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The Fall of Civilization
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<blockquote data-quote="the Jester" data-source="post: 5040002" data-attributes="member: 1210"><p>Whatever the freakish, elf-like creatures are, they move with impressive speed, slashing at our heroes with the spurs on the back of their hands. These spurs prove to be fairly deadly; but when the greyish-silver creatures manage to flank or otherwise gain combat advantage, they become significantly more deadly. Worse yet, the things are able to blink out of existence and then reappear a few moments later, and- as Vann-La has already learned- when they reappear in the same place as one of our heroes, the consequences are painful for both of them.</p><p></p><p>The fight is on-again, off-again as the two creatures appear and disappear over and over again. Two more of the things enter the room, drawn by the sounds of the combat, and our heroes are suddenly having twice the fun with the damned elusive creatures. </p><p></p><p>Yet while the strange elves are present, our heroes do manage to land a few blows here and there, wounding the four creatures. Soon Vann-La, angry and frustrated, starts to use a new tactic: when one of the creatures vanishes, she moves to its last location and waits for it to reappear. </p><p></p><p>This strategy, while fairly effective, is also painful. </p><p></p><p>However, Torinn and Heimall are there to help absorb the worst of it. With their <em>healing</em> and <em>inspiring words</em> to help make the damage manageable, a few more of our heroes start to do the same. </p><p></p><p>Finally, the tide has turned decisively in their favor! But, sensing the danger, one of the elf-things instead elects to flee. Our heroes, still bogged down with the other two surviving enemies, cannot pursue quickly enough, and the creature escapes. The other two, meanwhile, are finally cut down.</p><p></p><p>“They didn’t bleed,” Heimall notices at once.</p><p></p><p>”Maybe they are some kind of undead,” Torinn says, “but if they are, I’ve never heard of them.”</p><p></p><p>The party rests for a few moments, recouping their strength and doing some healing. They then send Cook down the passage that the second pair of bad guys had emerged from. He reports back almost immediately: “Just around the corner is a room with a most clever dwarven innovation in it. My people sometimes enclose a room with a heated pool of water in it. Both the water and the steam are very soothing, and you go in there for purposes of relaxation. It is called a <em>sauna</em>. There are no exits from it, either.”</p><p></p><p>“It might be a good place to rest,” Heimall suggests. </p><p></p><p>The party goes into the sauna and conducts a thorough search. It is as Cook told them: a steamy room, about 20’ by 30’, dominated by a shallow, hot pool of water. Some discussion ensues about the merits of resting in the sauna versus spending precious reagents to use another <em>linked portal</em> to return to the circle outside of Fandelose. At this point, they are close enough to the circle that they arrived in that it would be easy to use it to transition home; but, as Torinn points out, that won’t always be true. </p><p></p><p>The party collectively shrugs. No need for a final decision until the time comes, after all. They return to exploring. </p><p></p><p>There is still another exit from the room in which they fought the strange (possibly undead) elf-things: a short passageway ending in a door. They throw it open, and find themselves looking in at an empty, disused classroom. The room is full of chairs that sit alongside long tables. The professor’s desk is at the head of the classroom. There is a large chalkboard covering most of the southern wall, and upon it are sketches of several strange-looking creatures: a sort of lumpy, trilaterally symmetrical creature, shaped vaguely like an inverted pyramid with three arms and legs, whose mouth is stuck on the top of its head; a more-or-less tube-shaped creature with fins and eyes all around its circumference, with little boring claws sticking out from the sides; a red-hot worm; and a humanoid creature consisting completely of stone. A few very basic notes are under each- the first is called a xorn, and the notes indicate that it eats metal and gems. The second creature, a khargra, “swims through earth like a fish”. The notes beneath the worm call it a thoqqua, and note that it is a combination of fire and earth, and that it can burn its way through solid bedrock. The final creature is apparently an earth archon- which, according to the notes, is a “Primordial elemental soldier from the early epochs of the multiverse”. </p><p></p><p>The party searches the area. The desk proves to hold a bunch of academic records as well as a smooth piece of blue and white rock. This does not appear to have any special properties, but our heroes take it nonetheless. </p><p></p><p>Time to start opening doors. </p><p></p><p>The classroom has a total of five doors leading into it. The party came from one; they open the door to its left. This opens on a long hallway leading off into the dark.</p><p></p><p>“We might as well look behind the other doors first,” Cook suggests. </p><p></p><p>The next leftmost door opens onto a small office. A plaque on the desk reads “Professor Hammerhead.” The room has a small chair and desk, but much of the area is hemmed in by shelves covered in rocks and stones, each meticulously labeled. One shelf holds a small collection of books, which Ligir goes to examine while everyone else looks at the desk and the stones.</p><p></p><p>“Hmm,” Cook says, “I do not think that there is much value in these stones, compared to their weight. We might be able to get twenty gold for them, but...”</p><p></p><p>Heimall nods. “It’s not really worth the effort.”</p><p></p><p>The desk holds mostly more academic papers, including grade books, and a few more stones and papers about stones. </p><p></p><p>“This is interesting,” Iggy remarks, from the area of the books. “These are mostly geology, but this one is about some supposed elemental plane of earth. I mean, <em>only</em> earth.”</p><p></p><p>“Weird,” says Torinn.</p><p></p><p>Hkatha rubs his chin. “I guess that must be an antiquated, disproven theory.”</p><p></p><p>“Yeah,” nods Iggy. “But you’d think they would have known it wasn’t right. Even back in those days, they knew how to plane travel.”</p><p></p><p>“Weird,” Torinn says again.</p><p></p><p>The next door opens to a 20’ square room with only two noteworthy features: a lever, and strange metal tracks on the walls in the four corners.</p><p></p><p>“A lever!” exclaims the dragonborn. </p><p></p><p>“Don’t pull it yet,” Heimall cries. </p><p></p><p>“I won’t- but I will pull it eventually.” Torinn grins a toothy grin. </p><p></p><p>The lever is in the upward position; the party examines it closely, but cannot tell what it does. After some debate, everyone else steps out of the room while Torinn remains inside and pulls the lever downward. </p><p></p><p>The door swings closed and locks. </p><p></p><p>Torinn tenses, but nothing further seems to happen. He easily switches the lever back up, and the door unlocks and swings open.</p><p></p><p>“Huh,” he says, puzzled. </p><p></p><p>The party discusses the strange lever. “We could all stay inside, and see if we can tell what’s happening,” suggests Torinn. </p><p></p><p>“Before we do that, I will try to disable the door,” Cook says. “That way we have a way to escape.” The dwarf sidles up to the door and examines it for the closing mechanism. Soon he is working merrily on it with his picks and tools. A few moments later, he announces, “The door will no longer close.”</p><p></p><p>The party- albeit with some misgivings- throws the lever again. </p><p></p><p>Nothing visible happens.</p><p></p><p>“Wait for it,” Heimall urges. </p><p></p><p>Nothing....</p><p></p><p>“Hey!” exclaims Vann-La. “Look!”</p><p></p><p>“What is it?”</p><p></p><p>“The room is moving downward, but very slowly.” She points at the entryway. “There is a very slight lip there now.”</p><p></p><p>Everybody looks, and she’s right. They stare fixedly for a few moments, and can detect their downward motion. </p><p></p><p>“We shouldn’t do this yet,” says Heimall. “We’ve barely begun exploring this place, and we don’t even know where we are. We’re underground on Tirchond somewhere; we could be miles, or even hundreds of miles, from Arawn.”</p><p></p><p>“Good point.” Torinn throws the lever back up, and the room very gradually rises back up. “But at least we know the way down, now.”</p><p></p><p>The final door out of the classroom leads to another hallway. They close it and return to the first door that they checked. Vann-La had seen another door down that hall, and so it seems ever so slightly more promising. </p><p></p><p>That door, placed in the right-hand wall only a few feet down, proves to lead only to an old storage closet holding brooms, mops and other cleaning supplies. With a shrug, they continue on. </p><p></p><p>Ahead, the hall opens into a room. As they approach, the chamber lights up, as if by magic. </p><p></p><p>“Whoa,” says Heimall, “what is all that?”</p><p></p><p>“It looks almost like an art gallery,” suggests Hkatha. </p><p></p><p>Indeed- but what strange art. </p><p></p><p>Three large alcoves each have their own display; four more displays are set about the floor. The first alcove has a plaque that reads, “Dwarven art tends to be long-lasting and practical. To a dwarf, excellent engineering is art. Dwarves excel at working with metal or, especially, stone, and include great works of art as part of massive bridges, stone cathedrals or defensive works.” The objects on display include bricks fashioned to appear as a series of overlapping hammers and anvils, a shield with a fierce dwarven face upon it whose eyes are set with chips of granite and whose beard is beaten iron, a crossbow with exceptionally fine engineering, composed entirely of stone (even the string!), a mug etched with gems and gold on one face and a fierce dwarven thane on the other and a mosaic scene of a dwarf hero slaying a dragon, made all of chips of stone of different colors. </p><p></p><p>The second alcove has clearly been defiled and obliterated by magic. Fused wreckage is all that remains, with several objects collapsed into ruin as if they were of extreme age. In other areas, piles of dust are all that remain. </p><p></p><p>“Someone,” says Hkatha, “was a very harsh critic.”</p><p></p><p>Ligir leans down and stirs the dust with his finger. “This looks like it was magically disintegrated, whatever it was.”</p><p></p><p>“That’s pretty powerful magic.”</p><p></p><p>The third and final alcove is dedicated to kuo-toa art and has clearly been looted. A plaque reads, “Kuo-toan art is usually religious in nature. Almost all kuo-toans revere Blibdoolpoolp, their dark goddess of underwater evil. Thus, kuo-toan art shows themes of the ancient glory days when they ruled the seas, their vengeance upon the creatures of the upper world, their return to power, and, of course, the cruelty and majesty of their goddess.” Most of the display is gone, not destroyed, but removed or stolen. Only one item remains, a giant sheet of polished rock 3’ thick and 10’ on a side- it nearly fills the back wall of the alcove- carved with glyph-like images of evil kuo-toan armies overrunning both aboleth and sea elves and returning to the surface world, while their weird lobster-headed goddess Blibdoolpoolp gloats in the background. </p><p></p><p>The four displays on the floor are weirder. The first is a curved piece of bone almost 15’ in length that has been smoothed and worn with strange bumps and whorls. The plaque next to it reads, “Aboleth art is usually incomprehensible to non-aboleth. Furthermore, those with active psychic abilities sometimes find aboleth art to induce megrims.”</p><p></p><p>The second display is on the east wall and consists of two poles of bone lashed together with skulls atop them, forming a ‘gate’ shape. A skull with the lower jaw distended downwards, painted in vivid red, tops the display. The accompanying plaque reads, “Grimlock art is strange, as they are blind and yet it incorporates vivid pigments. The answer to this mystery is simple: the pigments, while nearly scentless to elven or dwarven noses, have a very strong scent to the grimlocks. The vivid color is a simple coincidence.”</p><p></p><p>The third floor display includes some crude dolls, as well as wooden shields splashed with bloody, six-fingered hands. The plaque reads, “Goblin art is usually not very sophisticated, though there are exceptions. Shields are usually painted with the clan’s image, such as the Bloody Eye or Broken Tooth. However, there are exceptions, such as the Six-Fingered Hand shields seen here. The Six-Fingered Hand was a group of various types of humanoids that joined forces to fight against the elves and dwarves of Tirchond, but their alliance could not outlive their leader’s destruction.”</p><p></p><p>“What the hell?” says Heimall.</p><p></p><p>“That sounds like Arawn is already dead,” Vann-La says. </p><p></p><p>“More weirdness. This place is kind of weird,” Torinn declares. </p><p></p><p>The final display is a large piece of stone, flat on the ground, that has been artfully sculpted. Most of the sculpture is abstract, adding strange patters or scales to the stone; in ten places, little miniature beholders have been sculpted. The plaque reads, “Powerful eye tyrants use their disintegrating eye rays to sculpt the stone around them into pleasing shapes. They can thus configure their lair to look like whatever they desire. In combination with their ability to fly, this makes beholders VERY DANGEROUS opponents in the field. Even in the case of a neutralized beholder held in captivity, such as we have here, one should always maintain a posture of EXTREME CAUTION when dealing with a beholder.”</p><p></p><p>“Such as we have here?” Heimall says. “They have a beholder captive here??”</p><p></p><p>“That’s not good,” remarks Vann-La, “since this place seems abandoned and haunted by monsters. And <em>something</em> disintegrated the art in that alcove.”</p><p></p><p><em><strong>Next Time:</strong></em> Our heroes keep exploring... and their worries have just begun!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5040002, member: 1210"] Whatever the freakish, elf-like creatures are, they move with impressive speed, slashing at our heroes with the spurs on the back of their hands. These spurs prove to be fairly deadly; but when the greyish-silver creatures manage to flank or otherwise gain combat advantage, they become significantly more deadly. Worse yet, the things are able to blink out of existence and then reappear a few moments later, and- as Vann-La has already learned- when they reappear in the same place as one of our heroes, the consequences are painful for both of them. The fight is on-again, off-again as the two creatures appear and disappear over and over again. Two more of the things enter the room, drawn by the sounds of the combat, and our heroes are suddenly having twice the fun with the damned elusive creatures. Yet while the strange elves are present, our heroes do manage to land a few blows here and there, wounding the four creatures. Soon Vann-La, angry and frustrated, starts to use a new tactic: when one of the creatures vanishes, she moves to its last location and waits for it to reappear. This strategy, while fairly effective, is also painful. However, Torinn and Heimall are there to help absorb the worst of it. With their [i]healing[/i] and [i]inspiring words[/i] to help make the damage manageable, a few more of our heroes start to do the same. Finally, the tide has turned decisively in their favor! But, sensing the danger, one of the elf-things instead elects to flee. Our heroes, still bogged down with the other two surviving enemies, cannot pursue quickly enough, and the creature escapes. The other two, meanwhile, are finally cut down. “They didn’t bleed,” Heimall notices at once. ”Maybe they are some kind of undead,” Torinn says, “but if they are, I’ve never heard of them.” The party rests for a few moments, recouping their strength and doing some healing. They then send Cook down the passage that the second pair of bad guys had emerged from. He reports back almost immediately: “Just around the corner is a room with a most clever dwarven innovation in it. My people sometimes enclose a room with a heated pool of water in it. Both the water and the steam are very soothing, and you go in there for purposes of relaxation. It is called a [i]sauna[/i]. There are no exits from it, either.” “It might be a good place to rest,” Heimall suggests. The party goes into the sauna and conducts a thorough search. It is as Cook told them: a steamy room, about 20’ by 30’, dominated by a shallow, hot pool of water. Some discussion ensues about the merits of resting in the sauna versus spending precious reagents to use another [i]linked portal[/i] to return to the circle outside of Fandelose. At this point, they are close enough to the circle that they arrived in that it would be easy to use it to transition home; but, as Torinn points out, that won’t always be true. The party collectively shrugs. No need for a final decision until the time comes, after all. They return to exploring. There is still another exit from the room in which they fought the strange (possibly undead) elf-things: a short passageway ending in a door. They throw it open, and find themselves looking in at an empty, disused classroom. The room is full of chairs that sit alongside long tables. The professor’s desk is at the head of the classroom. There is a large chalkboard covering most of the southern wall, and upon it are sketches of several strange-looking creatures: a sort of lumpy, trilaterally symmetrical creature, shaped vaguely like an inverted pyramid with three arms and legs, whose mouth is stuck on the top of its head; a more-or-less tube-shaped creature with fins and eyes all around its circumference, with little boring claws sticking out from the sides; a red-hot worm; and a humanoid creature consisting completely of stone. A few very basic notes are under each- the first is called a xorn, and the notes indicate that it eats metal and gems. The second creature, a khargra, “swims through earth like a fish”. The notes beneath the worm call it a thoqqua, and note that it is a combination of fire and earth, and that it can burn its way through solid bedrock. The final creature is apparently an earth archon- which, according to the notes, is a “Primordial elemental soldier from the early epochs of the multiverse”. The party searches the area. The desk proves to hold a bunch of academic records as well as a smooth piece of blue and white rock. This does not appear to have any special properties, but our heroes take it nonetheless. Time to start opening doors. The classroom has a total of five doors leading into it. The party came from one; they open the door to its left. This opens on a long hallway leading off into the dark. “We might as well look behind the other doors first,” Cook suggests. The next leftmost door opens onto a small office. A plaque on the desk reads “Professor Hammerhead.” The room has a small chair and desk, but much of the area is hemmed in by shelves covered in rocks and stones, each meticulously labeled. One shelf holds a small collection of books, which Ligir goes to examine while everyone else looks at the desk and the stones. “Hmm,” Cook says, “I do not think that there is much value in these stones, compared to their weight. We might be able to get twenty gold for them, but...” Heimall nods. “It’s not really worth the effort.” The desk holds mostly more academic papers, including grade books, and a few more stones and papers about stones. “This is interesting,” Iggy remarks, from the area of the books. “These are mostly geology, but this one is about some supposed elemental plane of earth. I mean, [i]only[/i] earth.” “Weird,” says Torinn. Hkatha rubs his chin. “I guess that must be an antiquated, disproven theory.” “Yeah,” nods Iggy. “But you’d think they would have known it wasn’t right. Even back in those days, they knew how to plane travel.” “Weird,” Torinn says again. The next door opens to a 20’ square room with only two noteworthy features: a lever, and strange metal tracks on the walls in the four corners. “A lever!” exclaims the dragonborn. “Don’t pull it yet,” Heimall cries. “I won’t- but I will pull it eventually.” Torinn grins a toothy grin. The lever is in the upward position; the party examines it closely, but cannot tell what it does. After some debate, everyone else steps out of the room while Torinn remains inside and pulls the lever downward. The door swings closed and locks. Torinn tenses, but nothing further seems to happen. He easily switches the lever back up, and the door unlocks and swings open. “Huh,” he says, puzzled. The party discusses the strange lever. “We could all stay inside, and see if we can tell what’s happening,” suggests Torinn. “Before we do that, I will try to disable the door,” Cook says. “That way we have a way to escape.” The dwarf sidles up to the door and examines it for the closing mechanism. Soon he is working merrily on it with his picks and tools. A few moments later, he announces, “The door will no longer close.” The party- albeit with some misgivings- throws the lever again. Nothing visible happens. “Wait for it,” Heimall urges. Nothing.... “Hey!” exclaims Vann-La. “Look!” “What is it?” “The room is moving downward, but very slowly.” She points at the entryway. “There is a very slight lip there now.” Everybody looks, and she’s right. They stare fixedly for a few moments, and can detect their downward motion. “We shouldn’t do this yet,” says Heimall. “We’ve barely begun exploring this place, and we don’t even know where we are. We’re underground on Tirchond somewhere; we could be miles, or even hundreds of miles, from Arawn.” “Good point.” Torinn throws the lever back up, and the room very gradually rises back up. “But at least we know the way down, now.” The final door out of the classroom leads to another hallway. They close it and return to the first door that they checked. Vann-La had seen another door down that hall, and so it seems ever so slightly more promising. That door, placed in the right-hand wall only a few feet down, proves to lead only to an old storage closet holding brooms, mops and other cleaning supplies. With a shrug, they continue on. Ahead, the hall opens into a room. As they approach, the chamber lights up, as if by magic. “Whoa,” says Heimall, “what is all that?” “It looks almost like an art gallery,” suggests Hkatha. Indeed- but what strange art. Three large alcoves each have their own display; four more displays are set about the floor. The first alcove has a plaque that reads, “Dwarven art tends to be long-lasting and practical. To a dwarf, excellent engineering is art. Dwarves excel at working with metal or, especially, stone, and include great works of art as part of massive bridges, stone cathedrals or defensive works.” The objects on display include bricks fashioned to appear as a series of overlapping hammers and anvils, a shield with a fierce dwarven face upon it whose eyes are set with chips of granite and whose beard is beaten iron, a crossbow with exceptionally fine engineering, composed entirely of stone (even the string!), a mug etched with gems and gold on one face and a fierce dwarven thane on the other and a mosaic scene of a dwarf hero slaying a dragon, made all of chips of stone of different colors. The second alcove has clearly been defiled and obliterated by magic. Fused wreckage is all that remains, with several objects collapsed into ruin as if they were of extreme age. In other areas, piles of dust are all that remain. “Someone,” says Hkatha, “was a very harsh critic.” Ligir leans down and stirs the dust with his finger. “This looks like it was magically disintegrated, whatever it was.” “That’s pretty powerful magic.” The third and final alcove is dedicated to kuo-toa art and has clearly been looted. A plaque reads, “Kuo-toan art is usually religious in nature. Almost all kuo-toans revere Blibdoolpoolp, their dark goddess of underwater evil. Thus, kuo-toan art shows themes of the ancient glory days when they ruled the seas, their vengeance upon the creatures of the upper world, their return to power, and, of course, the cruelty and majesty of their goddess.” Most of the display is gone, not destroyed, but removed or stolen. Only one item remains, a giant sheet of polished rock 3’ thick and 10’ on a side- it nearly fills the back wall of the alcove- carved with glyph-like images of evil kuo-toan armies overrunning both aboleth and sea elves and returning to the surface world, while their weird lobster-headed goddess Blibdoolpoolp gloats in the background. The four displays on the floor are weirder. The first is a curved piece of bone almost 15’ in length that has been smoothed and worn with strange bumps and whorls. The plaque next to it reads, “Aboleth art is usually incomprehensible to non-aboleth. Furthermore, those with active psychic abilities sometimes find aboleth art to induce megrims.” The second display is on the east wall and consists of two poles of bone lashed together with skulls atop them, forming a ‘gate’ shape. A skull with the lower jaw distended downwards, painted in vivid red, tops the display. The accompanying plaque reads, “Grimlock art is strange, as they are blind and yet it incorporates vivid pigments. The answer to this mystery is simple: the pigments, while nearly scentless to elven or dwarven noses, have a very strong scent to the grimlocks. The vivid color is a simple coincidence.” The third floor display includes some crude dolls, as well as wooden shields splashed with bloody, six-fingered hands. The plaque reads, “Goblin art is usually not very sophisticated, though there are exceptions. Shields are usually painted with the clan’s image, such as the Bloody Eye or Broken Tooth. However, there are exceptions, such as the Six-Fingered Hand shields seen here. The Six-Fingered Hand was a group of various types of humanoids that joined forces to fight against the elves and dwarves of Tirchond, but their alliance could not outlive their leader’s destruction.” “What the hell?” says Heimall. “That sounds like Arawn is already dead,” Vann-La says. “More weirdness. This place is kind of weird,” Torinn declares. The final display is a large piece of stone, flat on the ground, that has been artfully sculpted. Most of the sculpture is abstract, adding strange patters or scales to the stone; in ten places, little miniature beholders have been sculpted. The plaque reads, “Powerful eye tyrants use their disintegrating eye rays to sculpt the stone around them into pleasing shapes. They can thus configure their lair to look like whatever they desire. In combination with their ability to fly, this makes beholders VERY DANGEROUS opponents in the field. Even in the case of a neutralized beholder held in captivity, such as we have here, one should always maintain a posture of EXTREME CAUTION when dealing with a beholder.” “Such as we have here?” Heimall says. “They have a beholder captive here??” “That’s not good,” remarks Vann-La, “since this place seems abandoned and haunted by monsters. And [i]something[/i] disintegrated the art in that alcove.” [i][b]Next Time:[/b][/i][b][/b] Our heroes keep exploring... and their worries have just begun! [/QUOTE]
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