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16:01, 28th April 2024 (GMT+0)

Expedition to Myth Drannor.

Posted by DMFor group 0
DM
GM, 2922 posts
Wed 24 Jun 2020
at 15:38
  • msg #900

Re: Expedition to Myth Drannor

The two of you tie the rope onto the pull ring. Then, for the next several minutes you try without any success to open the door. No matter how hard you pull, the door remains shut. It doesn't even shiver.
Corym Ildroun
player, 2088 posts
28/28 HP
AC 0
Wed 24 Jun 2020
at 16:09
  • msg #901

Re: Expedition to Myth Drannor

Corym recalls that Talindra said her Master had locked the door.  A wizard locked the door.

"We need to ask Talindra if she knows the password to this door.  Otherwise, we'll need to dispel the Wizard Lock.  It's also possible that he recorded it in some of his papers.  In fact... he might have recorded some information about this in his papers."

Corym called off the invasion temporarily to consult with Talindra.
Krackor Steelfist
player, 1238 posts
Lord Protector Steelfist
AC: -5/-3/-4. HP: 54/48
Wed 24 Jun 2020
at 18:20
  • msg #902

Re: Expedition to Myth Drannor

Corym Ildroun:
"We need to ask Talindra if she knows the password to this door.  Otherwise, we'll need to dispel the Wizard Lock.  It's also possible that he recorded it in some of his papers.  In fact... he might have recorded some information about this in his papers."

Talindra said I shouldn't move the papers in the Officer, so they are still there, some tidied, others left in situ.
DM
GM, 2923 posts
Wed 24 Jun 2020
at 23:19
  • msg #903

Re: Expedition to Myth Drannor

Talindra shakes her head when you ask about the wizard lock. "Master Bhephel wanted to keep us out of the crypt. He did not tell us any way of bypassing it. He would not be affected by his own lock, so I doubt he would write anything down about it either." She smiled slightly. "He told us not to snoop around his rooms. That didn't mean we didn't."
Corym Ildroun
player, 2089 posts
28/28 HP
AC 0
Thu 25 Jun 2020
at 00:04
  • msg #904

Re: Expedition to Myth Drannor

"Thank you, Talindra."

To the others, "We're going to have to dispel that magic. Its still possible for me to scout in Wraithform, of course--I can pass through the key hole--but I'd prefer an open door so I could receive assistance."
This message was last edited by the player at 00:07, Thu 25 June 2020.
Kitheras Sunblade
player, 260 posts
AC: -1 THAC0: 15
HP: 41 / 41
Thu 25 Jun 2020
at 00:06
  • msg #905

Re: Expedition to Myth Drannor

Kitheras still had a Dispel Magic prepared from the earlier combat, made sure that the others were clear, and did his bardic best to annihilate an archmage's lock.

19:05, Today: Kitheras Sunblade rolled 16 using 1d20.  Dispel Magic.

DM
GM, 2924 posts
Thu 25 Jun 2020
at 03:00
  • msg #906

Re: Expedition to Myth Drannor

Kitheras places his hands on the door, unleashing the disruption magic into the door. Corym keeps to the rear, watching with his mage sight. Kitheras's magic slams into the ancient spell and slides off, with no effect.
Corym Ildroun
player, 2090 posts
28/28 HP
AC 0
Thu 25 Jun 2020
at 03:05
  • msg #907

Re: Expedition to Myth Drannor

"One dead magic zone, antimagic shell, or dispel magic effect, and I'd be stuck behind that door.  It's going to have to wait until we can bring it down with Dispel Magic. If we're going to stay until it's done, we'll have to wait until tomorrow.  Otherwise, Kitheras' cloak and boots should allow him to scout the neighborhood.  My skills aren't exactly perfect, and my preference would be to wait for an invisibility spell. Maybe I can figure out why we haven't been able to fly yet with Talindra."
Kitheras Sunblade
player, 261 posts
AC: -1 THAC0: 15
HP: 41 / 41
Thu 25 Jun 2020
at 03:15
  • msg #908

Re: Expedition to Myth Drannor

"I'm happy to do it.  Many lonely paths have I walked in my life's journey.  The accoutrements of the vale have never failed me."  He smooths his hand over his cloak. "The most vulnerable time will be the exit and the entrance.  While I'm out, we'll need look outs in the windows.  When I'm inside I'll need to hear that the way is clear before opening the door.  When I'm outside I'll need some sign that the way is clear to open it again.  Our safe house will be lost if it is discovered."
Krackor Steelfist
player, 1239 posts
Lord Protector Steelfist
AC: -5/-3/-4. HP: 54/48
Thu 25 Jun 2020
at 20:59
  • msg #909

Re: Expedition to Myth Drannor

In reply to Corym Ildroun (msg # 907):

Would that Knock spell work Corym?  I take it that this is a Mage spell as I'm sure I've not seen any Priests trying to get through locked doors without a key of some sort.  Maybe that is some other kind of key!!!
Karilla Silveroak
player, 297 posts
HP 51/51
AC 2 (0 w/SWpnS)
Wed 1 Jul 2020
at 02:24
  • msg #910

Re: Expedition to Myth Drannor

As the gents continue to discuss different ways to break into the seemingly impossibly locked door, Karilla realized that this was probably the dumbest idea that this group had ever come up with. At least with the drow cave there was an idea as to what they facing and a clear escape route.

"I swear, if you guys end up releasing a demi-lich; I'm going to be pissed. I'll restate my previous idea but I will be more blunt; this is stupid. Breaking in to a seriously magically locked crypt with no intel is so incredibly stupid that I am lacking for words. The amount of undead creatures that an archmage wouldn't want to tangle with is fairly short and I do not desire to run across any of them. To be clear, this is a stupid idea and we should move on to places that aren't so obvious a death trap."
Krackor Steelfist
player, 1241 posts
Lord Protector Steelfist
AC: -5/-3/-4. HP: 54/48
Wed 1 Jul 2020
at 12:57
  • msg #911

Re: Expedition to Myth Drannor

Karilla Silveroak:
As the gents continue to discuss different ways to break into the seemingly impossibly locked door, Karilla realized that this was probably the dumbest idea that this group had ever come up with. At least with the drow cave there was an idea as to what they facing and a clear escape route.

"I swear, if you guys end up releasing a demi-lich; I'm going to be pissed. I'll restate my previous idea but I will be more blunt; this is stupid. Breaking in to a seriously magically locked crypt with no intel is so incredibly stupid that I am lacking for words. The amount of undead creatures that an archmage wouldn't want to tangle with is fairly short and I do not desire to run across any of them. To be clear, this is a stupid idea and we should move on to places that aren't so obvious a death trap."

Krackor couldn't argue with this logic.  He was glad that Karilla had returned, she, from what he recalled of her, was a voice of reason that even he could not match.

I have to say that since we have realised the security of this door and place now, I see no flaw in your words.  The reason we descended to here was to ensure we would be safe on our return.  If this door really is as secure as it appears to be, either the Arch Mage wanted to keep hidden what was down here or he made sure it was secure with what was going on outside.

Corym, I therefore change my vote to option 2 now that Option 1 has become notably secure.  We did need to check this though, in case ...ah, Karilla, you were not here to see the Efreet and the unstable protective ward, now I understand.  If this door had been as unstable as a spherical bottle on a sloping table as the ward holding the Efreet was, then we would potentially have been in trouble on our return.  It isn't, so we shouldn't be.  Something we will need to chek at any further places though.


He was sure he had covered everything and so as usual, his big cheery smile returned to brighten the room and the mood.
Corym Ildroun
player, 2093 posts
28/28 HP
AC 0
Fri 3 Jul 2020
at 02:53
  • msg #912

Re: Expedition to Myth Drannor

Karilla Silveroak:
As the gents continue to discuss different ways to break into the seemingly impossibly locked door, Karilla realized that this was probably the dumbest idea that this group had ever come up with. At least with the drow cave there was an idea as to what they facing and a clear escape route.

"I swear, if you guys end up releasing a demi-lich; I'm going to be pissed. I'll restate my previous idea but I will be more blunt; this is stupid. Breaking in to a seriously magically locked crypt with no intel is so incredibly stupid that I am lacking for words. The amount of undead creatures that an archmage wouldn't want to tangle with is fairly short and I do not desire to run across any of them. To be clear, this is a stupid idea and we should move on to places that aren't so obvious a death trap."


Corym smirks playfully and says, "You could, of course, have cast a vote."

Before she can tear him apart, Corym quickly continues.  "Three items to consider. First, I don't know that the same metric applies here.  Talindra told us--before you arrived--that adventurers were looked down on in her day.  Institutional scholars that lived sedentary and contemplative lives were apparently the heroes people looked up to. I can certainly imagine that in such a time that clearing something like this out might have been a black mark on his social card."

"Second, we were only looking for a way to occupy ourselves since the final encounters proved anticlimactic.  It seems that this diversion is denied us, so I abandon it freely."

"Third, I genuinely think that exploring this room would be a bad idea and out-of-sync with the paradigms that I set out for us before we came in.  We're supposed to acquire all we can for ourselves and our communities, but minimize risk to ourselves in the process.  This doesn't really qualify as minimizing risk.  But my risk minimization took us on a nearly 2 month detour to--as my human colleagues put it 'case the joint.'  It seemed to me that most of our companions were quite put out by the amount of research and preparation it takes to successfully infiltrate and acquire.  It thought allowing us to engage in this minor exploration might get it out of our systems and help lengthen our patience for our approach to the Irithilium--which I think will be markedly more dangerous.  That danger, of course, cannot be avoided--because it's our strategic objective."

Kitheras Sunblade
player, 262 posts
AC: -1 THAC0: 15
HP: 41 / 41
Fri 3 Jul 2020
at 02:56
  • msg #913

Re: Expedition to Myth Drannor

Kitheras sighed.  Corym and his calculations could make anything seem boring.  Even a ruined demon-filled city bedecked in treasure.

"It's clear that we're not going on past this door.  I should begin scouting the surrounding area to find out who our neighbors are.  I'd prefer a partner, but Corym doesn't have invisibility magic prepared.  Sirenya, can you assist?  Karilla? You've shown us one surprise so far--how is your stealth?"

EDITED FOR CLARITY
This message was last edited by the player at 15:31, Fri 03 July 2020.
Corym Ildroun
player, 2094 posts
28/28 HP
AC 0
Fri 3 Jul 2020
at 02:57
  • msg #914

Re: Expedition to Myth Drannor

"Quite right.  I'd prefer invisibility, but can manage as best I can otherwise."
Sirenya
player, 133 posts
HP: 41/41
Fri 3 Jul 2020
at 16:00
  • msg #915

Re: Expedition to Myth Drannor

Sirenya nodded. "I can go with you. Skulking through Myth Drannor sounds like fun. How do we want to stay in contact, though? I can see through invisibility, but that won't last long enough if we want to skulk through an entire neighborhood."
This message was last updated by the GM at 16:00, Fri 03 July 2020.
Karilla Silveroak
player, 298 posts
HP 51/51
AC 2 (0 w/SWpnS)
Fri 3 Jul 2020
at 16:01
  • msg #916

Re: Expedition to Myth Drannor

Kitheras Sunblade:
Kitheras sighed.  Corym and his calculations could make anything seem boring.  Even a ruined demon-filled city bedecked in treasure.

"It's clear that we're not going on past this door.  I should begin scouting the surrounding area to find out who our neighbors are.  I'd prefer a partner, but Corym doesn't have invisibility magic prepared.  Sirenya, can you assist?  Karilla? You've shown us one surprise so far--how is your stealth?"

EDITED FOR CLARITY


"I can blend into my surroundings quite well. However, as with all my powers, it can be draining. As long as I have an intended destination or something that needs to be stealthed around, I am very good. If you are expecting me to scout an entire city, that is far beyond my abilities."
DM
GM, 2927 posts
Fri 3 Jul 2020
at 21:18
  • msg #917

Re: Expedition to Myth Drannor

((ooc: In preparation for the upcoming scouting mission, here's a map of the neighborhood. I suggest the scouts should get together and decide where you want to go, how long you're planning to stay out there, and how you're going to stay in contact.

Key:

1. Elaethen Bhephel’s tower
2. Your former base, a former inn
3. Building where the vrocks were digging))



DM
GM, 2931 posts
Tue 7 Jul 2020
at 02:55
  • msg #918

Re: Expedition to Myth Drannor

Sirenya and Kitheras spend a few moments in the entryway discussing how to signal each other once they're in the ruins. The silence of the ruins makes them uneasy about using bird calls, and they eventually decide to use rodent squeaks. Sirenya casts invisibility on herself, and Kitheras wraps himself in his cloak of elvenkind. Then Kitheras touches the door to the Bhephel mansion. It sinks down into the ground, letting them out into the ruins, and slides silently up, sealing the mansion.



The duo work their way south through the tall grass towards the trio of buildings on the north side of the Street of Song, trying to come at them from behind. The forest that runs behind the mansion stretches south and bulges out towards the road, but they're able to see through it well enough to get a look at the three buildings to the west of the Way. All three are of the same construction technique, which is the first time you’ve seen such similarity in the city. They’re a mixture of a stone first floor and wood-and-daub second and third floors.

(#15) This building has been burned some time in the past. The wooden floors are all gone except for a few charred posts rising from the stone first floor. They didn't see a doorway on the northern side. They stopped about twenty feet away to the north, with nothing but tall grass between them and the building. There are two small windows on the northern wall, both of them empty. If there was glass or magic in them once, it's long gone.

Kitheras creeps up to the back wall and peeks inside a window. The building is a wreck; a good portion of the ceiling fell in way back when, and has since been silted over and has weeds growing. He sees a couple of chipmunks, but nothing else. He checks for tracks, but doesn't find anything.

(#16) The top floor of this building has been knocked clean off, and broken slates lie all around the base of the building. The ground floor seems to be in decent shape, but the wooden walls of the second story are very ragged. Like its neighbor, it has several windows on its north wall.

Sirenya steps closer, taking in the stone walls of both buildings. None of the walls on 15 and 16 are particularly great, and she can see several places where she could break through them easily if she had the tools and need, but they're in no danger of falling any time soon. At the same time, Kitheras finds a few tracks a bit north of building 16. Someone came through here within the last day or two. Human/demihuman shaped shoes, rather than a monster. But he can't tell anything else.

(#17) Trying to pick up the tracks again, Kitheras moves west. This building is in the best condition of the three. There are holes in the walls that look like they might have been made by catapult stones and much of the roof is gone, but it is otherwise intact. Its western face has many wide windows facing the stream.

Kitheras moves to look in one of the holes, while Sirenya moves further west and surveys the bridge. Inside #17 is a wide, open room that must take up much of the first floor. He can't tell much about what it's original purpose was, but he can see three massive humanoid toads spread out around the room. They have wickedly-clawed hands in place of a toad's normal forelimbs, and are watching each other and the windows intently.

The bridge was once a mixture of elven and dwarven construction, with a firm dwarven base and elven superstructure. Most of the superstructure has collapsed, but the pillars and floor of the bridge are sound.

Kitheras gives the "enemy sighted" bird call, and Sirenya creeps back to meet him. While she does, Kitheras casts his mind back, trying to place the creatures. They're very like the demon toads from the group's first escape from the ruins. Neldor mentioned them. They're tanar'ri called hezrou, and they're not weak. They backtrack, slipping through the alley between building 15 and 16.

(#18) The silence of the ruins wraps itself around them, and they work carefully to avoid catching themselves on the occasional brush or bush. On the south side of the road, two massive trees have been cut down and fallen parallel to the road. They have decayed somewhat, though not as much as you would have expected from the age of the cut. When they were standing, both trees supported a number of sizable wooden buildings; those buildings are now shattered and scattered all across the ground east of the stream and south of the road.

Kitheras steps off the road, checking for tracks in the grass while avoiding stepping into the building's ruins. Sirenya keeps watch on the crossroad. Kitheras doesn't find any tracks; no one seems to be particularly interested in the ruin building. They turn around towards the building on the other side of the Street of Song.

(#14) A massive stone building sprawls out along both the Way of Heroes and the Street of Song. It was once a truly grand building, and even now you can see fragments of elaborate carvings on the walls and bases and pieces of magnificent statuary around the grounds. The building’s southern face is crumpled and collapsed, as though a massive titan punched through it in four or five places, but the northern two thirds of the building is in good condition. A few faint notes of music drift out of upper story windows.

As a bard, Kitheras recognizes the music. It's fairly simplistic background music often played at banquets ((ooc: the elven equivalent of muzak.))

It's a massive building. Remembering that Talindra had said that there were a number of taverns at the southern end of the road, including the guildhall of the tavernmasters, they can easily see it being one of the two or three best inns in the city.

The southern third of the building is wrecked and collapsed, but the northern two thirds is in good condition. There's a grand entry-way towards the northern end of the building's east side, along the Way of Heroes. Walking around to the east side, they find that there are a lot of windows all along the building, only one of which still has any glass. There's a wide yard in back that might have been a stableyard, but is now just bushes and young trees fighting each other for space.

They don't see any creatures through the windows, but several rooms have flickering lights. The way the light moves, and the fact that they're odd colors, and some are moving through the rainbow, makes them think of failing light spells, not candles or lanterns.

Inspecting the grounds, Kitheras finds a few very old tracks (he guesses they're at least nine months old, maybe longer) in a few places all around the building where they've been protected from the elements. Fiends, all of them, and in a lot of different varieties.

Not wanting to set off a still-standing motion-sensitive spell, the two avoid peeking inside and instead continue north.

(#13) This building, set back from the road, screams dwarven architecture. It is a squat single story of heavy grey stone. It’s almost untouched, and ivy has mostly covered the walls. A stone door is still half-way attached to the main entryway. If there was a path to it from the road, the grass and brush long reclaimed it. A few windows, long, narrow, and horizontal, provide ventilation just below the roof.

Sirenya creeps forward and inspects the door. From a distance it looks barely functional, but when she takes a closer look it's actually hanging quite well, and the hinges have been recently oiled. Backing off, she let's Kitheras know and he searches for tracks. After a few moments he straightens up. Several people have been coming in and out of the building through the door. They've done a good job of covering their tracks, so he's not sure exactly how many. A handful, give or take. Everyone's in boots, so probably humans or demihumans.

Not wanting to disturb the house just yet, they continue north.

(#12) A small rise in the ground has had a sturdy granite building built into it. Never particularly large (maybe twenty feet square), it’s been half destroyed, the great slabs of stone broken and fallen. Beyond the half-fallen entryway you can see a room disappearing into the darkness.

Kitheras isn't able to find any tracks, and there are no windows to be seen. Uneasy about leaving another building unexplored, Sirenya moves forward. Her passage is so silent, not even the wind hears her. She steps carefully through the half-collapsed entryway. This building feels like gnomish work, and like good gnomish architecture, when it collapses, it settles into a stable form. Inside is a single room, half-collapsed just like the outside would indicate. The bright, cheerful painting (definitely gnomish) is in decent condition anywhere rain doesn't have a direct line to drip onto it.

There's a staircase leading down at the far end of the room. This would have been an entry hall and a place for a gnomish family to entertain surfacer guests. Two giant skeletal snakes, each at least twelve feet long, are coiled on either side of the staircase. They have human skulls instead of snake skulls, and a dull red fire burns in their eye sockets. They stand as still as statues, staring at the doorway she's standing in.

Sirenya freezes. When they don't move, she backs out just as silently as she entered. Once clear, she pulls Kitheras aside and tells him what's in there.

(#20) They continue to move south, through a large field that is lumpy enough that it probably has a couple of ruined and buried buildings. The building directly across the street from the group's previous base is built into three petrified trees with tall trunks and many-branching, inter-connected branches. There might have been a dwelling on the ground at some point, but if so it’s been completely destroyed and the wreckage is strewn about under the one of the three trees that has fallen. The other two still stand, and there are thickly built up with rooms and hallways over four levels that stretch up into the surrounding canopy. There is no obvious way up into the trees save for climbing.

((ooc: The trees are like this picture, only their trunks are much taller:
))


As they come around towards the Street of Song, they hear a screech high above them. Six gargoyles are locked in heated aerial combat with two giant... ribbons.



They're enormous flying eel-like creatures that continually swirl around like a giant corkscrew. The gargoyles attack with with claws and the eels retaliate by slamming their bodies into the gargoyles.

Well, that looks like none of our business, Sirenya thinks. Kitheras waits, wanting to see how the creatures fight and whether it draws any attention. They both duck into cover, where parts of the ruin provide concealment from overhead.

The fight is brutal and drags on for several minutes. Three of the gargoyles are shattered and come crashing down in ruin. But the remaining three are able to tear the two flying eels apart. They circle wearily in the air for a moment, chinks of stone occasionally shaking loose. After a moment they turn and start to fly towards the tree house. Before they can reach it, however, the most horrible giant fly out of the darkest of nightmares comes plummeting out of the air above them.

It shatters one gargoyle with a single blow. Its wings beating out an infernal buzz, it chases down and breaks apart the other two just as easily. It's seven feet long, sickly yellow, with a narrow, pinched human's face twisted in glee as it destroys the gargoyles.

Terror grips both Kitheras and Sirenya as they watch it move through the air, the loud hum of its wings sinking into their flesh. Both of them grit their teeth and force themselves to remain unmoving, though they want nothing more than to jump up and run and run and run until those wings are nothing more than a horrible memory.

The creature, oblivious to the effect it has on you, turns and flies into one of the large rooms on the third-highest ring. Kitheras stares after it, sorting through legends and Neldor's information. A few moments later, he nods. It's another tanar'ri, a chasme.

Giving the trees a wide berth, they circle around and head north again.

(#11) A grand marble staircase descends into rubble. It's this grand thing of marble, with several pillars that are half-collapsed. It goes down two steps and then is completely filled with rubble.

(#10) A couple dozen feet back from the road is a largish mound of dirt and debris. If it weren’t for two gaping holes on either side of the mound separated by about a hundred and fifty feet, you would think it was a normal hill. But it looks like someone has dug into it. Both of the entrances are facing the Way of Heroes.

To Kitheras, who has spent years acting as a scout and spy in the Sunset Vale, which includes the halfling village of Corm Orp, it is very reminiscent of a large, prosperous halfling dwelling. Either a rich family, or some sort of community building like a tavern. Though it's overgrown and decayed enough that it could just be a coincidence.

He checks for tracks, and finds a lot them coming in and out of both entrances. They were either left by very large humans, or something else that wears large, heavy boots. The tracks are fresh.

Perhaps this is where that large group of armored humans we saw as we were leaving the first time has hidden, Kitheras muses as he and Sirenya step away from the burrow and continue north.

(#9) Some of the group has actually been to this building before; it's where they kept watch on the mansion on the the group's initial exploration of the ruins. It's on the south side of the intersection and is still in pretty good shape. It looks like it was made by dwarves or gnomes; its walls are entirely stone and they're at least a foot thick. It's been burned out, and its roof collapsed, but the scouts were easily able to climb up to the top to keep watch. Inside there was nothing except the rubble of a fallen slate roof.

Not wanting to bother with something already explored, they crossed the street and kept moving.

(#8) At the corner of the intersection is a surprisingly well-preserved tree house. It looks almost exactly like those in Bristar, though it’s only a single story and only stretches along about two thirds of the tree. At a guess it has three, maybe four rooms. It’s about fifty feet up, and there’s no obvious way up to it.

Kitheras checks around for tracks, then slows his breathing and concentrates on listening. There aren't tracks around the base of the tree. He also doesn't hear anything from the building, though he does hear the sound a fight off towards the west. It's a bunch of indistinct roaring and doesn't sound particularly close.

(#7) Crossing around so that they'll be behind the buildings to the north, they leave the tree house behind and keep moving. This elegant building once spread out across a tall oak tree and the ground underneath it. The tree dwelling is almost completely gone, only a piece of a room clings desperately to the trunk forty feet in the air. Only four shingles remain attached to the single roofbeam, and they gleam silver in the light.

The building on the ground is in somewhat better condition. It’s made entirely of stone. Around back you can spot here and there the remains of a silvery plaster that once concealed the common granite. Pieces of statuary which used to line the southern wall have been mostly swallowed by grass and ferns, but enough peak out into the air to make it obvious that this was once a grand place. Piecing things together from what Kitheras can see engraved in lintels and from intact paintings, this used to be the Headquarters of the Society of Silversmiths & Fineworkers.

Though Sirenya is nervous about following where they'd watched the illithid pass, they keep going north.

(#6) This single-story house was once completely hidden behind an enclosing stone wall. Time and the Fall have thrown down the thick iron gate and broken enough holes in the wall that you can make out the relatively-modest dwelling, made mostly of stone and mostly still intact. They can't find any tracks, and Myth Drannor's oppressive silence is pressing down on them. The battle to the west has ended. Not even the birds are moving.

The wall has been damaged enough that there are gaps where people can slip through without needing to climb. Sirenya goes first, moving slightly to the side to clear room for Kitheras. Once they get inside the wall, where the wind can't circulate well, they both catch the unmistakable wiff of troll. They immediately back out.

Wanting to give the trolls a wide berth, they head north, fading into the forest that stretches down behind the walled house. Carefully and quietly they circle around the end of the street, crossing more than fifteen feet into the woods from where the Way of Heroes tapers off. The two buildings on the other side of the road have been much more heavily encroached by the forest.

(#5) The forest has partially consumed this building. Originally three or four levels, now the northern half is covered by ivy and has trees growing around and through it. Made entirely of wood, the carved and shaped planks seem to have merged with the trees and brush. Only the twenty-most southern feet of the building is relatively intact, its smooth curves speaking of elven design as much as its easy relationship with the forest.

The woods are really thick here; it's hard for Kitheras to tell anything definite about who might have been coming or going. Annoyed, they keep moving south.

(#4) This is a building that you have a hard time imagining in any other city besides Myth Drannor. It’s small and delicate, made of thin lines of silvery metal encasing panes of glass both large and small. Grass grows around it, and ivy stretches up both glass and metal.



Kitheras checks around and is very certain that no one has approached the building recently. Both of them creep up towards the back of the house, trying to get a closer look. The glass is crystal clear, without even streaks from rain. Inside is the remains of a bedroom; the wooden furniture having fared far less well than the glass and metal walls. They don't see any creatures. Nor are any panels of glass missing.

(#3) A petrified oak tree seventy feet tall houses in its upper branches the remains of a lovely tree house. Four wooden rooms are built on top of and around the tree fifty feet above the ground, and there are spaces along the trunk where others have fallen away. There is no sign of any stairs, ladder, or any other method of reaching the aerial rooms.

Looking at the petrified wood, Sirenya decides to try to make a closer examination. Quietly, she murmurs a detect magic spell. Nothing happens. The power disperses without any effect. She glances down; her invisibility is still holding, so she hasn't wandered into a field of dead magic. The spell just failed.

Annoyed, she moves south. Kitheras follows.

(#2) This building is nothing more than a burned-out shell, three scorch-covered stone walls standing between three and five feet tall.

Both of them check the area for tracks. They don't find any around the building itself, but they do find several sets of tracks, well-concealed, through the grass and brush that fills the space behind building #3, along building #2's flank. There's a gap in the forest and they can hear the stream to the west; it looks like a small group of people have used this area as a way to get further west, deeper into the city.

Intrigued, they follow the tracks west, through the brush that fills the space between two copses of trees. The ground slopes downward slightly before suddenly dropping away to reveal a quickly-running stream. The water is maybe a foot deep and four feet across. The entire bank, as far north and south as you can see, has been replaced by shaped stone. To Sirenya's trained eye there are at least five different styles from three different races in the various patterns of stonework that have channeled and protected the stream.

Glancing on the other side of the bank, they can make out a few broken tufts of grass. There are similar marks on this side as well. It looks like people are jumping across the stream. It's a long jump, but a trained jumper (who isn't a gnome or halfling) would be able to do it.

Sirenya and Kitheras pull back into the forest. Kitheras kneels down so that they can have a quick, whispered conversation about whether to return to the mansion, or to take up positions to surveil some of the places they've found.
DM
GM, 2932 posts
Tue 7 Jul 2020
at 03:56
  • msg #919

Re: Expedition to Myth Drannor

Sirenya whispers, "We should go back inside."
Kitheras Sunblade
player, 264 posts
AC: -1 THAC0: 15
HP: 41 / 41
Tue 7 Jul 2020
at 04:14
  • msg #920

Re: Expedition to Myth Drannor

DM:
Sirenya whispers, "We should go back inside."


"One of us must remain awhile to destroy our tracks lest we be discovered as we have discovered them.  I'm a better hand at that work.  Moreover, I would not miss an opportunity to catch our neighbors returning or departing.  We must know something of their composition and disposition.  Their mere presence tells us nothing. Relay what we've learned. Help determine a watch from the Tower windows or roof.  Signal me when its decided, and I'll return.  If any ill shall befall me, I'll lead them away from the tower, and Krackor's spells will know the truth of it. Go."

Kitheras places a hand on the door to activate it for Sirenya.
DM
GM, 2933 posts
Tue 7 Jul 2020
at 04:21
  • msg #921

Re: Expedition to Myth Drannor

Sirenya slips back inside the mansion. Once the door closes she clears her throat, to let people know that she's returned and that they shouldn't run into the invisible gnome. She begins to fill in the rest of the group with what they found.

((ooc: Kitheras, roll a Tracking check to hide your tracks, and let me know what else you're doing.))
Kitheras Sunblade
player, 264 posts
AC: -1 THAC0: 15
HP: 41 / 41
Tue 7 Jul 2020
at 13:57
  • msg #922

Re: Expedition to Myth Drannor

DM:
Sirenya slips back inside the mansion. Once the door closes she clears her throat, to let people know that she's returned and that they shouldn't run into the invisible gnome. She begins to fill in the rest of the group with what they found.

((ooc: Kitheras, roll a Tracking check to hide your tracks, and let me know what else you're doing.))


23:22, Today: Kitheras Sunblade rolled 16 using 1d20.  Tracking.

Right on my check.

I'm going to post up where I can keep the passage to the stream, buildings 10' and 13' within my 180° view.  I'll set up where I can put some cover to my back to supplement my cloak in case something comes from my blind spot. My intent is to sit still in order to minimize opportunities to detect me.

This message was lightly edited by the player at 13:57, Tue 07 July 2020.
Corym Ildroun
player, 2106 posts
28/28 HP
AC 0
Mon 13 Jul 2020
at 04:55
  • msg #923

Re: Expedition to Myth Drannor

Corym was blown away. They were on the wrong side of the river!

He wanted to start annotating his maps immediately, but knew that there were more pressing matters.  "The Hezrou can be endured. They are of a bestial intelligence and easily manipulated and avoided. The humanoids concern me.  You cannot know their power or intentions from mere tracks. Kitheras was right--surveillance is necessary until we can ascertain their quantity, composition, and motivces.  We might have found allies, but they can as easily be enemies."

"Krackor, can you organize a rotation for surveillance of the sites indicated by Sirenya?  We'll need to relieve Kitheras at some point.  What forms of divination do we have available to us?"

Krackor Steelfist
player, 1252 posts
Lord Protector Steelfist
AC: -5/-3/-4. HP: 54/48
Mon 13 Jul 2020
at 18:59
  • msg #924

Re: Expedition to Myth Drannor

In reply to Corym Ildroun (msg # 923):

Krackor contemplates the request, thinks hard then wonders Which of the locations would you want watching?  Some may be watched altogether, others are further away, yet multiple sites were mentioned and we do not have 20 persons in our company.

I can set a Sentry at one of them, this will not show our location but it will show someone is around who can cast some magic.

The Spirit Guardian spell will help me keep track of people as mentioned before.  That Rota was Kora, Corym, Elorfindar, Kitheras, Sirenya and now Karilla.  With the spells having been used up against the Efreet, I cast on Kitheras since Sirenya would be invisible and less likely to be under threat.

I shall continue this but swap Karilla and Sirenya around if you are ok with this Karilla!

As the sun rises, I will ask Gorm for the ability to cast more of the spell, meaning 3 more may be granted this boon, with Kora watching this place tomorrow, the following will gain the spells, Sirenya, Corym and Elorfindar.  So all except Kora will have this protection.  I will then ask The Lord of the Bronze Mask for Guidance through use of a Divination spell, which I shall also ask for.


There was little he could do without this guidance, at least from Corym on which locations he wanted watching as a priority.
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