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The Barrow of the Evensong
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<blockquote data-quote="iserith" data-source="post: 6722474" data-attributes="member: 97077"><p><strong>Originally posted by iserith:</strong></p><p></p><p><span style="font-size: 12px"><strong>Area Three: The Chamber of the Gate</strong></span></p><p>If the adventurers have followed Gambol the blink dog to top of the hill, read the following:</p><p> </p><p><em>At the top of the hill, you can now see where Gambol was leading you - a hole he has dug that appears to go straight down into the hill. It'd be a squeeze to get down it and it's unclear how far it goes, but there's another complication. One of the large trees next to the hole is home to a number of stirges - tiny rust-colored, four-winged nightmares that pierce flesh with sharp probosces and drain unlucky creatures of their blood. Ten of them roost in the tree and appear to be dormant, but any loud disturbances may awaken them.</em></p><p> </p><p><em>What do you do?</em></p><p> </p><p>The <strong>stirges </strong>attack if they are disturbed in any way. The tunnel is 30 feet to the floor of Area 3 and three to four feet wide.</p><p> </p><p>[ATTACH]70900[/ATTACH]</p><p> </p><p><em>(This is what the gate looks like when fully activated.)</em></p><p> </p><p><span style="font-size: 12px"><strong>Impressions</strong></span></p><ul> <li data-xf-list-type="ul">Solemn, quiet</li> <li data-xf-list-type="ul">Air fairly "hums" with latent arcane energy</li> <li data-xf-list-type="ul">Dimly lit by a shaft of light due to hole in ceiling (or dark if night)</li> <li data-xf-list-type="ul">Intricately carved walls showing elves living among the branches of an immense oak tree</li> </ul><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>The Sitch</strong></span></p><p>Gambol the Blink Dog is known among the elves of Grandfather Oak for his love of wandering the planes. He has recently been summoned by his master, Trillamir Evensong, and so seeks to return to Arborea. The gate is beyond his ability to activate, however, so he has dug a hole through the top of the barrow and into the ceiling and has sought out the help of adventurers to activate the gate so he can go home.</p><p> </p><p><span style="font-size: 12px"><strong>Cast</strong></span></p><ul> <li data-xf-list-type="ul"><strong>Stavros </strong>and <strong>Stamatis</strong>, <strong>satyrs </strong>(impulse: to party like it's 1999, to protect the gate)</li> <li data-xf-list-type="ul"><strong>Soluac </strong>and <strong>Ulneht</strong>, elven <strong>skeletons </strong>(impulse: to defend their resting place)</li> </ul><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Map Key</strong></span></p><p><strong>A. Gate to Arborea: </strong>The gate is an archway atop a dais, carved with a vine motif and covered in magical runes that indicate its purpose and how it is activated. Once deciphered, it's clear that the pillars in the chamber power up with magical energy when a particular song is sung, at which point the Dial of Evensong must be spun to point to the right pillars in order. What song must be sung and the proper sequence for the dial is not mentioned. Once the gate is open, travel to the plane of Arborea is possible for a short time before the gate closes once more.</p><p> </p><p><strong>B. The Tuning Pillars:</strong> Four pillars in this chamber light up in four colors - red, green, blue, and yellow - when the song inscribed upon the Roots of the World Ash is properly sung. The Dial of the Evensong does not work until the pillars are activated.</p><p> </p><p><strong>C. The Dial of Evensong:</strong> Exquisitely crafted of the rarest of wood from across the planes, this dial is used to activate the portal to Arborea. It spins only clockwise with some effort and the tension inherent in its design causes it to spin counter-clockwise back into its original position when released. After the tuning pillars are activated, the dial must be spun to red, then released, green, then released, and finally blue, then released. As the dial spins to point at the portal once more, it flares to life with the bright light of Arborea.</p><p> </p><p><strong>D. Summoning Portals: </strong>Should the gate, tuning pillars, or dial be damaged in any way or if the dial is made to point at the yellow tuning pillar, the summoning portals draw a pair of satyr to the barrow. Under an ancient fey pact with the Evensong, they are obligated to defend the gate from anyone seeking to destroy or deactivate it. While acting in defense of the gate, the satyrs have advantage on all attack rolls, saving throws, and ability checks. They have no problem with people using the gate - just harming it.</p><p> </p><p><strong>E. False Door: </strong>This door is rather obviously not like the others in this barrow. That is because it is a trap. From the north side, it's very clear it's a false door and is just carved to match the engravings on the walls. From the south side, it looks like a barred door with the bar being on the south side. When the bar is lifted, it pulls a pin out of the floor which causes the 10 ft x 10 ft section of the floor to break away revealing a 20-foot-deep pit trap (DC 13 Dexterity save to avoid falling in, 2d6 damage and prone on a failed save). Once it opens, the skeletons in the sarcophagi on either side of the pit trap emerge and attack anyone in the area, using their bows to shoot down into the pit or pushing people in.</p></blockquote><p></p>
[QUOTE="iserith, post: 6722474, member: 97077"] [b]Originally posted by iserith:[/b] [Size=3][b]Area Three: The Chamber of the Gate[/b][/size] If the adventurers have followed Gambol the blink dog to top of the hill, read the following: [i]At the top of the hill, you can now see where Gambol was leading you - a hole he has dug that appears to go straight down into the hill. It'd be a squeeze to get down it and it's unclear how far it goes, but there's another complication. One of the large trees next to the hole is home to a number of stirges - tiny rust-colored, four-winged nightmares that pierce flesh with sharp probosces and drain unlucky creatures of their blood. Ten of them roost in the tree and appear to be dormant, but any loud disturbances may awaken them.[/i] [i]What do you do?[/i] The [b]stirges [/b]attack if they are disturbed in any way. The tunnel is 30 feet to the floor of Area 3 and three to four feet wide. [ATTACH=CONFIG]70900._xfImport[/ATTACH] [i](This is what the gate looks like when fully activated.)[/i] [Size=3][b]Impressions[/b][/size] [LIST][*]Solemn, quiet [*]Air fairly "hums" with latent arcane energy [*]Dimly lit by a shaft of light due to hole in ceiling (or dark if night) [*]Intricately carved walls showing elves living among the branches of an immense oak tree [/LIST] [Size=3][b] The Sitch[/b][/size] Gambol the Blink Dog is known among the elves of Grandfather Oak for his love of wandering the planes. He has recently been summoned by his master, Trillamir Evensong, and so seeks to return to Arborea. The gate is beyond his ability to activate, however, so he has dug a hole through the top of the barrow and into the ceiling and has sought out the help of adventurers to activate the gate so he can go home. [Size=3][b]Cast[/b][/size] [LIST][*][b]Stavros [/b]and [b]Stamatis[/b], [b]satyrs [/b](impulse: to party like it's 1999, to protect the gate) [*][b]Soluac [/b]and [b]Ulneht[/b], elven [b]skeletons [/b](impulse: to defend their resting place) [/LIST] [Size=3][b] Map Key[/b][/size] [b]A. Gate to Arborea: [/b]The gate is an archway atop a dais, carved with a vine motif and covered in magical runes that indicate its purpose and how it is activated. Once deciphered, it's clear that the pillars in the chamber power up with magical energy when a particular song is sung, at which point the Dial of Evensong must be spun to point to the right pillars in order. What song must be sung and the proper sequence for the dial is not mentioned. Once the gate is open, travel to the plane of Arborea is possible for a short time before the gate closes once more. [b]B. The Tuning Pillars:[/b] Four pillars in this chamber light up in four colors - red, green, blue, and yellow - when the song inscribed upon the Roots of the World Ash is properly sung. The Dial of the Evensong does not work until the pillars are activated. [b]C. The Dial of Evensong:[/b] Exquisitely crafted of the rarest of wood from across the planes, this dial is used to activate the portal to Arborea. It spins only clockwise with some effort and the tension inherent in its design causes it to spin counter-clockwise back into its original position when released. After the tuning pillars are activated, the dial must be spun to red, then released, green, then released, and finally blue, then released. As the dial spins to point at the portal once more, it flares to life with the bright light of Arborea. [b]D. Summoning Portals: [/b]Should the gate, tuning pillars, or dial be damaged in any way or if the dial is made to point at the yellow tuning pillar, the summoning portals draw a pair of satyr to the barrow. Under an ancient fey pact with the Evensong, they are obligated to defend the gate from anyone seeking to destroy or deactivate it. While acting in defense of the gate, the satyrs have advantage on all attack rolls, saving throws, and ability checks. They have no problem with people using the gate - just harming it. [b]E. False Door: [/b]This door is rather obviously not like the others in this barrow. That is because it is a trap. From the north side, it's very clear it's a false door and is just carved to match the engravings on the walls. From the south side, it looks like a barred door with the bar being on the south side. When the bar is lifted, it pulls a pin out of the floor which causes the 10 ft x 10 ft section of the floor to break away revealing a 20-foot-deep pit trap (DC 13 Dexterity save to avoid falling in, 2d6 damage and prone on a failed save). Once it opens, the skeletons in the sarcophagi on either side of the pit trap emerge and attack anyone in the area, using their bows to shoot down into the pit or pushing people in. [/QUOTE]
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