GREYHAWK CY963 GOLDEN ERA CAMPAIGN: HEROES OF DYVERS: CHAPTER 4

Sylvar follows Lathir with a warning to the other to remain within the sphere if they want to remain invisible. I will hold the sphere as long as possible. Surprise is always good to have.

OOC: I checked the PHB, I didn't see a maximum duration for the spell. It appears that it will remain in effect until I get into a fight with someone


GM: Spell description says that it functions as Invisibility; i.e., you have 9 minutes (90 rounds)
 
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Vale - A Conversation With Able The Axe, and One Small Step For Dwarves, One Large One...Oh Whatever...

~ Able, if you indeed have something to offer, now's the time to speak up! ~

Vale views the jumping into the teleport circle as a significant risk. Militarily, you send one ahead, and hopefully they come back. However, in the short while he's known these adventurers, they are better as a group than as individuals. He looks at Able to make sure that nothing Undead has come upon them quietly. He asks his questions, "Able, any thoughts you'd like to share? I already know that to teleport somewhere unknowingly is at best risky, and I am loathe to proceed off our main mission, but I'm think I am fine pulling on this thread until it unravels the mystery. What say you?"

GM:
The axe, which had been silent up until now, finally speaks up, in an exasperated tone: "I'm not Able; I am Valoran. My friends call me Val. You can call me Mr. Valoran, or Mr. Axe." at this point the axe begins to cackle with laughter. "Relax, laddie, I'm joking. At least about being friends. We're bonded, after all. We are connected by the threads of your spiritual essence. You are now a part of me, just as I am a part of you. But I'm not your dog, and you don't get to name me. I already have a name. My name is Val. And you should like that, seeing as how your name is Vale. Double V. Great name for a team, if you ask me. But listen up, I will not stand for indecision. Either jump on the plate, or don't. I don't want to hear you whine, and I don't want to watch you waffle back and forth. It's not respectable for a Dwarf to be so indecisive. If I were you, I'd grow a spine, and step on the plate with your friends. They need you, anyway."


Vale proceeds toward the teleport circle behind the main group. He steps through the portal, and appears behind the others in the edges of the invisibility sphere. Disconcerted for a moment, he hears Sylvar's instructions to remain in the sphere, and nods to himself to that action.

He turns back to look at whence he came to find nothing but dirt. No teleport circle. No magical trace of where they were before in Skorane.

"Able, even if you'd have had reservations, it clearly doesn't matter right now. At least in this downpour, other creatures have the same disadvantages that we have vis-à-vis sight and hearing. Can you make out the shapes we see? If so, what say you on our surroundings?"

GM:
The axe says, "Nothing of note. Anyone foolish enough to be out in this gulley-washer doesn't have enough sense to be much of a threat to anyone."
 
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Respen Hesitates....

~ Interesting place...~

Respen hesitates a moment, edging toward the entrance to this cavern, contemplating collapsing it. He knows as a wizard would that any sorceress, drow or otherwise, vampire or otherwise, would make short work of any obstacles. However, her lieutenants might not fare so well. And the delay would keep them busy. Of course, coming back this way might not be an option afterwards; if it were still blocked, he would have no more spells to move the dirt. If it had been cleared, no doubt traps would be laid.

However, the downward right tunnel might not be so easily fixed. And it would necessarily require some investigation first.

"Comrades, let's go down this tunnel a little to see if there are any other caverns. Uh, everybody? "

GM:
RESPEN: This is extremely important. I need you to POST what you're doing EXACTLY in the rounds following the party's departure. Describe what you're doing, where you are, how long it takes you (in terms of minutes, or rounds, or however you want to describe it) and last, but not least, where you're heading. For example, you could say: "Respen spends 4 rounds examining the circles, before heading back to the main tunnel, and proceeding forward, moving at normal speed for 8 minutes." ---Or something along those lines.
 
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Looking back... A summary of the campaign thusfar.

GM:

1. The party has been together as a unified group since that fateful, early-morning, pre-dawn bar fight in The Godless Rogue, on Patchwall 9, CY 963.

2. The current date is Patchwall 16, CY 963, and it is now 4:02 PM in the afternoon. If you were still in the Dyvers region, you'd be expecting sunset at around 6:15 pm, but you are now further West, therefore, you might actually have more daylight remaining than you originally planned for. (Which might actually be a good thing.)

3. Thus, the party has known each other for the scant space of 1 week. And what a week it has been. You've traveled all around the Dyvers region, to Caltaran, then to Skorane, and now you've been teleported to who-knows-where. You've (collectively) seen more action and intrigue this week than you've seen in the rest of your lives up until this point, combined. It seems as if everyone here is spinning wildly within the maelstrom of fate's fickleness.

4. The party consists of:

a. Dewydd Moresby, Mercenary Warrior, and petty noble.

b. Respen The Quick, Elven Wizard, and swashbuckler.

c. Vale Stonegallows, Dwarven Cleric, wielder of the Axe of Valoran Copperbeard.

d. Lathir MacConnell, Human Druid, slayer of Dorinda The Damned.

e. Sylvar Belanor, Elven Bard, Master of Prose and Poetry.

f. Thallok Oakspear, Fiendish Orc Crusader, former Pomarj Sergeant.

g. Kleborn The Wolf, Human Fighter, member of the illustrious GRAY CLOAK COUNCIL.

h. Tamartamlin Quickfoot aka "Tam-Tam", Halfling Rogue, Wandering Vagabond.

i. Vega Claessdatter (NPC), Human Rogue, the Valkyrie of Dyvers. (Currently elsewhere...)

j. Kasnik, Orc Crusader, Knight of Valarian. (Parked in Moresby Hall.)

k. Father Karth, Human Adept, wandering shaman. (Parked in Caltaran.)

5. The party is currently under advisement from Laramon The Wise (Wizard Emeritus of the Dyvers Mage Guild) to return to his tower on Patchwall 28th, for information on how to steal the Bloodspear from Gurrok Mak.

6. The party has made contact with Pallender Nightwind, who told them that he would contact them in the future, when he needed their services.

7. The Orcs of the Pomarj are trying to build alliances; they have attempted to contact the Orcs of the West, and they have already made alliances with a Hill Giant Chief named Nosnra, a Frost Giant Jarl named Grugnur, and a Fire Giant King named Snurre. (The names of the Giant leaders are courtesy of Thallok Oakspear, a defecting Fiendish Orc who recently joined the party.)

8. Some mastermind organization is attempting to infiltrate local governments. That same organization is also somehow involved with Gurrok Mak (perhaps trying to manipulate him in some way, for their own purposes?)

9. The party originally came to Skorane because of the bounty on Undead remains offered by Margull, the Lord Mayor of Dyvers.

10. The party has recently discovered teleporters underneath Skorane, that have led them to a cave, far to the West, which is located in a forested hills region.

 
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Before following along with the rest to see what there is to see and get drenched in the process, Tam-Tam returns the weapons loaned to him back to Dewydd.

"Thank you again, Dewydd. It was an honor to be bestowed with such weapons; but, I must admit, it will be good to wield the weapons I am most used to."

Tam-Tam scurries along beside the "invisible" rest of the party that seem to be psychologically tethered to Sylvar. Wherever he goes, everyone else is willing to follow. Of course, after being drenched within a mere minute or two has dampened his spirit...literally.
 

Respen Is Left Behind

GM:
Originally posted by Tellerian Hawke:

Cavern Map:

00-Second-Cavern-Map-001.png



Respen:

GM: Round One:


Momentary frustration turns to resolve. It occurs to him that the entrance to the well was alarmed. If a hole in the ground warranted such protection, certainly this advanced magic would as well. Mumbling to himself, "Surely a wizard who could create these things and trap their use would create some means of notifying him or her of its illicit use." He laughs at his self-description (and those of his mates) as illicit. "If we are going that way, I don't want anyone following us. I really wish I could set a proper trap; we need a misdirection. Since I appear to be the rear guard, I shall provide it."

~ The trap is already laid. It's a matter of some other poor bastard setting it off, and staying alive to tell the tale ~

He works quickly and efficiently, as an experienced hunter would. He reaches into his belt and puts on the hat of disguise, turning his visage into that of a drow elven female in traditional drow armor. ~ Thank you my mentor Auror for providing me with the proverbial book on the dark elves. . He recalls the adage, "When among sheep, don't stand out. When among wolves, however...~

GM: Round Two:


He reaches into his backpack and belt and removes the 50' of rope. He quickly ties the bottom of the rope to the neck of the golem.

GM: Round Three:


He then casts two spells in succession, both from scrolls, his eyes flashing with urgency. He tosses the rope into the air toward the ceiling immediately above the northwestern corner of blue teleport circle as the spell catches the rope "Edra-hie Tucr".
OOC: Extend Spell / Rope Trick
The rope stays in place, and Respen climbs the rope, pausing about 12 feet up the rope...

GM: Round Four:


...casting the second spell on the golem's carcass with but a whisper, "Levithurin".
OOC: Levitate
The golem's 650 lb. carcass becomes light as a feather. The Respen climbs another 2 feet up the rope, disappearing into an extradimensional space, and he pulls/guides the golem carcass into the space with him, the rope disappearing into the space. A faux-drow necromancer and a dead golem.

GM: Round Five:


He positions the golem's carcass at the edge of where the rope created the opening before he pulled it up. He unties the golem's carcass, and holds the rope. The opaque edges of the extra-dimensional space are eerie in the algae and magical glow below.

~Trapped my ass. ~ Respen thinks, wryly smiling, and he rifles his backpack, removing large sack, a flask of oil and an alchemy fire flask from his belt. He binds the alchemy fire and flask of oil with the sack to create a makeshift bomb.

GM: Round Six:


He then finds three scrolls (Halt Undead, Grease, & Move Earth) that he might well need to cast, and he readies them on his left side of his belt. He readies his potions (Hide from Undead, Cure Light Wounds) to his right side.
 
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Meanwhile, In The City of Shalistaurimon...

OOC:

What I am about to post is a story device, designed to show players how my "living world" process actually works. While the players talk, make plans, take actions, etc., I, in my role as DM, am often doing the same; I decide what the NPCs are up to, their short-term goals, their long-term goals, etc. Then, I set those things in motion.

These things "on the other side" of the story are happening simultaneously, and sometimes, the two sides meet. And I have to say, doing the story this way often has surprising results. Sometimes, the NPCs end up in a really good position, and their plans go well. Other times, the PCs end up with the upper hand, by doing something unexpected, and catching the NPCs with their pants down.

That very thing happened in another campaign of mine, when the party teleported into an abandoned moathouse, in the middle of the evil Cleric setting up traps for the party's return, and shouting orders to his minions about what positions to take. The party literally caught the NPCs in the middle of their preparations, and the ensuing battle, though chaotic, was epic, exciting, and enjoyable, and ended in the party's favor.

This time around, I thought it would be fun to put the two sides of the story side by side, and give the players a little insight into how I run NPCs, and their methodologies, and viewpoints. So, this time around, the players will actually be a fly on the wall, listening to the NPCs as they talk, reading their minds as they think, watching them as they move around. I hope that the players have as much fun watching this unfold as I had in writing it.

I have edited Respen's previous post, showing what actions of his take place in which round. That will be the backbone of this post, in which I shall juxtapose the NPCs timeline, showing how the two sides meet.



GM:
Round One: In The Cavern.

With the notable change in his personality for its progression from reserved to confident, Lathir looks over to Sylvar.
"Prepare that invisibility for the rest of the group."

With that he walks back over to the yellow marker and states boldly,
"NOSNRA!"

He then steps onto the device.


GM:
Round Two: In The Lair of the Drow Sorceress.

Dame Clare's eyes narrowed into a squint, as she stared at the text in the time-ravaged book, her nose almost touching the page. "Tattered webs!" she hisses, repeating an old Drow epithet to herself, as her eyes fail to recognize the runes. "I've never seen such idiocy! What kind of Wizard fails to protect his spell book against the ravages of time and the elements?!?"

Suddenly, her train of thought is interrupted, as she feels a cool, breeze-like sensation shoot down her spine. She looks up from her work, her thoughts directed inward. ~Someone has activated the Geoff Circle. What in the Demonwebs is wrong with that witch? I told her to keep adventurers out of the damned well!~

"Number 22!" she cries, spitting with disgust, as she rises from her desk, walking toward her black-opal scrying ball. "I require your presence, NOW!"

Reaching the ball, Dame Clare waves her hand over it, causing it to spring to life, pulsing with red and green flashes of mystical energy. She tilts her head back, and closes her eyes in concentration. As this is happening, Golem Number 22, her finest creation, clanks into the study from its resting place next door, in the lab. His red eyes glowing through slits in his helmet-shaped head, the massive Iron Golem croaks, in a mechanical voice, "I exist to serve, my lady. State my purpose."


GM:
Round Three: In The Cavern.

DM NOTE: During round two, Sylvar cast Invisibility Sphere, turning himself and the whole party invisible.

Sylvar said:
Once the spell is complete the sphere has formed and everyone has joined hands, Sylvar says NOSNRA and steps into the portal.

Sylvar steps onto the circle, teleporting everyone except Respen (who failed to clasp hands) to the cave.

Respen said:
"Comrades, let's go down this tunnel a little to see if there are any other caverns. Uh, everybody...?"



GM:
Round Three: In The Lair of the Drow Sorceress.

As Dame Clare's concentration begins to have its intended effect, i.e., the activation of the globe, she says, "Activate vision protocol." As soon as she says this, the Iron Golem touches the Light rune on his chest, and the glow of his eyes changes from red, to blue. The Iron Golem remains in place, awaiting further instructions.

A vision begins to form in Dame Clare's mind; it is an image of Waypoint Cavern Number 5. At first, the cavern appears to be empty; but as the room is coming into full focus, she feels another breezy sensation, and smiles as Respen becomes visible, having been left behind by his comrades, now out of range of Sylvar's spell. With long years of experience, and high-level mastery of the art of Spellcraft, Dame Clare immediately recognizes what must have happened. "Oh, my little vagabond," she whispers, her ruby red lips pursing into an evil grin, "you forgot to hold hands. Your friends, whoever they are, have gone off and left you behind. What a shame. But not to worry, they will meet their end soon enough. No matter which direction they travel, they will find themselves in the midst of Nosnra's army; they are far behind enemy lines. Their deaths shall be glorious."

Dame Clare waves her hand once again, and commands the globe, "Name," she says.

"Respen Coraellus," says a wispy, sinister voice, which emanates from the globe.

"Spirit of the Globe, hear my command, bind your watchful presence to Respen Coraellus!" she says, shivering slightly as a wave of power pulses through her entire body.

DM NOTE: Dame Clare has just spent 500 xp. pts. to establish a mobile scrying link between the globe and Respen.


GM:
Round Four: In The Cavern.

Round 004.jpg


GM:
Round Four: In The Lair of the Drow Sorceress.

Dame Clare watches as Respen retrieves his hat, and assumes the form of an armored Drow priestess. Her grin widens. "Clever little Plains Elf mageling," she whispers. "Let's see what you're up to." With a watchful, yet intrigued demeanor, the Drow Sorceress follows Respen's movements as he begins making preparations. ~Not much to look at,~ she muses, inwardly, ~but I must admit, his sheer audacity goes a long way to make up for it. Perhaps I will spare him; he'd make an excellent slave. I could breed him with Nelvranda, the two of them might produce powerful offspring, suitable for my future plans.~


GM:
Round Five: In The Cavern.

Respen said:
He reaches into his backpack and belt and removes the 50' of rope. He quickly ties the bottom of the rope to the neck of the golem.


GM:
Round Five: In The Lair of the Drow Sorceress.

Dame Clare seethes with anger, but at the same time, is almost overwhelmed with curiosity and admiration. ~That golem cost a small fortune, you little bug! Poor, little Number 14. I shall flog you thoroughly for that, Sweet Respen, to remind you that no actions are without consequences. Perhaps you will think twice next time, before you barge into someone's abode, and break their things!~


GM:
Round Six: In The Cavern.

Respen said:
He then casts two spells in succession, both from scrolls, his eyes flashing with urgency. He tosses the rope into the air toward the ceiling immediately above the northwestern corner of blue teleport circle as the spell catches the rope "Edra-hie Tucr".

The rope stays in place, and Respen climbs the rope, pausing about 12 feet up the rope...



GM:
Round Six: In The Lair of the Drow Sorceress.

Dame Clare giggles to herself, ~Oh, Rope Trick. What a glorious spell. I remember my younger days, when I relied on such foolishness. It's a miracle of the Spider Queen's whim that I ever survived those early times, with as many chances as I took, doing stupid things like this. It looks like you've extended the spell's duration; are you going to hide, and await the return of your friends? Dear Respen, you'll be waiting a long time for that, my little firefly. Your little spell won't save you, my dear. But it's so cute that you think it will. Now, why did you tie the rope to Number 14's neck?~


GM:
Round Seven: In The Cavern.

Respen said:
...casting the second spell on the golem's carcass with but a whisper, "Levithurin."

The golem's 650 lb. carcass becomes light as a feather. The Respen climbs another 2 feet up the rope, disappearing into an extradimensional space, and he pulls/guides the golem carcass into the space with him, the rope disappearing into the space. A faux-drow necromancer and a dead golem.


GM:
Round Seven: In The Lair of the Drow Sorceress.

Dame Clare watches with amazement, as Respen wrangles the Golem body up into the extra-dimensional space, beyond her ability to scry. ~Why did he take Number 14 with him? What is he up to?~ Dame Clare finds it frustrating to guess at Respen's motives; they seem to defy all logic. ~Either this little mageling is an absolute genius, or else he's a complete and utter fool. What possible use would a novice like him have for a defunct Golem shell? Unless...~


GM:
Round Eight: In The Cavern.

Respen said:
He positions the golem's carcass at the edge of where the rope created the opening before he pulled it up. He unties the golem's carcass, and holds the rope. The opaque edges of the extra-dimensional space are eerie in the algae and magical glow below.

~Trapped my ass. ~ Respen thinks, wryly smiling, and he rifles his backpack, removing large sack, a flask of oil and an alchemy fire flask from his belt. He binds the alchemy fire and flask of oil with the sack to create a makeshift bomb.


GM:
Round Eight: In The Lair of the Drow Sorceress.

Dame Clare makes up her mind; ~I don't know EXACTLY what my little, future breeder is doing in there, but his intentions are obvious. He's not awaiting the return of his friends, no. He's on the offensive. He's either planning some sort of ambush, or some sort of subterfuge. He probably realizes that the circles are warded, trapped, and alarmed. He knows someone will come to investigate. He has two possible motives for hiding the Golem shell: 1) To make it seem to whomever comes that the Golem has simply vanished, and is missing, or 2) He plans to drop to Golem shell onto someone's head, using it as a weapon. If he intends the first option, then he probably plans to spy on or follow whomever comes. Little does he know that it will be Number 22.~

Dame Clare turns to Number 22, and says: "Step onto the 5th circle. When you arrive at Waypoint Cavern Number 5, I want you to stand next to the Geoff Circle, and look directly above you, and hold that position. Do not step on the Geoff Circle itself."

The massive Iron Golem croaks out its response, "Yes, my lady. I exist to serve." Without hesitation, the Golem steps onto the 5th teleport circle that lies within Clare's massive library, and teleports into the cavern where Respen is.


GM:
Round Nine: In The Cavern.

Respen said:
He then finds three scrolls (Halt Undead, Grease, & Move Earth) that he might well need to cast, and he readies them on his left side of his belt. He readies his potions (Hide from Undead, Cure Light Wounds) to his right side.


OOC: Here ends the "meanwhile" scene; we are now back to player-only perspective.


Respen, as you are fiddling with your scrolls and potions, you hear a thumping and clunking sound beneath you; you look down into the cavern through the spell's intra-dimensional window, to see a MASSIVE Iron Golem walking over to a position almost directly beneath you. It carefully avoids stepping onto the circle; coming to a halt, the Golem turns its head upward, its eyes glowing a bright hue of blue.

TO YOUR UTTER AMAZEMENT, THE GOLEM SPEAKS, WITH A SOFT, FEMININE VOICE!

"Hello there, my dear, sweet, Respen. Why are you hiding way up there where I can't see you? Why don't you come down here, and let my pet escort you to my study? We have a lot to talk about. And please, be careful with Number 14. I think he might be repairable, as long as you don't drop him again."

RESPEN: WHAT DO YOU DO?
 

GM:
QUICK DM NOTE: Respen, you are in a situation that is probably going to need resolution through either a separate thread, or through an in-person, tabletop session. The party will soon realize that you are gone, but they have no way to come back for you. You are in a pickle, since there is an Iron Golem standing between you and your means of escape. Thus, just concentrate on playing Vale for the meantime, because I need to keep the majority of the focus on the party members who teleported. Cheers, and here's to Respen's successful escape! :::The DM raises his glass to you:::
 

Thallok: "There are beasts that would like us dead, especially the Orc units stationed here, who consider me a traitor. Perhaps we should kill them before they get us. However, I suggest we find a suitable place to rest and allow those who need it the chance to regain spells. We will have need of them."
 
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I agree, returning to the cave probably isn't the best place. We should find new shelter as soon as possible. Let's keep an eye out for a good site as we travel.

GM: Invisibility Sphere has expired/ended.
 
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