D&D 5E [IC] THE CURSE OF AMBERSTAR

JustinCase

the magical equivalent to the number zero
Coming out of his battle trance, Aanzu feels weary. The mysterious floating creature amazingly withstood his attack, and it seems more of the things are approaching fast. Not hearing his allies fighting, the dragonborn hesitates, keeping his sword up but holding off for now.

”Are the lizards not fighting?” he yells, trying to figure out what his companions are doing.

OOC: Coming out of rage. Taking a defensive stance until he knows what the others want to do.
 

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Shayuri

First Post
There's too much happening to focus on simultaneously. Two are moving away, led by some of these 'creatures.' Aanzu appears to have initiated hostilities, and that situation appears to be escalating. Now...a voice coming to him again, but not at all like the call that had brought him here.

I appear to be equipped to face the dangers in this place, he replies to the voice. Can you instruct these entities to cease? I do not wish to destroy them, but I will support these others with me if I must.

He didn't need to be physically near Aanzu to help him, so he followed the gnomes as they were led away with what he considered to be uncharacteristic cooperativeness.

"Thulwar. Lyllie. Are you under duress? Do you require assistance?"

The words felt...right to say. It was good to have something to protect again.
 

Neurotic

I plan on living forever. Or die trying.
Thulwar shakes his head in negation. "Not everything is a threat. I 'm interested in what they will do. It doesn't mean I'm not in danger, but these are limited instruction automata without capacity for adaptation. We should be safe as long as we follow their protocol. We could get deeper inside in safer way. Bring Aanzu if you can."
 

Archon Basileus

First Post
AANZU/LYLLIE


As the wrath leaves the prince and he prepares a defensive stance, the small creature follows, keeping its distance and evaluating his moves. The other two descend from the mists, holding back in a similar manner. For a few seconds, the scene remains static, with both sides of the dispute seeking to understand each other’s intentions. It’s Lyllie’s cantrip that breaks out the stasis, bringing the closest entity to analyze the origins of the stimulus. The malfunctioning thing hovers around with difficulty, scanning the empty area with strange, multicolored projections. Finding nothing, it stops suddenly, allowing a mechanical voice to surge from itself, as if to warn all others. “Suspected Etherea phenomenon. Source: unknown. Persistence: improbable. Threat level: very low. Disregard for the time being. Note: specimens found might be endowed with Etherea control abilities. Treat with caution.”
The other two keep their stance and distance as one of them repeats the very same lights, this time over Aanzu. After a while, the damaged beholder hovers back and upwards, as irregularly as it can, disappearing from Aanzu’s sight. The other two still guard the prince. The one that analyzed him, though, informs the others on Aanzu’s status. “Entity pacified. Physiological structure unknown. Further analysis recommended. Please, follow the agent to the sampling room. Restrain yourself from further uses of violence and your safety will be ensured” – the small beholder begins to move forward, with the second following Aanzu from a safe distance.

ICOSA

“I have no control over these agents, as I have no control over the functions of that which you call the Sanctum.” – the faint voice continues. “But perhaps we can help each other still. You’ve managed to find a way in. I can try to guide you, and you can be my scout within the complex.” – the voice pauses for a moment. “We have been trying to enter this Sanctum – this station – for a long time, as many others have. Each holds its own reasons to do so, some selfish, some not. We only seek to mend an evil that was unleashed within, a long time ago.” – the voice proceeds, weak and pleading. “Please, aid us. We might aid you as well. “

THULWAR


The gnome identifies the subtle manipulation of several areas, now arranged to accommodate traps of all sorts. For the most part, they are too primitive to be of Teraphim origin. Clearly, someone else has been occupying this room, besides the machines and spirits. Able bodies might even be possessed, if they tended to traverse these halls frequently. Once he understands the layout, it becomes easy to navigate the room without disturbing the contraptions. Still, he feels constantly watched, even beyond the prying eyes of ghosts and machines.


HARFIK


For the monk, the faint distrust surrounding Thulwar’s feelings is more than justified. Harfik still captures the noise up above, his keen senses giving him a clear notion of the hidden enemies that still observe the room. The crevices they occupy above have been covered by what Harfik judges to be a collection of large metal plates, probably forged to glide over openings in the walls. The creatures are shielded, having left their fallen comrades behind, to the scrutiny of the heroes and the small beholders.

EVERYONE


As the heroes advance through the room under the clash voices and luminous warnings, a humming sound comes from the back. It repeats the sound of a large set of doors opening, and before the heroes arrive at the end of the room, the outlines of an open passage can already be seen. Apparently, the doors slide inside the walls to grant passage. The thick fog coming from the purification baths in this room begin to invade the next one, still blurring the vision. And even then a strong set of lights can be seen shining through the other room, so strong and clear that they are able to simulate the rays of the sun to an extent. Multiple colors dance in front of the heroes as they mingle with the remnants of the fog, and hushed voices stir amidst the enemies left behind, as if they confabulated. Up above, the humming sound of more beholders can be heard, as if they were ready to defend the passage. The heroes count at least six more of them, but they can’t tell whether the things are whole or malfunction as part of their cousins. The voice from the illusory pictures rises once more, potent and proud. “Welcome to the Assembly Hall. No pritani present at the moment. Visitor warning sent. A pritanus or auxiliary will be soon with you.”


[If the heroes decide to proceed into the room, the following description takes place. Otherwise, write on the next post and we’ll adapt to the order.]


As the fog lifts, the heroes can see the hovering beholders standing down. They keep a safe distance from the group, maintaining a similar pace, now. The miners follow, trembling and confused. The goblin vanished in the room behind.
The hall before the heroes is a thing of wonders, particularly after so many abandoned halls. Clearly of Teraphim making, it is so clear that one might mistake its light for that of a sunny day. A cooling wave reaches the heroes as they enter, the vapors leaving their lungs to give place to fresh air. The sound of small fountains reaches their ears, and the hall is filled with a soft breeze that resembles the cold shock of an autumn morning. The place smells as a pine wood, but with a distinctive, artificial weight to its perfume.
All these impressions are amplified by the general outline of the hall. The walls are cut through by the same geometric lines found at the towers of Wellington, alternating between yellow and blue colors. Before them, though, glass panes depict the nations that once stood under Teraphim protection. Banners and lords are drawn out in delicate shapes, and before each pane a large tribune houses several chairs, as if to accommodate dignitaries in past ages. All if this is organized in two semi-circles, placed to the sides of the long, rectangular hall. To each side, one set of massive double doors stand. The left one is shut tight, but the right one is half-open. It would certainly allow an adult – and even a half-giant – to squeeze through.
All these elements are crowned by the third pair of doors, though. Placed in the back of the room, they shine in their eternal rest, illuminated by the lines and colors of the other walls. This side, though, is completely distinct than the others. It seems to be made of continuous metal plaques, curved to give the doors and the walls the same appearance. The doors are only discernible by the outlines that draw them in an otherwise inconspicuous surface. Before these doors, another pane stands. This one, though, is of transparent glass, rising directly from the floor as if it was a panel. As the heroes enter the hall, a symbol appears over it, holding the same patterns as those found in the illusions housed around the baths. The banner seems to resemble a set of three stylized eyes, aligned at the angles of a crocked inverted triangle. Inscriptions presented on what seems to be ancient common appear right below the image, and the female face from before reappears at the screen. A series of inscriptions fill the screen soon after, written in common language. They describe the code of conduct to be followed within this area, giving details on how to address officers and diplomats and how to identify official Teraphim envoys. Clearly, the place has been livelier in the past.
Poe flies up high, coming closer to the lights as he tries to scout the area. As for the other crow, the one that followed the heroes down, some complaints can be heard coming from the mists, right at the edge of the room. But if the heroes turn over their shoulders, the bird isn’t there. Instead, the silhouette of a dark-haired woman, dressed in ragged clothes – and perfectly familiar to Aanzu’s yearning eyes – stands at the edge of the halls. “Remember, my prince. Destroy the totem, and we’ll aid you in your quest. We’ll aid all your friends.” – she marches once more towards the mists, an inviting, yet sly smile upon her face. And as she disappears the voice of a crow can be heard beyond the fog…
[MENTION=24380]Neurotic[/MENTION] [MENTION=6855102]Greenmtn[/MENTION] [MENTION=23298]industrygothica[/MENTION] [MENTION=6776182]JustinCase[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=8858]hafrogman[/MENTION]
 


JustinCase

the magical equivalent to the number zero
Aanzu blinks, once, twice. He then turns to Lyllie, and replies, "This one has encountered the ravenhaired one before, yes. She will aid us."

Looking around in this new room, the dragonborn's gaze settles on the pane that is currently showing instructions on how to behave diplomatically. Could it be that she means this totem?

Walking up to the pane, Aanzu studies it closely, but makes sure he does not touch the thing.

OOC: Investigation: [roll0]
 

Greenmtn

Explorer
Harfik Human Monk

Harfik shakes out of his memories, seemingly upset with himself for his weakness.

"The tormented and their allies fear these... things, we must handle them with care."

Following the "beholder" cautiously he tries to take in everything, paying extra attention to the expectations and codes of conduct fully expecting that being a well behaved guest will make things easier when possible. He also scans what he believes to be symbols of past nations, looking for any that he might be able to recognize or know anything about.
 

Archon Basileus

First Post
EVERYONE

Walking up to the pane, Aanzu studies it closely, but makes sure he does not touch the thing.

As the prince approaches, he recognizes the sayings in common language as they glide through the screen, giving place to new recommendations and welcomes. Other languages appear as well during this process as the text fades in and out. Clearly, it seems to respond to Aanzu's movements, as if trying the eaiest way to be read as the prince approaches. Symbols and diagrams describe the world with precision, exalting the benefits of dialogue and union, and as the prince reaches the front of the pane, right where his reflex fades on the glass, the very same female figure from the illusions in the other room manifests herself. Now her whole body appears depicted on the pane. Her features are delicate and yet indistinct, as if she had captured divine qualities within a simple, unassuming mortal frame. Her silver hair crowns a triangular face, adorned by equally silver eyes, and her petit complexion is enveloped by a white dress that values her young contours without flashing her out. It's even hard to tell when the dress and the skin separate each other, so similar they are in color and texture.

"Welcome to the Assembly Hall." - she repeats, her warm, yet oblivious, voice reaching the prince. "As you can see, we are understaffed at the moment." - she chuckles politely as she informs the prince of their current situation. "Nonetheless, I am here to help you. What do you seek?" - she stares at Aanzu, a perfectly collected illusion, waiting for an answer. Aanzu knows she can't be reached, but he realizes the ilusion, as much as the pane that contains it, responds to his very moves. He sees no eye or device capable of identifying him placed on the pane, but a quick glance at the rest of the hall suggests that there are invisible eyes - machine-like, maybe magical - strategically placed to map anyone's comings and goings.


"The tormented and their allies fear these... things, we must handle them with care."

"I've only heard rumors about them..." - Embla finally confesses as she walks into the room. "In the cities, we say that those that came to these domes in the past never returned. Madness took them... Or death struck them. Away from the roads and walls danger lurks. The dead rise and the aberrations lurk. The Teraphim say they are the result of the destruction of the outside world." - she falls silent, clinging to the child as she looks around. Harfik notices a subtle change in the giantess. If she was frightened at one point and boisterous in her gratitude right after Sardath's death, now she showed a hint of curiosity, her eyes gazing at her surroundings with calculated attention.

"They said that the dead would resent the living, and the aberrants would try to destroy us. It's in the halls, they say... Things never meant to mortal men to see. Like these... Things that drive you mad..." - she's almost down to a whisper as she approaches the luminous walls, studying them.

Following the "beholder" cautiously he tries to take in everything, paying extra attention to the expectations and codes of conduct fully expecting that being a well behaved guest will make things easier when possible. He also scans what he believes to be symbols of past nations, looking for any that he might be able to recognize or know anything about.

Harfik quickly reconizes the behavioral patterns incentivated inside. They are a mash of traditions from the many nations known to the Teraphim, and therefore placed under their influence. Wellignton's vigil is the pattern for the room's security; elfic disposition has been assimilated to the auditorium; the reading disposition is clearly gnomish in origin, and Harfik assumes that the way entourages arrived and were received followed dwarven protocols; Findaran payers would feel at home within the room - the central space for the circle is certainly there. The monk had seen this before, many times. Those were the habits of refined, sensible conquerors, but conquerors nonetheless. By merging cultures together, they made way to control conflict and peace as they went. Of course, conquerors wouldn't offer their technology to the conquered, as the Teraphim did, but who's to say what they kept for themselves in secrecy?

Lyllie looks at Aanzu. "Seems you and Poe share a friend," she comments. "A totem?"

Poe flaunts his freedom around for a while longer, but suddenly breaks his flight downwards. Slowly, he glides over a long tribune, once, twice, until he perches over it. After that, Poe seems to call out to Lyllie, beaking the surface of the tribune as if he had found something on the glassy surface. He caws repeatedly, cocking his head in pride as he summons his gnomish companion. Lyllie identifies his concern and calculated mind - certainly more advanced than that of a regular crow - as it works. Unsurprisingly, Poe begins to call out to Thulwar as well. He's got used to identify Lyllie as a part of his own flock, and it mght be that the honor has been extended to the other gnome in the group.

In the back, the slaves begin to study the room as well. A pair is seated, trying to recover from fear and exhaustion, while three others feel encouraged enough to sniff around a bit.

"The giantess has the right of it, Ludds..." - one of them says to the other. "We shouldn't be here... I bet there are mutants around..."

"Relax, Magro... These fellas will handle the mutants... Meantime, try to find something useful or valuable. We'll need it..."

The conversation goes on as they try to identify theirn surroundings.
[MENTION=24380]Neurotic[/MENTION] [MENTION=6776182]JustinCase[/MENTION] [MENTION=6855102]Greenmtn[/MENTION] [MENTION=23298]industrygothica[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=8858]hafrogman[/MENTION]
 

Archon Basileus

First Post
EVERYONE

Walking up to the pane, Aanzu studies it closely, but makes sure he does not touch the thing.

As the prince approaches, he recognizes the sayings in common language as they glide through the screen, giving place to new recommendations and welcomes. Other languages appear as well during this process as the text fades in and out. Clearly, it seems to respond to Aanzu's movements, as if trying the eaiest way to be read as the prince approaches. Symbols and diagrams describe the world with precision, exalting the benefits of dialogue and union, and as the prince reaches the front of the pane, right where his reflex fades on the glass, the very same female figure from the illusions in the other room manifests herself. Now her whole body appears depicted on the pane. Her features are delicate and yet indistinct, as if she had captured divine qualities within a simple, unassuming mortal frame. Her silver hair crowns a triangular face, adorned by equally silver eyes, and her petit complexion is enveloped by a white dress that values her young contours without flashing her out. It's even hard to tell when the dress and the skin separate each other, so similar they are in color and texture.

"Welcome to the Assembly Hall." - she repeats, her warm, yet oblivious, voice reaching the prince. "As you can see, we are understaffed at the moment." - she chuckles politely as she informs the prince of their current situation. "Nonetheless, I am here to help you. What do you seek?" - she stares at Aanzu, a perfectly collected illusion, waiting for an answer. Aanzu knows she can't be reached, but he realizes the ilusion, as much as the pane that contains it, responds to his very moves. He sees no eye or device capable of identifying him placed on the pane, but a quick glance at the rest of the hall suggests that there are invisible eyes - machine-like, maybe magical - strategically placed to map anyone's comings and goings.


"The tormented and their allies fear these... things, we must handle them with care."

"I've only heard rumors about them..." - Embla finally confesses as she walks into the room. "In the cities, we say that those that came to these domes in the past never returned. Madness took them... Or death struck them. Away from the roads and walls danger lurks. The dead rise and the aberrations lurk. The Teraphim say they are the result of the destruction of the outside world." - she falls silent, clinging to the child as she looks around. Harfik notices a subtle change in the giantess. If she was frightened at one point and boisterous in her gratitude right after Sardath's death, now she showed a hint of curiosity, her eyes gazing at her surroundings with calculated attention.

"They said that the dead would resent the living, and the aberrants would try to destroy us. It's in the halls, they say... Things never meant to mortal men to see. Like these... Things that drive you mad..." - she's almost down to a whisper as she approaches the luminous walls, studying them.

Following the "beholder" cautiously he tries to take in everything, paying extra attention to the expectations and codes of conduct fully expecting that being a well behaved guest will make things easier when possible. He also scans what he believes to be symbols of past nations, looking for any that he might be able to recognize or know anything about.

Harfik quickly reconizes the behavioral patterns incentivated inside. They are a mash of traditions from the many nations known to the Teraphim, and therefore placed under their influence. Wellignton's vigil is the pattern for the room's security; elfic disposition has been assimilated to the auditorium; the reading disposition is clearly gnomish in origin, and Harfik assumes that the way entourages arrived and were received followed dwarven protocols; Findaran payers would feel at home within the room - the central space for the circle is certainly there. The monk had seen this before, many times. Those were the habits of refined, sensible conquerors, but conquerors nonetheless. By merging cultures together, they made way to control conflict and peace as they went. Of course, conquerors wouldn't offer their technology to the conquered, as the Teraphim did, but who's to say what they kept for themselves in secrecy?

Lyllie looks at Aanzu. "Seems you and Poe share a friend," she comments. "A totem?"

Poe flaunts his freedom around for a while longer, but suddenly breaks his flight downwards. Slowly, he glides over a long tribune, once, twice, until he perches over it. After that, Poe seems to call out to Lyllie, beaking the surface of the tribune as if he had found something on the glassy surface. He caws repeatedly, cocking his head in pride as he summons his gnomish companion. Lyllie identifies his concern and calculated mind - certainly more advanced than that of a regular crow - as it works. Unsurprisingly, Poe begins to call out to Thulwar as well. He's got used to identify Lyllie as a part of his own flock, and it mght be that the honor has been extended to the other gnome in the group.

In the back, the slaves begin to study the room as well. A pair is seated, trying to recover from fear and exhaustion, while three others feel encouraged enough to sniff around a bit.

"The giantess has the right of it, Ludds..." - one of them says to the other. "We shouldn't be here... I bet there are mutants around..."

"Relax, Magro... These fellas will handle the mutants... Meantime, try to find something useful or valuable. We'll need it..."

The conversation goes on as they try to identify their surroundings.
[MENTION=24380]Neurotic[/MENTION] [MENTION=6776182]JustinCase[/MENTION] [MENTION=6855102]Greenmtn[/MENTION] [MENTION=23298]industrygothica[/MENTION] [MENTION=4936]Shayuri[/MENTION] [MENTION=8858]hafrogman[/MENTION]
 

Neurotic

I plan on living forever. Or die trying.
Thulwar looks around in wonder. He (of course) touches the screen with the instructions, knocks on it, looks at the seats...he is finally drawn away by Poe and he approaches Lyllie to see what's going on.
 

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