TerraDave
5ever, or until 2024
A strange bone gate appears before them. A sort of fence made of boney post with skulls atop them surrounds something unseen in the mist. It has a gate. Though nothing physical blocks them from going between the posts.
They take the gate. Disappearing in puffs of smoke as they do. (And avoided ending up separated at random locations.)
They enter a small chamber that could be that of a peasant women. With a cat. Except that the cat is telepathic. And the knawed bones next to the stove may come from humanoids. (And the stove is a few centuries ahead of what you would see in Thraeya, but the well traveled characters hardly notice.)
They are pretty sure they are in fact in Baba Yaga’s hut, afterall.
They climb up a latter to the “attic”. Another telepathic cat! Guarding a chest. The cat is quite, quite bored guarding the chest, and so also begins chatting. They learn that the cat can die…and come back stronger. Over and over again. So they talk it into letting them carry the chest and its items—a useful gem of seeing and somewhat disappointing ring of invisibility—as long as it comes with them.
They go up out of the attic. They find themselves in a cross-shaped chamber that surrounds a start filled abyss. Or, actually, as Sim realizes, a plane filled abyss, as it is the Sea Beyond the Stars. The chamber has many exits. They stop going up and start to circle. They find luxurious quarters built around a strange space with stranger energy (which they do not really understand)… a very plain chamber with curtains so heavy that none can move them…a grotto lined with dazzling crystals.
They find their way back to the chamber with the drop into the Astral. From there they start climbing up again…up into the dirt lined cellar. They go up one more time, and emerge back where they entered with the first telepathic cat.
This time, they try the door. They enter a grand hall with six translucent glass like statues and elaborate tapestries made of gold, platinum, mithril. Forge decides he wants one and starts pulling it down. The statues attack, shooting beams of energy. (At some point the arcanist make the link between the red, orange, yellow, green, blue and indigo statues and energy beams and the know almost forgotten prismatic ray and sphere spells (which in turn are some of Jack Vance’s more direct contributions to D&D)). The statues keep shooting, even as the tapestries start to unravel and the others try to shut them down. At some point they just leave, with Forge worse for wear (though not turned to stone or insane, which were very real possibilities).
And immediately enter a room with a spectacular throne made of red quartz. And two oddly noble vulture-people sweeping the floor. They parley. The band attempts to convince them that they know Baba Yaga and need to meet her. They almost have them..but then don’t. Most of the party walks onto the trapper. In the ensuing fight the vulture-people don’t last that long. The huge trapper gives a scare—especially to Buckthorn, but then slinks off to recover from its wounds.
They try to rest and recover. Then—like strangely normal people—realize that just standing around for five minutes doesn’t really make them feel better. A devious effect of the Hut!
First they head to the place open to the Astral Sea. They think things are more “normal” here. But that’s not good enough for Nar. So they take a door and are in the well-appointed quarters again. The chairs and cushions call.
Then Natasha enters:
“So, I have visitors I see”
Nar, Sim? and one other (Forge)? has still not benefited from a short rest.
Link to the last thread
Link to the OoC thread
They take the gate. Disappearing in puffs of smoke as they do. (And avoided ending up separated at random locations.)
They enter a small chamber that could be that of a peasant women. With a cat. Except that the cat is telepathic. And the knawed bones next to the stove may come from humanoids. (And the stove is a few centuries ahead of what you would see in Thraeya, but the well traveled characters hardly notice.)
They are pretty sure they are in fact in Baba Yaga’s hut, afterall.
They climb up a latter to the “attic”. Another telepathic cat! Guarding a chest. The cat is quite, quite bored guarding the chest, and so also begins chatting. They learn that the cat can die…and come back stronger. Over and over again. So they talk it into letting them carry the chest and its items—a useful gem of seeing and somewhat disappointing ring of invisibility—as long as it comes with them.
They go up out of the attic. They find themselves in a cross-shaped chamber that surrounds a start filled abyss. Or, actually, as Sim realizes, a plane filled abyss, as it is the Sea Beyond the Stars. The chamber has many exits. They stop going up and start to circle. They find luxurious quarters built around a strange space with stranger energy (which they do not really understand)… a very plain chamber with curtains so heavy that none can move them…a grotto lined with dazzling crystals.
They find their way back to the chamber with the drop into the Astral. From there they start climbing up again…up into the dirt lined cellar. They go up one more time, and emerge back where they entered with the first telepathic cat.
This time, they try the door. They enter a grand hall with six translucent glass like statues and elaborate tapestries made of gold, platinum, mithril. Forge decides he wants one and starts pulling it down. The statues attack, shooting beams of energy. (At some point the arcanist make the link between the red, orange, yellow, green, blue and indigo statues and energy beams and the know almost forgotten prismatic ray and sphere spells (which in turn are some of Jack Vance’s more direct contributions to D&D)). The statues keep shooting, even as the tapestries start to unravel and the others try to shut them down. At some point they just leave, with Forge worse for wear (though not turned to stone or insane, which were very real possibilities).
And immediately enter a room with a spectacular throne made of red quartz. And two oddly noble vulture-people sweeping the floor. They parley. The band attempts to convince them that they know Baba Yaga and need to meet her. They almost have them..but then don’t. Most of the party walks onto the trapper. In the ensuing fight the vulture-people don’t last that long. The huge trapper gives a scare—especially to Buckthorn, but then slinks off to recover from its wounds.
They try to rest and recover. Then—like strangely normal people—realize that just standing around for five minutes doesn’t really make them feel better. A devious effect of the Hut!
First they head to the place open to the Astral Sea. They think things are more “normal” here. But that’s not good enough for Nar. So they take a door and are in the well-appointed quarters again. The chairs and cushions call.
Then Natasha enters:
“So, I have visitors I see”
Nar, Sim? and one other (Forge)? has still not benefited from a short rest.
Link to the last thread
Link to the OoC thread