In the vision, you see yourselves flying a few feet over the surface of the frozen lake ... as you look down, you can see the spirits of the dead, hundreds of them, trapped beneath the ice, writhing in agony. Their eyes open as you pass, looking up at you and imploring your aid, to ease their suffering.
Upon the far shore of the lake, you feel yourself come to rest on the floor of the cavern, your feet sinking into ten inches of snow. Snow is gently falling. Stalactites and stones rise around you like crystalline teeth, six to ten feet high. You move forward, picking your way between these stones for a hundred paces, before reaching an open space. Here, the cavern is just sixty feet wide and forty feet high, though it extends outwards into the obscuring snowfall.
Across this open space is a wall made of black boughs, wooden limbs and branches, interlaced from wall to wall and from floor to ceiling, forming in impenetrable barrier. There are no tree trunks, no leaves; the wood seems to grow directly from the rock, upwards and downwards. You reach forward and touch the wall. It is warm, and you sense that the wood is alive. It feels as hard as iron, and you sense that it is indestructible.
This wall has a gate, with wooden doors fifteen feet high and each seven feet wide. The doors are wide open. The bottoms of the door are frozen in place and cannot be moved. There is nothing to prevent the party from moving through the wall and deeper into the cavern ... from beyond there are sounds of croaking: a hollow, resounding echo, that never ceases ...
This wall has a gate, with wooden doors fifteen feet high and each seven feet wide. The doors are wide open. The bottoms of the door are frozen in place and cannot be moved. There is nothing to prevent the party from moving through the wall and deeper into the cavern ... from beyond there are sounds of croaking: a hollow, resounding echo, that never ceases ...
The vision ends, and you find yourselves with Prugg again.
"You do not ask," says the old svirf, "Why we do not go ourselves to destroy this thing. We tried, once, not long after we came here. But it is a place of great evil ... and the svirf are creatures of the deepest places in the earth. We were born of rock above the magma, and moved upwards into these passages before even the elves came to these lands. We have never seen the light; we are of the dark. When we went to fight, we were overcome by our own natures; helplessly, drugged by the powers of evil, we turned upon each other and nearly all died. Only nine of us escaped that day. Only I am left to remember it.
"We have waited for creatures from the light to come. You. Your peoples were born under the sun. You are not as easily controlled by evil as we were. That is why we seek to help you. There are not many enemy, but they require spirits that are not owned by the dark."
This is the last of what he says.
The experience is so powerful, the party members are transformed by it. You feel yourselves the memories of having been to the gate, as real as any other memory you've had. The effect is to actually increase your experience. You each gain 25% of the necessary experience gap that separates you from your next level.
For example, Engelhart needs 7,000 experience total to move from 4th level to 5th (6,001 total to 13,001 total). He therefore receives 1,750 from this experience (no 10% bonus). Lothar receives 1,375. Embla, 1,000. Mikael, 625. And Rob, 600.
Please add this to your total experience.
[this power to impart experience directly is a sage ability, under Instruction, which requires 100 or more points of knowledge ~ Prugg, being seven centuries old, is able to do it with much greater intensity than most]
You are each disoriented for some moments, but you may interact again normally.
75 comments:
Wow. Oh my. That's... incredible.
When I regain my orientation, "How are we to find these devils?"
"Thank you for trusting us. I hope we can prove that it was deserved."
"You will see them beyond the gate; but you must not pass through the gate yourselves. You must, instead, draw them out. If you can do so, one at a time, this will make it easier for you to succeed at your task."
"Any advice for drawing them out? Though the fact one showed up several days away indicates they mighy be fairly aggressive."
He has no suggestion.
"How have you managed to live so close to this location?"
"They do not move beyond the lake, and we do not approach Ugglig."
"Maybe I was mistaken, but I believe we fought one of these lemures in the tunnels near the surface. I wonder then what attracted it so far from its post."
Prugg asks for the story and, having heard it, suggests that perhaps the lemures have some means of seeing their future, and your place in it.
"We are not a threat," he adds. "We have no souls for them to take. When we die, we turn to stone and become part of the earth again ~ you saw my brothers and sisters in the walls of the passage that brought you here."
"I see. Thank you for all your help. I doubt we would have any hope of success without it."
[Don't I need 2500XP to go to lvl2?]
"This was an incredible experience."
"If they can see in the future and fear our actions, surely they cannot see details as they would have divined that you would help us."
"We shall endeavour to fund a plan to lure them out one by one then. And suddently I feel less comfortable with having our companions and hired help wander near this thrice damned cavern alone..."
[2,400, Rob]
Damn. I'm looking at the wiki table and that's wrong. Sorry Rob. I will fix the image on the wiki.
[thank you for the clarification]
"Wise Prugg, is there any further wisdom you wish to impart us ?"
[table fixed]
"I wish to provide two further gifts," says Prugg. He calls for a rod that is leaning against a wall, which he gives to Rob. It is made of wood and feels exactly like the wood that comprised the gate that Rob remembers touching only minutes ago; and he considers for a moment how strange a memory this now is.
"I heard a story that you spoke with a valkyrie recently. I know of her; I have met her twice and know her true name. It is Naian. If you take hold of this rod and say her name, she will come ~ but I warn you, she is a valkyrie. She respects only battle, sacrifice and death. She will give aid only to those who have given their all; she will do nothing for those who are not upon the very edge of death, or who have passed over it. So do not call her too soon."
Prugg withdraws a ring from his pocket and gives it to Mikael. "I have learned that there is none among you who are now able to detect magic. You will need this ring, which will give you that power. Keep it safe and keep it in your hands, magician; you will know best what it can tell you."
I put on the ring and bow.
"You humble me with your kindness."
"Words alone fail to express our gratitude toward you, wise Prugg. If that's of little recomfort, we'll be sure to tell others at the surface of the sacrifice of your people in the fight against evil."
[speak to each other; I'm going to take a break for lunch}
[I'm here! Swamped in work but I'll be coming up for air periodically.]
Glad to see we got some boons for all the trouble with these caves.
Here’s my proposal for drawing out the lemures: that we return to the bone room and begin disturbing the remains stored therein, it being apparently important that they remain gathered up and off the lake's surface. We can even drop some of them on the lake itself, if it comes to that.
I'm not very keen on further disturbing the dead.
I would remind you the lemure showed zn ability to raise the dead, so bringing remains near one could be risky. The lemures regard us as a threat, it is possible our mere presence will encourage them to attack.
I'd like to head to the gate itself, we might be able to spot something on our way that could help us lure them one by one. They didn't show up in the bone room at all while we were there, I'm not sure raking the bones around would do us any good. But I don't have much experience with this sort of thing, either, so... I dunno. I'd prefer to look at the gate first and go from there.
Agreed.
Also, I wonder what "purify water" would do to the ice of the lake.
You can test now if the ice is magical.
I was thinking that (testing the ice, I mean). I am fairly certain it is, but getting confirmation would be nice. How does the ring work?
If you concentrate on it as you would a spell, you can already detect a low-intensity magic coming from Rob's staff.
So it works like a Detect Magic spell? Thst is pretty cool.
Slow day today; I presume the work load is heavy, as with Engelhart; let me move all along a little.
Presume that you are returning to your rest areas, so that you can talk freely about what you've learned.
Apart from contacting your hirelings, to let them know where you are (and remember your food is covered this week by the svirf), is there anything else you would like to manage or have the hirelings do?
I like Lothar's suggestion of going to the gate first, after we get our weapons. There is no evidence the lemures care about the bones, and there is a risk of a major backfire if they do and can then raise the remains.
Well, we have to devise a plan to root these devils out. However, nothing serious can be done before the Svirf are done with our weapons.
I want to make sure we have enough rope to go down to the lake surface. If there's not enough I ask the hirelings to bring some more.
Otherwise, I'd enjoy learning about the Svirf, their relationship to their environment and their two-headed bear.
I want to check out the ice and see if it is magical, and otherwise will spend time learning about the svirfneblins' use of metals, especially mithril and adamantine.
The cliff is 80 feet high; you have 200 feet of rope.
If I could, I'd like to put off a sociology discussion of the svirf. They eventually spawned the gnomish race, that could live on the surface. I haven't really prepared anything you don't already know. They are simple tunnel dwellers, methodical and repetitive in their habits; and curious about the surface, so that they push you to describe yourselves rather than the reverse.
Mikael, since you took Alchemy, as you increase in levels, and knowledge, we will be able to see how eventually you made this experience pay off later.
I like to have Fjall pick up my shield and dagger from Stavenger, items I paid to have made to spec and should be ready soon - the dagger was to be finished on the 28th, the shield on the 14th. I would also have him buy another healing salve for me.
Hm. It's possible. Figure probably a day and a half to get to the surface unburdened with a message, then a day and some to get to Stavanger; possibly half a day to locate the armorer and weaponwright to negotiate the objects, then the time to get back ... so long as there are no delays, I'll give a 60% chance that Fjall makes it by the time you're ready to leave the svirf.
Do any of the svif know how to free the soul from the ring we found?
Excellent question.
The svirf examine the object with considerable interest, passing it from one to the next. They each conjecture, once they learn what you were told by Prugg, that perhaps when the gates are closed, the magic of the ring will be dispelled. But no one is able to give you a certain answer. They've never seen the like before.
Okay, let's deal with this last issue and call it for the day.
Mikael, I know, said he wanted a dart made. Lothar, his sword I believe. After that, it's in the back comments, but let's confirm here. Engelhart, what is your magic weapon going to be? Same question to Rob. Embla already has a magic weapon, would she prefer a second magic weapon or a magic shield. I'll offer either.
Can we test moving about the lake's surface a little? Might be it requires special footwear?
Maul, if you'll please, Alexis.
Sword confirmed for Lothar.
A club, please.
The maul can be made with bands of mithril around the hammer piece, and a metal flange in the handle, that will give it a +1 bonus; when the svirf present it to Engelhart, it will have the benefit of being +2 against ogres and giants. Engelhart should count it as a treasure and add 600 x.p. for it, +10% for 660 total.
The sword is reforged with mithril, strengthening it and also giving it a +1 bonus. As it is the easiest piece of metal to magick, they take a little time and give the sword a convenient +2 bonus against amphibians and reptiles. The weapon also gives Lothar a bonus of 600 x.p.; but the ranger does not get a 10% experience bonus.
The club is a perplexing thing for the svirf; they've never worked with wood before, and they see no specific means to strengthen it with mithril that won't unbalance the tool and make it virtually unusable. After some conversations with the druid, however, they come up with a solution. Using some of the stonewood, the same that was used to make the staff that Rob was given, they split the club, then bind it together with a mixture of tallow and a glue that is made from the ochre jelly carcasses that sometimes invade the lair. The result is that the club, upon command, will transform into a 30 foot tree, the first 20 feet of which can be climbed. The tree will grow upwards, but can be bent 10-degrees for easier climbing and to lean against a wall or a roof (or made to be straight up if desired). It has no hit bonus. However, it is magical, and it is worth 350 x.p. to the druid. The staff the druid was given as a present is also worth 200 x.p. The druid receives no 10% bonus.
It occurs to me that Embla, if you wish, the svirf could adjust your axe in a magical way. I believe it was a battle axe? Gawd, I can't remember. They don't want to reforge it, but they have other ideas. They'd like to keep those ideas as a surprise. The svirf seem very big on surprises, perhaps because so little about their lives change from day to day.
[ now 46xp shy of next level... ]
I thoroughly thank the svirf for their help. Is it known what happen if a branch of the club/tree is cut while in tree form ?
I did not mention this but if the scuff would have i'd propose some food from the surface; which may be wlauite exotic to them.
Can your tree be used for firewood? Hah.
Unfortunately, any part that is removed from the root (the club is laid down to form the root) will simply cease to be. Regarding the type of tree, I was just discussing it with my partner Tamara; it should be any tree that you can show to be naturally growing in Scotland. These are the trees you know best; the svirf know nothing about trees, except that this stonewood came from a tree, and so did your club.
Regarding food from the surface, it would probably be poisonous to them [see Jared Diamond's Guns, Germs and Steel].
[until tomorrow, then!]
[Sounds good]
Oh, if you were waiting for my confirmation, it is a dart that I want. Only weapon I am proficient in.
I'm sorry for the late posting - I was afk.
I have a battle axe, and I'd love to see what the svif do to it.
[Here]
[Here]
I'm getting pumped. 960 XP from leveling, a shiny new magic sword (which I have named Talon), and on the verge of breaking a thousand year old curse!
This fight we are facing will likely be very difficult though, and some of us might not make it out to see the light of day again.
(Any modification of the weight of the sword? A full adamantium sword is 6.09 lbs, does the inclusion of the mithral change that?)
[here]
[ 31 deciduous and 2 coniferous trees native to Scotland, well at least I have some choice :-) ]
[ Following the GG&S argument, our mere presence could cause a health risk to them, and them (and their food) to us (albeit to a lesser degree as we come from a more diverse bacterial environment). I'd argue that boiled food wouldn't cause a problem, apart from digestion difficulties coming from difference in physiology and divergent gut-bacteria ecosystems. ]
[I'm here. Forgive me, I got working on a project until 2 am last night. Just 6 and a half hours ago. Let me get oriented]
Okay. First, Rob's experience numbers don't mesh with mine, so I need to go check my figures against the blog.
It is possible that you're a health risk. My thinking was that, being non-human, and having lived their lives without seeing the sun, it is possible the sun could kill them. Plants made by photosynthesis, and meat that fed off such plants, could have a similar detrimental effect.
I meant to get about the weight of the weapons. In this case, they're made with mithril, not adamantium. Please reduce the weight of the sword and the maul by 20%. The club is not adjusted in weight.
Looking at Mikael's dart, and understanding its use, the svirf simply finish the head with a metal tip. This gives the dart a +1 bonus. It is worth only 100 x.p., plus 10% for 110 added to Mikael's total. However, he also gets 550 x.p. (500 +10%) for the ring. This will not adjust the weight of the dart.
[ "it is possible the sun could kill them. Plants made by photosynthesis, and meat that fed off such plants, could have a similar detrimental effect." Chemically speaking, this is nonsense. From a magical perspective, considering thing like symbolic equivalence and the like, why not. But doesn't their Yarm fruits do photosynthesis as they "sustain one another with ambient light" ? ]
[A bookkeeping thing: I now have 2026 xp. 475 xp from Level 2. Does that line up with your numbers? Also, do +1 weapons have +1 to hit and +1 to damage?]
I am very appreciative, and will keep this dart in my belt at my hip. I will be specific when I use it versus my normal darts.
The svirf do not want to touch the blade of Embla's axe. It is, as I said, halfling in design and forging, and possesses qualities that are as yet unknown, so the svirf believe. So in their opinion, nothing should be done about the blade to enhance or adjust it.
The handle, on the other hand, is another matter. They rig the weapon so that the handle can be shortened at will, making the battle axe short enough and balanced enough for throwing. Additionally, they empower the weapon to be called back at will, so long as Embla is within 30 feet of the axe, like Thor's Mjolnir. The weapon cannot be called back the same round it is thrown. It requires 2 AP to recall it. The adjustment is worth 600 x.p.; assassins do not get a 10% bonus.
Anything I've missed?
[ regarding XP, I have mistaken my line with Pandred's in the first fight (against the Lemure), putting me at a corrected total of 1994 , sorry.]
[Ah, that sounds about right Rob]
I'm guessing that you're out of questions.
As a DM, I can't move on until the party takes an action. The week with the svirf is past; the weapons are reforged; so what happens now?
If I remember, at least me and Mikael wanted to go have a look at this ice.
If at least 3 persons lend us assistance, I plan to get lowered there (using the rope) with a bucket, a pick and some kindle-wood. Having no knowledge about rock-climbing, I would merely tie the rope around my waist and have them lower me.
Once down I would first try to gather some ice using the pick, to put it in the bucket. If I fail to do so, I'll try to start a small fire to see how the ice reacts.
At that level of effort, lets just figure it out when we get there. I can be lowered down and use the ring to ascertain what is going on.
I believe we are good to go? How far away in terms of days is the gate?
I'd like to check the stores for any interesting supplies (and my new shield and dagger) and then head to the gate. The ice, while an interesting intellectual curiosity, is not long for this world (hopefully) and so I don't see a lot of value in examining it with our limited magical knowledge. We know why it's there, we know how to get rid of it, let's go do that.
Knowing whether it is magical or not will tell us whether we should be planning to take the long way back or not.
I have a torch in my left hand and nothing in my right. I am carrying no extra supplies, and only 5 darts total, so I have 5 AP.
We should probably bring 2 days of food with us, just in case. And are any of the followers going with us? I would suggest, unless purely as porters, as they cannot harm the lemures.
That and messing with the ice may be a way to draw out the lemure
From your gained experience, the gate is three miles away, most of that the journey across the lake. The gate is some 500 yards past the far edge of the lake.
Lothar, you find your dagger and shield have made their way back. They have no magical bonus or nature, but they are extremely hard and would be difficult to break (if you were using the dagger as a pry, for example, it's chance of breaking would be 1 in 400). Both save against attack forms as hard metal with a +3 bonus. If dropped during combat, or thrown at a wall, the dagger will break 1 in 20.
Rob and Mikael, you're describing everything as things you plan to do, or can do. When you're ready to describe them in the present tense, I'll start a new post.
*I would suggest not
I am ready to leave
I asked yesterday if anyone had anything to say about the hirelings and their role in this. No one said anything, though I gave plenty of opportunity. It is too late now for the hirelings to be involved; during the week no one brought up the issue of them coming along and they have not made themselves available.
Using the porters and whomever lend us assistance, I get lowered there (using the rope) with a bucket, a pick and some kindle-wood.
Having no knowledge about rock-climbing, I merely tie the rope around my waist and have them lower me.
[3 miles being really close, I think a single day's food is enough]
I assist with lowering him down.
Fair enough, about the hirelings. One day of food seems fine. I aid Embla in lowering Rob down
The next post is up.
I did not wish to ask Valda or Fjall to come join us in the fight, their HP is very limited and they lack the magic weapons necessary to be helpful, so I'd prefer them to not die needlessly.
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