whispering through a forest sound in your head. It is then that you notice three other Warforged have awakened. “Awaken from your long slumber, as you once awoke from the cold hands of your makers and pay head. Evil stirs again in the Towering Wood and threatens all of Eberron. The last of my life I give to you, my mark I add to those of your maker, for I cannot seek out this threat.” As the tree speaks the fog coalesces about your chests leaving you with the green glowing mark of a closed pinecone.
“I have felt its stirrings to the east and nor....” The tree does not complete its directions before there is a series of sharp cracking sounds from the pine as fissure opens in the pine’s trunk.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Capone, a remarkably plain warforged, almost unfinished looking, rises up and scans the horizon. Nodding at his brethren, acknowledging them, he shambles up and through all the debris, as he starts walking closer to the tree.
"Does anyone know where we are?" He finally remembers to speak.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
All members of the party would be generally aware of the location of the Towering Wood in western Khorvaire bordered on the west by the Icehorn mountains and that is a region of under the rule of Druids under Oalian, and of its close ties to the Fey.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Prism's eyes suddenly focus on the light streaming through the treetops above. Confusion fills their head as they try to recall what happened. They were alone, at the solitary posting. Then a noise? No, that noise was right by them and right now. Prism sits up and sees other warforged. At the posed question, Prism speaks, voice creaky and overly loud from lack of use, "In a forest."
"Right" Capone replies to Prism, he realizes is likely also trying to get their bearings. "Should we assume this talking tree is friendly and a source of accurate information?" He pauses, not wanting to get too close now, without getting a feel for the other warforged's opinions. "If it is, we can assume this is somewhere within the Towering Woods, and, that there is a dire emergency in need of attention."
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Prism stops to consider Capone's words. Slowly, they say, "I am sorry. I have trouble thinking quickly. My commanding officer called it a defect and I was left alone to guard a waystation. But I don't know when that was or what happened to get me here." Prism takes in the large tree before them. "But if there is danger, we should certainly act. I think I might have been in danger? Or known about danger? I'm sorry I don't know more." Prism never looks at Capone throughout their rambling, only looking upwards at the boughs of the mighty trees surrounding them.
I was made to find danger. I will use my methods in this circumstance
Perception: 13 (18 passive)
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Justice is the last to speak of all of the warforged. He's been slowly and creakily trying to stand for a while and finally does so. He's clearly built for direct combat, and is quite tall, his armored form decorated with silver accents indicating his service to the Silver Flame. "I've been accused of slowness myself." He flexes his arms. "And this time of deactivation and decay has not improved things."
A silvery nimbus of light surrounds his head as he reaches out through his connection to the divine to sense for threats.
[OOC: Divine Sense - Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.]
He lumbers towards the tree, his movement speeding up as he recovers from the inactivity, but not that much.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Capone brushes his hand against the fresh pine-cone marking, it is the only decorative flourish on his simplistic and rough form. "We may need to ascertain if this great Tree is inoperative, or simply dormant." Capone suggests, as the others stir "It may be our only source of additional information, given our circumstance, that would be invaluable." He begins to continue his trek to approach the tree.
As he passes by Cease, he establishes a telepathic connection to this warforged. [Capone to Cease]"Tele-Link established. Greetings, I am designation: Capone. Is the perimeter secure?" (Capone is using Telepathic Speech from his Aberrant Mind subclass:)
As a bonus action, choose one creature you can see within 30 ft. of you. You and the chosen creature can speak telepathically with each other while you are within 3 miles of each other. The telepathic connection lasts for 1 minutes.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
There are no immediate signs of danger in the area.
There are no signs of celestials, fiends and undead with the area
Examination of the tree does not show any obvious signs of life...
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Justice looks at their companions and speaks. "Do any of you have skills at woodcraft? It's not my particular area."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
To the east, there is the soft glow of the pre-dawn. As the last of the fog dissipates, the songs of early birds and the scurrying small animals in the undergrowth returns. If not for the refuse of war and the gigantic redwood whose needles are quickly turning brown, it would seem to be a normal ancient growth forest.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Prism approaches the fading tree, light on their feet despite their mechanical nature. They reach out one hand to touch the trunk while the other traces mark on their chest. "We'll try to help. But another hint would help me. I'm not good at figuring this all out without help." They turn to the other forged. "It said it felt evil to the east. Which way is that?"
"No, the tree said northeast. That's this way, based on the sun rising." Justice begins lumbering to the northeast, stopping after a bit to see if the others follow.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Capone nods. "To the northeast then." He gives the tree another look.
He tries to connect telepathically to the tree as he turns to join Justice. [Capone to Tree] "If you have any last messages for us, please let me know, we will try what we can to heed your words"
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Capone
The tree remains silent
Party
Climbing out of the depression you are surrounded by old growth forest. The forest is one of tall, green pines and the undergrowth is of ferns. All about you is the feeling of life and the smell of healthy, growing things making it easy to forget the horrors of war. Here and there you cross game trails that meander in different directions and can follow them generally.
You continue your journey through the day, with the forest tending to cover rolling hills. In the late afternoon, as the light starts to fade you break through the forest. To the south, fertile rolling hills can be seen, while to the east the forest picks up again. Thus, the fields beyond are like a small peninsula jutting into the sea of trees. In this peninsula is a small thorpe, surrounded by orchards.
All does not appear well here. The fading light of day cannot disguise the curled and withered leaves hanging lifelessly from the trees. Rotted fruit rests upon the ground, blackened and soft. The dry, brittle grass breaks underfoot. You can sense something is terribly wrong.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
Justice strides clumsily into the thorp, shouting in Common, "We are here to help! What is wrong here!"
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Striding into the village, you startle several children who are outside playing, but surprisingly there is no adult reaction. In fact, there are no adults to be seen. There is, however, light and sound emanating from the small tavern.
OoC: There is a larger version of the map on the campaign site.
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG
"Should we gather more information before settling on a plan of action?" Capone looks over at Justice, who he is concerned may rile up a theoretical hornet nest of enemies we don't yet know we have with all the yelling. "We are yet to ascertain the nature of this Evil we seek, maybe they know." Capone waves towards the kids.
Oblivious to exactly how scary this might be to the children, Capone approaches the eldest and then telepathically [Capone to Child] "Small human. We are here to help. What is wrong here?"
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The child is obviously scared but responds, "Everything's dying." he says pointing at the orchards. "Momma says we're cursed. Pappa says that's just silly talk."
"ALWAYS GIVE A MONSTER AN EVEN BREAK!"
1st Edition DMG