Aureus studies the iron doors carefully while they wait for Caerth to be ready to help open the door. Phar has explained it all to them, as best as he knows. The half-orc druid has also been able to give a few minor insights, so far, regarding these Boots. She looks at each of the sigils and tries to decipher what it all means. Then, something in her mind clicks and she sees a sort of bypass that will trigger the magic mouth that Phar told them about.
She hesitates. It could still be trapped. 'No', she shakes her head. Phar has seen all the auras and she's fairly certain that there aren't any physical traps. She runs her hand over the stylized boot and knows that if she connects puts her fingers on four distinct runes the magic will be activated.
"Careful," Quinn cautions.
She turns to him and Phar and smiles. "I've got this..."
She takes a deep breath and uses both hands to touch the runes at the top and bottom of the boot across both doors. She presses down hard and the something in the iron doors seems to shift. The four runes begin to glow... then fade. The magic mouth appears and Aureus steps back.
“Welcome to our hidden heart.
We, the Boots, are gone.
I am Stratesus.
Life is a balance. Understand and enter.”
The voice is loud enough for them all to hear, yet it isn't so loud as to disturb the scorpion. Caerth knows that hearing his master's voice would likely have sent the beast into a very excited state. His own heart is beating wildly. Stratesus is speaking to him from across the ages. The half-orc's skin is tingling!
The iron doors don't open, however.
Aureus sighs in frustration. "Of course it's not going to be that simple!"
She looks at Phar. "The magic mouth is the lock and a riddle. We need to touch the sigils in the right order, starting with the hermit sigil. I'm still not sure of the order, but I don't think we need to worry about setting off any traps."
"What are we supposed to understand?" Quinn asks.
She thinks, 'What would Lorien do?' The hutaakan sighs again and shakes her head. no. It is likely some sort of hidden lore she won't understand. This is not her world. What she knows of it is very limited.
"I have no idea."
She looks at Phar. "But I think something about the doors has magically changed. You might want to check again. I'm not sure if I can help, but I'll try. And I might be able to decipher more, but I don't know if that might be risky. These doors are magical, but I think the aura for them has been obscured in some fashion. Of course, you're the expert."
Phar gets a +2 to his next Spellcraft check to try to understand the next part of the process to open the door. The DC is 40. If he succeeds, Phar will know the correct sequence for the sigils and who among the PCs should touch each sigil, which should allow them to open the doors (bypassing the next part of the riddle). Touching the sigils in the right order will activate the next part of the riddle, regardless of who touches each sigil.
Both Decipher Script and/or Use Magical Device can also help and the DCs for those rolls are 30. Aureus can only succeed on those rolls if she rolls a Natural 20.
Aureus's excitement gets the better of her and she takes another crack at getting the doors open. She isn't able to decipher anything, but she tries to use her limited magical knowledge to "trick" the door into opening. It doesn't go well. Electric energy forms along the edge of the boot and zaps her.
Her fur singed and her pride hurt, she steps back and waits for Phar to try to interpret the magic. She will help him, but she won't touch the door again without his aid.
With the scorpion gone, Maur comes closer and casts his own detect magic in order to aid Phar in deciphering the meaning of the symbols.
He's not the master of the spell theory so he only re-checks and advises on potential interactions he can discern. He is more focused on the door from the religious aspect, trying to find some relation between the iron door (Hells maybe?), symbols intended for various characters, and his own knowledge of surface religions
Phar steps closer to the door as everyone gathers to analyze the sigils. As the group talks over various theories, filling in the gaps in each others knowledge, Phar decides to use the scroll of Fox's Cunning.
As the spell settles over his him, his mind expands, opening further possibilities that were previously hidden to him. He can now see the logic in some of the theories and notices the flaws in others as he pieces together how the magic on these doors, almost impossibly complex, work.
The, normally stoic, elf laughs out loud at the genius of the puzzle - so elegant. So Perfect.
"This makes perfect sense now. Thank-you all, for your input. I could not have solved this riddle without you."
Phar steps closer to the door as everyone gathers to analyze the sigils. As the group talks over various theories, filling in the gaps in each others knowledge, Phar decides to use the scroll of Fox's Cunning.
As the spell settles over his him, his mind expands, opening further possibilities that were previously hidden to him. He can now see the logic in some of the theories and notices the flaws in others as he pieces together how the magic on these doors, almost impossibly complex, work.
The, normally stoic, elf laughs out loud at the genius of the puzzle - so elegant. So Perfect.
"This makes perfect sense now. Thank-you all, for your input. I could not have solved this riddle without you."
The key word is balance. Those who wish to open the door must balance each of the sigils against each other. The Hermit, Strateus, must be balanced again Arixion. Divine and Arcane. Then comes Avital, Lady of Light, who must be balanced against Grigron. Law and Chaos. And, finally, comes Jorziza and Beornheard. Jorziza stands for indulgence while the dwarf's sigil stands for stoicism. Phar knew that Caerth is meant to be Strateus' stand-in while he is meant to be Arixion's. That is obvious. Its the other four that weren't as clear to his mind, at first.
He's not the master of the spell theory so he only re-checks and advises on potential interactions he can discern. He is more focused on the door from the religious aspect, trying to find some relation between the iron door (Hells maybe?), symbols intended for various characters, and his own knowledge of surface religions
Once Maur takes a closer look at the sigil for Avital, he knows it is for him. His mind races. Avital, Lady of Light, was one of the Protectors of the Lost. The Protectors stand for finding all things that are lost including not only people, but also lost relics. While the Protectors began in the lighted lands, it soon boasted members the Underearth peoples of Kulan as well. Until this very moment, Maur wasn't completely sure if he was meant to come to the Strandlands or not. But now, he knows for sure the relic he seeks is in these lands and that he is meant to find it.
Could it be inside?
Phar determines that Angus must stand-in as Grigron to counterbalance Maur. It is law and chaos. (Evil was not in the souls of the
Fellowship of the Boots.) The paragon elf isn't sure if the two adventurers are an exact representation for Avital and Grigron, but the runes are clear that they are connected in some way other than just by law and chaos. A friendly rivalry, maybe?
Regardless, Avital was one of the leaders of the Boots, so she and Grigron must come after Strateus and Arixion.
It is Litrix who comes to realize that Beornheard was a member of not only the Boots, but also an order of goodhearted warriors known as the Garden Knights. While it is not an order that the anointed knight is associated with personally, he is quite aware of it. it members were trained to help lead and defend others. They were stoic and kind to their friends and fought to the end against their enemies.
"So, Litrix is stoic and either Quinn or I is indulgent," she says with a laugh. Aureus gives Quinn a wink. "Which one of us do you think that should be?"
"I do like a good drink," Quinn boasts.
"No." She shakes her head. "Jorziza is mine. I think I'd like him and that I'm like him."
"So, I'm the centre," Quinn wonders. "That makes no sense."
"Maybe there is a clue in the rest of the riddle," Caerth suggests. "We know the right order to activate it. If we don't match the exact person to each sigil, then we will hear the rest of Strateus' words." He pauses. He is determined. He places his hand on The Hermit's sigil. "No, I want to hear those words!"
The half-orc druid looks to Phar, hoping. The paragon elf knows that there isn't any risk to them. If they choose the wrong people, it won't be the end. They will still be able to open the door if they do it again. His certainty is nearly flawless. Still, his mind hesitates. What if he's wrong? What if they will have to unseal the doors with the riddle if they get the sequence wrong and can't figure it out?
"Don't worry, old friend," Aureus assures the elf. "You've got it right. It won't hurt to hear what else The Hermit had to say." She looks at Caerth. "It's important."
She sighs. "And if for some unknown reason, I'm the centre, I'd like to know why."
"I'm willing to risk it," Quinn laughs. "But, I still say I'm the indulgent one."
OOC:
I'm going to post a note to both the OOC thread and the Discord to find out if everyone agrees before I go ahead and have the PCs use the correct sequence but without the correct PC for each sigil so that you can hear the final part of the riddle. There is no risk! If you guys want to hear the rest of the riddle but can't figure it out, you will still be able to get the doors open by doing the sequence a second time with the right character for each sigil.
Phar knows for sure that the order of the sigils are as follows: Stratesus (divine), Arixon (arcane), Avital (law), Grigron (chaos), Jorziza (indulgence), and Beornheard (stoicism). The Boots' group symbol is the centre.
The PCs in order are as follows: Caerth (divine), Phar (arcane), Maur (law), Angus (chaos), Aureus (indulgence), and Litrix (stoicism). Quinn is the centre.
Each of you finds a reason to hear the rest of the riddle once all are assured by Phar that it will still be possible to get the doors open. You all gathers around the door activate the sigils one by one in the right order, but after Caerth activates Stratesus' sigil and Phar activates Arixon's sigil, the rest of you just choose the sigil that is closest.
The hidden magic of the doors, once again, activates and both Maur and Phar see the magic mouth's aura flash into focus as Stratesus' voice speaks once more.
"Brother Dustchaser,
Txaran of the Blackthorn.
Speak his one true name."
"What!?" Aureus looks confused.
"That is not a name that I know," Qi says.
What about Creul Justice?" Aureus asks Quinn.
"He doesn't know," the gladiator-knight replies. "I have no idea either."
Aureus looks to each of the others. No one knows the name, not even Phar. The paragon elf feels like he should know the name, but it is just beyond his knowledge. He shakes his head.
Caerth is mouthing the words over and over. Both parts of the riddle. He doesn't know who this Dustchaser is, or was, but he doesn't want to forgets his childhood hero's words. He commits them to memory like he did with the true name of his orcish father given to him by the deep gnome. He will not forget them. He must write them down.
"Well, let's open it the other way," Quinn says. "Maybe there is a clue to this Txaran's true name inside."
You all agree. You put the sequence in again, this time with the right people touching the right sigils. Caerth is first and Quinn is last. The gladiator-knight hesitates for a moment. He feels like this is important to him, but he doesn't know why. He touches the stylized boot and the entire door begins to glow with a magical light. All of you can see it this time.
The two iron doors shimmer and shift. They open outward all on their own until they are flush with the stone walls of the building. The doors seem to embed themselves into the walls. Both Maur and Phar can see a magical aura covering the open doorway. It is an overwhelming transmutaion aura. But, neither one of them senses any danger, or malice.
Then, the aura shifts; ascends like a window being opened. Air spills from the room into the courtyard. It doesn't smell of decay or dust, but it is a bit stuffy (but not stale). What lies beyond the open doorway is as interesting as the doors were themselves. The building is one room. It appears to be the personal quarters of The Hermit himself!
Caerth rushes inside without thinking. He first goes to the centre of the room and takes everything in. Then, he looks towards the old weathered bed sitting in the northeastern corner of the room. It looks like someone is sleeping in the bed. He walks over to it, carefully, and with some reverence.
Quinn is the next to enter while Aureus hesitates at the doorway. The gladiator-knight moves to the near the centre of the room and looks up towards the skylight in the building's roof. Light is streaming in from the skylight. He sees that the ceiling is covered in frescoes that are similar to those he has seen in his homeland on the Chara Coast. Overall, the frescoes form a beautiful stylized map of his homeland!
'You are the centre',Creul Justice says to him telepathically.
Quinn cannot stop looking at the mural on the ceiling. He feels like he is home.
Aureus is rubbing her burnt fur and her tails twitches. She is wary. But, her curiosity gets the better of her, and she rushes to the north wall to look at a wooden chest that sits between a wooden crate and a weapon rack full of well-crafted weapons. She inspects it and the items nearby carefully, but she doesn't touch any of them. She glances towards Caerth. Unless he says it is okay, she will not touch or take anything from this room.
Phar can sense there isn't any danger, but he hesitates, as well, before stepping into the room over a beautiful artisan rug in front of the doorway. He finds his way to the west wall where there is a shelf full of books. He doesn't touch them, but he can tell all of the books are hundreds and hundreds of years old. Some of them look to be even older still. They are in perfect condition, and he knows why. There is a powerful temporal stasis protecting the entire building. High magic well beyond his ability. The walls of the room are covered in magical runes.
The air in the room quickly balances out. It is no longer stuffy.
Next to the shelf of books is a table with an old open book on it. Phar can see that it is a handwritten journal. Beside the table is another shelf that is nearly empty except for some old wood carvings and other keepsakes. In the southwestern corner of the room is another chest. It is made of fine oak and reinforced with adamantine! There is an old table with a set of six chairs in the northwestern corner. A fine mithral heavy mace sits on the table.
Maur can see just inside the doorway, a wooden barrel to his right and and old weathered bench and another barrel to his left. The rug in front of him is made of silk and looks to be embroidered with platinum thread. It seems The Hermit had good taste, or one of his friends redid the room after Stratesus died. Lying at the foot of the bed is a sturdy looking heavy shield made of wood. It looks like it might have a boot-like symbol on it.
"I can h-hardly believe it," Caerth says. He voice is trembling. He has pulled back the covers of the bed. Lying in-state on the bed it Stratesus the Hermit! "It is him!"
The body is decayed, even with the protections of the room. It looks like the druid had died before the room was finished and was placed here by someone who cared about him a great deal. One of the other Boots, perhaps. Next to the bed is a wooden side table with an old pewter bowl on it. There is still a bit of water in the bottom of the bowl. A beautifully engraved oak quarterstaff with bone inlays is lying over the druid's chest.
OOC:
To know the name, successful Knowledge checks was required: History (DC 20), Local (DC 25), or Nobility and Royalty (DC 30). I rolled to keep the scene going. Results in the spoiler.
Featar flies in and lands on Phar's shoulder as he glances over the books on the book shelf, reading the spines to see what kinds of information they might contain. He then moves to the journal and looks at the last page that was open, careful to note any magical auras.
Litrix stays outside more to keep an eye out than out of respect. This man was obviously powerful and the items here might be what they needed to defeat the great evil threatening his lands. He might even offer them to the group if he were still alive. As is, he feels no particular need to leave the items now that they unlocked the resting place. Especially if the preserving magic is about to expire.
He walks once more around the yard, checking around, looking for further clues. It seems conspicuous that the magic is failing just as the great threat is looming again, it might be a work of a great diviner, readying or even equipping future generations for the conflict.
Quinn raises his hand to the mural over the capital of his homeland, fingers outstretched, "Home." He says softly. In His mind, he pictures buildings, people, coliseum battles . . . For the benefit of Cruel Justice.
"The Great Coliseum is right there," he says, pointing to the exact spot on the map near the depiction of the City of Sulinon. The map shows all the way from his home in the south to The Shining City of Tovonnen in the north. All of the Chara Coast.
A tear of joy rolls down Quinn 's cheek.
OOC:
@ScottDeWar_jr sent me this through FB messenger. I've edited in the little bit about Sulinon and Tovonnen. The rest of the written text are his words.
FYI, Tovonnen is my new name for what was meant to be my homebrewed version of Waterdeep, which was previously called Deepwater. The city will have the same feel as Waterdeep but with a different map and background. The Shining City is one of the places the deep gnome Old Mazz mentioned to Maur to which the gnome still feels a strong connection.