Difference between revisions of "Chapter 27 - The Front Door"

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Day 56
 
Day 56
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'''Part 1'''
  
 
With the arrival of dawn, the party found themselves upon the lake, with some distance between them and the previous night's disasterous events. They set about preparing for their second attempt at infiltrating Tarminastir, alongside their newfound gnomish allies. This did not sit well with Aldur, who found himself butting heads with Nesmir. The gnoms obviously had some disturbing views on elves, and was not afraid to make them known, at least in the safety of the boat, surrounded by his crewmates.
 
With the arrival of dawn, the party found themselves upon the lake, with some distance between them and the previous night's disasterous events. They set about preparing for their second attempt at infiltrating Tarminastir, alongside their newfound gnomish allies. This did not sit well with Aldur, who found himself butting heads with Nesmir. The gnoms obviously had some disturbing views on elves, and was not afraid to make them known, at least in the safety of the boat, surrounded by his crewmates.
  
 
As preparations continued, Nesmir produced soem gnomish-designed equipment that he felt his newfound allies could make use of. The first was a waterskin that was fitted around the wearer's neck, with a small tube that could be fitted to rest in front of the wearer's mouth. He explained that these could be used to swiftly imbibe a potion in the midst of battle, and he provided each of them with a healing potion to fill their waterskin. The second piece of equipment was a backpack that had been enchanted to hold the energies of a powerful fireball. When worn, the backpack attuned itself to the wearer's lifeforce, draining a small portion to charge its energies. Once activated with a word of power unique to each pack, it would detonate if the wearer died or if removed and thrown. Nesmir was particularly enthusiastic in encouraging everyone to wear one.
 
As preparations continued, Nesmir produced soem gnomish-designed equipment that he felt his newfound allies could make use of. The first was a waterskin that was fitted around the wearer's neck, with a small tube that could be fitted to rest in front of the wearer's mouth. He explained that these could be used to swiftly imbibe a potion in the midst of battle, and he provided each of them with a healing potion to fill their waterskin. The second piece of equipment was a backpack that had been enchanted to hold the energies of a powerful fireball. When worn, the backpack attuned itself to the wearer's lifeforce, draining a small portion to charge its energies. Once activated with a word of power unique to each pack, it would detonate if the wearer died or if removed and thrown. Nesmir was particularly enthusiastic in encouraging everyone to wear one.
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 +
Wary of the potential dangers they might face in attempting to infiltrate Tarminastir, Aldur and Trykaar used a large portion of their accumulated treasure to purchase additional potions of healing from Patroclus
  
 
A bank of fog hugged the shoreline next to the swamp and Patroclus kept the boat under its cover, making a slow and cautious approach to Tarminastir. He warned the party that he expected to be turned away from the port, as he had been when he last visited a few days before. He would approach the port openly under cover of darkness, but would drop off the party in their small boats before making his final approach to the harbour. If turned away, he would drop anchor a short distance to the east and await their return. If they had not returned by dawn, he would continue on his way, considering them lost.
 
A bank of fog hugged the shoreline next to the swamp and Patroclus kept the boat under its cover, making a slow and cautious approach to Tarminastir. He warned the party that he expected to be turned away from the port, as he had been when he last visited a few days before. He would approach the port openly under cover of darkness, but would drop off the party in their small boats before making his final approach to the harbour. If turned away, he would drop anchor a short distance to the east and await their return. If they had not returned by dawn, he would continue on his way, considering them lost.
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Dusk fell as the boat approached the city and Patroclus slowed the boat to ensure that darkness arrived before he did. Under the cover of darkness, the party and their gnomish allies slipped down ladders and into small inflatable boats on the lake side of the boat. Tied together in a line, they rowed their boats for shore, aiming for the centre of the tree. They were soon enshrouded in the rolling banks of fog, but navigated by the sight of the canopy of branches that arched overhead.
 
Dusk fell as the boat approached the city and Patroclus slowed the boat to ensure that darkness arrived before he did. Under the cover of darkness, the party and their gnomish allies slipped down ladders and into small inflatable boats on the lake side of the boat. Tied together in a line, they rowed their boats for shore, aiming for the centre of the tree. They were soon enshrouded in the rolling banks of fog, but navigated by the sight of the canopy of branches that arched overhead.
  
 +
Approaching the base of the tree, they steared the boats between the gigantic, buttress-like roots, and the familiar sight of a sandy beach could be seen before them, through breaks in the mist. The hum of the tree was even louder than during their previous approach, churning the lake into rough motion. Approaching closer, they spied a familiar site. A beach along the waterfront was pierced by a narrow channel of water, just as on the other side of the tree. As they beached the boats, Jrak, Neela, and Trykaar moved forward to engage the lizardmen who emerged from the mist. As flame arced out from Trykaar's ancestral sword to engulf one of the first guards to arrive, their brethren were alerted and battle was joined. On land, the vibrations caused by the tree made footing precarious, and both sides struggled to maintain their footing while joined in furious battle. The lizardmen were large but their martial prowess did not compare to that of the party, and they were soon dispatched.
 +
 +
The beach now clear of defenders, the party made their way to the tree where the small inlet led into the tree and down a long, straight, cylindrical channel. The full length of the channel was obscured by a bright blue light that shone at its other end. The channel was blocked by a strong steel portculis that descended to the bottom of the channel. No controls could be found for raising the portcullis, but Jrak found that by standing in the channel, he could use his brute strength to raise the portcullis above his head, high enough for the rest of the company to slip their boats under and into the channel beyond. As he followed in their wake, it crashed shut behind them, a potential barrier to any eventual escape.
 +
 +
The column of boats made their way down the length of the tunnel, a distance of at least 200', until it opened into a large chamber. The glare of the light ahead made the chamber difficult to discern. At first, all that they could see was a pool of water ahead, over which was a stone platform of some type, and the brilliant blue light originate from the top of that platform. Another opening, similar to the one they looked through, could be seen on the opposite side of the pool. Nesmir volunteered to serve as a scout, making himself invisible and levitating into the open. He could see that he was at the bottom of a large, saucer-shaped theatre, rows of seating stretching up to a walkway that ran the circumferance of the circular room. Overhead, a tall domed ceiling was carved from the interior of the tree, featuring ornate sculptures depicting scenes from elven history. At the bottom of the bowl, in the center of the room, a huge circular stone slab floated above a circular pool. It was from the slab that the brightest blue light originated, though magical energies caused the entire chamber to glow. Its upper face was marked with arcane runes and symbols and some sort of large black figure was located at the center, enshrouded in a blinding blue aura. Over the front rows of seating, four platforms were equally spaced. The two water-filled tunnels emerged from the base of two platforms, while the other two featured sturdy doors. The only other doors to the room were four doors spaced at equal distances around the upper walkway.
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 +
Four humans were seated on the platforms, apparently in the process of performing some sort of ritual. A pair of elves and four attendant gnomes were the only audience in the huge seating area, aside from a single guard posted at each of the upper entrances.
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 +
 +
'''Part 2'''
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 +
 +
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To be continued as DM's time permits...
  
 
Return to [[Telkarion Campaign - Story to Date]]
 
Return to [[Telkarion Campaign - Story to Date]]

Revision as of 22:27, 21 December 2010

Day 56

Part 1

With the arrival of dawn, the party found themselves upon the lake, with some distance between them and the previous night's disasterous events. They set about preparing for their second attempt at infiltrating Tarminastir, alongside their newfound gnomish allies. This did not sit well with Aldur, who found himself butting heads with Nesmir. The gnoms obviously had some disturbing views on elves, and was not afraid to make them known, at least in the safety of the boat, surrounded by his crewmates.

As preparations continued, Nesmir produced soem gnomish-designed equipment that he felt his newfound allies could make use of. The first was a waterskin that was fitted around the wearer's neck, with a small tube that could be fitted to rest in front of the wearer's mouth. He explained that these could be used to swiftly imbibe a potion in the midst of battle, and he provided each of them with a healing potion to fill their waterskin. The second piece of equipment was a backpack that had been enchanted to hold the energies of a powerful fireball. When worn, the backpack attuned itself to the wearer's lifeforce, draining a small portion to charge its energies. Once activated with a word of power unique to each pack, it would detonate if the wearer died or if removed and thrown. Nesmir was particularly enthusiastic in encouraging everyone to wear one.

Wary of the potential dangers they might face in attempting to infiltrate Tarminastir, Aldur and Trykaar used a large portion of their accumulated treasure to purchase additional potions of healing from Patroclus

A bank of fog hugged the shoreline next to the swamp and Patroclus kept the boat under its cover, making a slow and cautious approach to Tarminastir. He warned the party that he expected to be turned away from the port, as he had been when he last visited a few days before. He would approach the port openly under cover of darkness, but would drop off the party in their small boats before making his final approach to the harbour. If turned away, he would drop anchor a short distance to the east and await their return. If they had not returned by dawn, he would continue on his way, considering them lost.

Throughout the day, the glowing blue tree loomed larger and larger on the horizon, clearly giving off more light than during their previous approach through the swamp. As the other trees of the city came into view, the lake was quiet, empty of other boat traffic. The only other boat they saw on the open water was a long, sleek, tall-masted boat, gleaming white and gold as it pulled out of the fog-shrouded harbor and raced north across the lake, its sails filling with a powerful wind that didn't seem to touch the rest of the lake.

Dusk fell as the boat approached the city and Patroclus slowed the boat to ensure that darkness arrived before he did. Under the cover of darkness, the party and their gnomish allies slipped down ladders and into small inflatable boats on the lake side of the boat. Tied together in a line, they rowed their boats for shore, aiming for the centre of the tree. They were soon enshrouded in the rolling banks of fog, but navigated by the sight of the canopy of branches that arched overhead.

Approaching the base of the tree, they steared the boats between the gigantic, buttress-like roots, and the familiar sight of a sandy beach could be seen before them, through breaks in the mist. The hum of the tree was even louder than during their previous approach, churning the lake into rough motion. Approaching closer, they spied a familiar site. A beach along the waterfront was pierced by a narrow channel of water, just as on the other side of the tree. As they beached the boats, Jrak, Neela, and Trykaar moved forward to engage the lizardmen who emerged from the mist. As flame arced out from Trykaar's ancestral sword to engulf one of the first guards to arrive, their brethren were alerted and battle was joined. On land, the vibrations caused by the tree made footing precarious, and both sides struggled to maintain their footing while joined in furious battle. The lizardmen were large but their martial prowess did not compare to that of the party, and they were soon dispatched.

The beach now clear of defenders, the party made their way to the tree where the small inlet led into the tree and down a long, straight, cylindrical channel. The full length of the channel was obscured by a bright blue light that shone at its other end. The channel was blocked by a strong steel portculis that descended to the bottom of the channel. No controls could be found for raising the portcullis, but Jrak found that by standing in the channel, he could use his brute strength to raise the portcullis above his head, high enough for the rest of the company to slip their boats under and into the channel beyond. As he followed in their wake, it crashed shut behind them, a potential barrier to any eventual escape.

The column of boats made their way down the length of the tunnel, a distance of at least 200', until it opened into a large chamber. The glare of the light ahead made the chamber difficult to discern. At first, all that they could see was a pool of water ahead, over which was a stone platform of some type, and the brilliant blue light originate from the top of that platform. Another opening, similar to the one they looked through, could be seen on the opposite side of the pool. Nesmir volunteered to serve as a scout, making himself invisible and levitating into the open. He could see that he was at the bottom of a large, saucer-shaped theatre, rows of seating stretching up to a walkway that ran the circumferance of the circular room. Overhead, a tall domed ceiling was carved from the interior of the tree, featuring ornate sculptures depicting scenes from elven history. At the bottom of the bowl, in the center of the room, a huge circular stone slab floated above a circular pool. It was from the slab that the brightest blue light originated, though magical energies caused the entire chamber to glow. Its upper face was marked with arcane runes and symbols and some sort of large black figure was located at the center, enshrouded in a blinding blue aura. Over the front rows of seating, four platforms were equally spaced. The two water-filled tunnels emerged from the base of two platforms, while the other two featured sturdy doors. The only other doors to the room were four doors spaced at equal distances around the upper walkway.

Four humans were seated on the platforms, apparently in the process of performing some sort of ritual. A pair of elves and four attendant gnomes were the only audience in the huge seating area, aside from a single guard posted at each of the upper entrances.


Part 2



To be continued as DM's time permits...

Return to Telkarion Campaign - Story to Date