THE HEROES OF DYVERS CHAPTER 7: CLARE'S ERRAND


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Dewydd
"It sounds like we need to keep searching until we find these two greater keys. Once we do, we place the proper ones in this statue's corresponding hands and use some kind of daylight to illuminate its head? This seems like a good place to rest and recover our spells that have expired. Should we do so or push forward and see what are through either of those two doors to the north and east?"

Lenny & Travis
"East!" Lenny suggests while at the same time Travis suggests, "North!" The twins look at each other and then shrug before playing a quick round of rock, paper, scissors.

Dewydd
"The fates have decided, north it is! Now, what say the rest of you - rest or push forward and rest later?"
 

Tam pipes in: "Rest!" ---
and he immediately sits before the jeweled statue he recently tried to pilfer, stretches his legs out, crossing them at the ankles, cradles his hands behind his head, and leans back against the feet of the statue with a thankful sigh, shutting his eyes.
 


Kleborn responds, "We do not know what lies ahead, and may need the spells. I agree with Tam, let's rest and then head north."

Thallok adds "It seems like we have been sitting here long enough, I think we need to go ahead. we can rest later." He then looks at Tam and adds, "Perhaps we do need to rest, we need the giant killer at full energy!"
 


Respen casts the spell from memory; Dewydd casts the spell from a scroll provided by Respen; the result is, that at each, opposite end of the room, a Rope Trick portal opens up, and the party is able to climb up into each of the extra-dimensional spaces, retract the ropes, and rest peacefully. Dewydd, Lenny, Travis, Kleborn, Lathir, and Sylvar climb into the first portal. Respen, Vale, Tam-Tam, and Thallok climb into the second one.

As he is busy retracting the rope, Lenny says, "Hey, where'd Xao go? HEY, RESPEN! Is Xao in your portal?"

Respen's reply is negative, and the party spends another two minutes looking for him, to no avail. He is simply gone, without a trace, the gods know where.

It is an unsettling turn of events; no one saw him leave, vanish, or use any form of egress; and more than one party member is a bit nervous about that. Of all the dangers that the party has faced so far, the clawing, snarling beasts, the rancid, foul-smelling undead, none of it was as unsettling as the totally unseen, unheard disappearance of one of the party's members. But with more than half of the party under the effects of Khubsheth's geas, there is little choice but to proceed with the plan. The party settles in to rest for 8 hrs.

OOC:

DM Housekeeping notes to follow in the next post. Send me your spell lists / buff durations in LINE chat.

 
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OOC:
I'm so sorry, I really am going to post again, I am trying to juggle a dozen different things right now, between family obligations, church, work, school, etc., but I have not forgotten about this game. One thing that is holding me up is that my son has expressed a desire to play, thus, I have been trying to help him create a character, and that is taking awhile, because we have been looking at different options, optimizations, etc. But we are getting close! So please, I beg your forgiveness, and ask for your patience in this matter.
 

OOC:
Roll for random encounters: positive result on 1,2, or 3.
Two checks for time period indicated. (Once per 4 hrs.)
Rolls: 4,6
Result: No random encounters indicated.


After eight hours of restful sleep, and another two hours of prepping spells, the party members cautiously emerge from their extra-dimensional hiding spaces. The room is exactly as they left it, and there are no signs of the passage of any creatures, natural, undead, or otherwise. The tomb is as quiet as it was when you first arrived here on the elevator, and the humidity and temperature of the room are as they were, that is, damp, and cold. In fact, due to the "perfect room temperature" of the Rope Trick spell, climbing back down into the tomb is a somewhat refreshing experience, albeit the smell in this place is still quite awful and rank. The party takes a few minutes to re-cast buff spells, and is now ready to face the unknown horrors that still await them. Knowing already (from your previous inspection) that neither door is trapped, and that both doors are unlocked, the only question which remains is the direction: will the party try the North door first, or the Western door? If Respen is to be the leader in this regard, then that question already has an answer as well: NORTH.

DURATIONS: (Original duration) [Current count against duration, in rounds]

Fly: Less than 24 minutes (237 rounds) [0]
Armor: 24 hours (14,400 rounds) [0]
Shield: Auto-quickened, will be cast when combat is imminent.
Alter Self: Less than 120 minutes (1197 rounds) [0]
Dragonskin: Less than 120 minutes (1197 rounds) [0]
Prot. vs. Evil: Less than 24 minutes (237 rounds) [0]
Blur: Less than 24 minutes (237 rounds) [0]
Invocations from the twins: 24 hours (14,400 rounds) [0]

Buffs from Khubsheth:
(Affecting: Dewydd, Sylvar, Respen, Vale, Kleborn, Thallok, Lenny, and Travis)

[Basically, everyone except Tam, and Lathir.]

Geas for the duration of the adventure.

+5 bonus to all saves (Guardian Bonus, stacks with everything) for the duration of the adventure.
 
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