[Adventure] Lost Love (DM: Velmont - Judge: Renau1g)

"Right," Jarren says, rising to his feet again after a brief period of meditation to regain his focus. "Let's carry on. Go slow - there's no hurry, and who knows what other surprises are waiting for us."
 

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While Jarren meditates, Pis locates his hat under a smaller rock. The poor thing is a bit mangled but takes its form again readily. As he rests it on his head, the others note that one of the feathers has snapped in half, the tip gone forever. Pis pulls out the journal as they make ready to leave the room and rereads the third and fourth stanzas.

To cross the earthen ward
That stands around her heart
Keep distance from the guard
And climb over those walls

“Don’t let yourself be carry
By the sadness of this story
The four winds can be scary
But will bring her back safely”

“I may be mistaken, but I think that was our guard, neh? We shall see I guess.”

Pis falls in behind Susan again, no farther back than he was before. He gives Susan a reassuring smile, as if to say “Go on, I trust you.” As they start walking, he sets a hand on Susan’s shoulder so that he’ll know if he stops suddenly. He keeps the sunrod to one side so that the void of Susan’s shadow doesn’t block his path. As they walk Pis keeps his eyes peeled, scanning for traps or signs of someone else about, probaly a dead someone.

[sblock=OOC]Minor: Perception 1d20+7+2=26
Move: remain one square behind Susan.

[sblock=stats]Din “Pis Memish” – Level 4 Changeling Rogue[/sblock][sblock=stats]
Initiative: +6 Passive Perception: 17* Passive Insight: 19*
*19/21 when w/i 5 of Talkrai
HP: 37/39 Bloodied: 19 Surge: 6/7(9)
AC: 18* F: 13 R: 18 W: 17
*22 vs. OAs, 26 vs OAs when w/i 5 of Talkrai
AP: 1
Conditions:
Changeling Disguise
Sly Flourish
Deft Strike
Imposter’s Chain
Changeling Trick
Dazing Strike
Low Slash
Sneak in the Attack
Dynamic Dagger
Bluff for CA
Second Wind
Precise Incision
Imposter’s Chain
Dynamic Dagger

Din
[/sblock]
[/sblock]
 

The group head toward the next staircase. Unit 16 takes the lead and climb them down. As he arrive at the end of it, he find himself in front of a large room, around 50 feet and 15 feet high. He spots three pits and two columns. The remaining are large plates with a rune-like inscription on it. The exit is at the opposite side of the room.

[SBLOCK=OOC]Please note only Unit 16 see the room at the moment.

- Black squares with an X in it are column/walls
- Black squares that looks like pits are pits :D[/SBLOCK]

[SBLOCK=Map & Status]Map Updated

The grid without your token on it.

Jarren: 48/48 [10]; 1AP;
Pis: 37/39 [6]; 1AP;
Ryda: 51/51 [8]; 1AP;
Talkrai: 39/40 [7]; 1AP;
Unit 16: 64/64 [13]; 1AP;
[/SBLOCK]
 

[sblock=ooc]Velmont: Great map! :)

Do the columns go floor-to-ceiling, or is there space above them? Also, is there any detailing on the columns? One is right next to 16 so he should have a decent look at it.[/sblock]
Unit 16 stops immediately and puts up his weapon to signal "hold." After looking at the room for a moment, he calls back to the others.

"Large square room ahead... runes on the floors, 5 feet square... two columns, three pits interspersed.

Analysis indicates at least 5 distinct primary repeating rune patterns, with additional variations within the primary pattern. No immediately discernible order to the layout.

Best guess: runes are pressure-sensitive controllers for some sort of mechanism in this room, with each type of rune controlling a different mechanism.

Suggested action: random trial. ...But first I would ask that the rest of you stand back,"
he adds, mindful of moments ago.

[sblock=ooc]I see 5 different types of runes, except some of them have a "1"-mark in front of them which probably signifies something. Also, exactly one rune has a squiggle-line AFTER it (D26).

I'm guessing each of the 5 types does something... maybe shoots a fireball or moves a pit or something, I don't know... and I really have no ideas other than 16 just starts walking on them to find out. Whatever's the least painful, others can follow / jump to. Unless we have some way to fly that I don't know about, or if one of the runes makes us fly?

I know the riddle is either telling us to go OVER something or possibly something about wind... but I'm not getting anything from that just yet.

Other ideas? I won't go anywhere until other folks can chime in.[/sblock]
 
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Unit 16 also spot on the other end of the room, inside the corridor leaving it, a lever.

[SBLOCK=OOC]Something missing in my previous description.[/SBLOCK]
 

Pis comes to a halt just behind Susan. “Alternately, magical triggers. Might I suggest we try rocks first? We did leave a whole pile of them just behind us. Before that. Do the runes repeat? How many do you see?”

[sblock=OOC][/sblock][sblock=OOC]Four winds. Five runes. One’s neutral. We just need to figure out which.

Velmont, does the column take up the whole square? Could we tie a rope around it & Susan?

Also, hooray Eternal Chalk!

Texture of the walls? Are they at all climbable?[/sblock]

After Susan tells them about the lever, "Jarren, can you serpent affect that Lever?"

[sblock=edit] I'm assuming Susan would tell us of the lever. After 4 EST, I'll be without internet until tomorrow so I added this now. [/sblock]
 
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[sblock=ooc]Good to know! :)

So maybe the lever turns "off" the room?


Also, just to make it easier, and cause it's fun, I have decided to name the runes for future reference! :) I'll list the first block one is in and what I have randomly decided to call it, generally based on what I think it looks like. Please, if you have a better name, suggest!

- A18: fancy z (that is one fancy Z)
- B18: ka (looks like the Japanese katakana for "ka" backwards and sideways)
- F18: box lint (didn't get a good one for this one; looks like a box with a piece of lint on it)
- J18: i dunno (looks like a guy shrugging his shoulders - also not that good)
- E19: sad (looks like "sad" with two dots over it)

And ones with a mark in front of them, I'm calling: 1-name. So, for example, D19 would be 1-sad. For the unique one at D26, I'd call that one sad-squiggle.

Or, if we want to stick with just Japanese katakana:
- A18: ne
- B18: ka
- F18: ro
- J18: memu (two of them next to each other)
- E19: ...yeah, gotta stick with "sad" for that one :)

What do folks think? I guess we COULD always just use their grid names... /sigh :)[/sblock]
 

[sblock=ooc]Yes, 16 would mention the lever for sure - we'll just assume he said something straightforward and minimalist to describe it. :)

Ooo, good thought twilsemail - 4 "winds", 1 neutral? Could be a good lead. But I'm wondering if the 1-marked ones mean anything? And the squiggle one? Maybe it's just decoration?[/sblock]
 

[SBLOCK=OOC]The wall texture are mainly flat and offer no real grip to normal climbing.

The wall in from of you wouldn't allow to put a rope around, but the one in teh middle of the room, yes.[/SBLOCK]
 

[sblock=OOC]the only one without a "1" is Ro. I'd bet on that being neutral.

Ne(A18)= Right
Ka(B18)= Down
Ro(F18)= Neutral
Memu (J18)= Left
Sad (E19)= Up

Conveniently, there’s no Ne on the left edge, Ka on the bottom, Memu on the right or sad on the top.

If the spirit can turn the room off, this probably doesn't matter though.[/sblock]
 

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