The Selgaunt Campaign

Artemis gathers up the items we have retrieved from the weasel room and places them in his pack for later identification. If needed, he'll split the load with another party member.

Items include: Pair of boots, bracers, iron cylinder, falcon dagger, 35 plat & scroll case with scrolls.

Actually, now that he thinks about it, those boots & bracers are rather nice and would look great on a Barbarian. Since no one else has claimed them,
he'll put both of those on.

After placing items in his pack, picks up both arms again, Artemis climbs back up the rubble to the Siphon Room. Once there he examines the two arms further.

Are they the same size, same rune language shapes, left arms vs. right arms? Do they look like they came from the same creature or similar creatures? Do they look at all like the arms on the construct army in the Siphon room? Is there any mechanical parts that Artemis can access or are they sealed?
 
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Cupric and Tal both scale the rubble and peer through the door.

Left down below with Tuggle and Marduke "guarding" them, both of the spelleaters seem agitated. They get more agitated when Artemis climbs back down the rubble and takes all of their treasure -- both of them start pacing around and chittering at each other. Occasionally they sniff Marduke and Tuggle, wondering why they haven't moved in awhile.

Up at the new door, Cupric takes a good long look at the cavernous chamber beyond. Were it not for the thick dust on the floor, small sounds would echo much more than they do -- but as it is, the noise the Follies make is more muffled than might be expected.

The dreamborne knew -- just knew -- that he'd seen enough Netherese to be able to make sense of the writing. The problem thus far has been that the Netherese seem to have a runic language of the usual sort, as well as a purely symbolic language used for magical inscriptions -- unreadable in the normal sense, even though some of the characters are the same.

The near wall's inscription reads "10,000 Spears," while the far wall says "10,000 Shields." The wall at the end, over the massive portal arch, says "VICTORY."

From his knowledge of ancient history, the bard guesses that the two polished spheres do something convenient -- like the levitating discs, or the doors that can be raised with mage hand. He's not sure exactly what they do, though -- at least not without getting closer.

If there were a clay army this large that had been made famous at some point in history, Cupric would have heard of it. If the platoons down below are an army, and not just statues, perhaps they've never been used on the field of battle?

Tal climbs carefully down the closest wall, roughly following the path the spelleaters must have taken. On the way down, he examines the runes and carvings on the wall, none of which hold any meaning for him. They may have religious significance, but he's not too knowledgeable about Netherese faiths.

The shiny sphere set into the bottom of the wall is made of marble -- smooth and milky, but shot through with trails of bright blue. It's quite beautiful, but the aasimar also draws a blank on this one -- it appears to be an arcane device of some sort, not a shrine or other religious object. He is sure that it doesn't have any connection to the portal arch, though.

Watching carefully for signs that the clay soldiers are going to come to life and impale him, Tal gingerly approaches the nearest one. Standing next to them, rank after rank of fierce yet impassive faces spreading in both directions, is something of an eerie experience.

The soldier appears to be made of solid clay, or pottery of some kind -- definitely not hollow. It is simply yet exquisitely worked, smooth and uniform and clearly created by a master craftsman. There are no joints of any kind, or suggestions that it was designed to move -- though the same can be said of an earth elemental that happens to be standing still.

After who knows how long, the point of the soldier's ten foot spear is still quite sharp, as are the spikes on his armor. His face is roughly human, but not very detailed -- there's no attempt to model someone specific, and it looks exactly like all of the ones next to it, down to the last detail (except for damage, etc.).

Ignoring the spelleaters, Artemis collects all of the items recovered from their nest. Holding the new arm, he starts to head back up the rubble pile -- and realizes that his feet seem to want to move much faster.

Acting on instinct, he tries a small jump as he reaches the rubble, and bounds halfway up the heap -- so quickly that he has to catch himself as he lands. The spelleaters both jump back a little in fright.

Enjoying the freedom of movement the boots afford, Artemis joins Cupric and examines the two arms side by side. They are both roughly the same size (about average for a human), and the runes on them are similar (sometimes identical) in size, shape and composition -- all Netherese. They look like they came from similar constructs, but not the same creature. Both are built in slightly different styles with different materials.

Neither look anything like the arms on the clay statues, unless this is what's under the clay. Some clockwork protrudes from the shoulder areas of both arms, and it looks very well-preserved -- remarkably so, actually. Artemis can guess that some of the workings have to do with movement, but others don't have any easily discernable function.

OOC: Art, your new digs include boots of striding and springing -- not much mystery there. ;) Nor is it hard for Artemis to figure out precisely what they do.

One arm is a left, the other is a right -- for the life of me, I can't remember which is which right now. It's back in the other 7 pages somewhere, and it's not that important since they're clearly from different constructs.

I hope I covered everything!
 

Weaseling my way out

"We promise not to destroy the siphon or block your way to it, if we can possibly help it," Tuggle continues in "burrowing mammal", then trots through to the "sword and spears" room. He passes over the bridge to examine the motifs on the far wall, first the swords, then the spears.

Tuggle is using spots and searches to look for any doors or triggers. He will mage hand these if fouind and not obviously dangerous, ie pulsing with evil.
 

dharmabum said:
"We promise not to destroy the siphon or block your way to it, if we can possibly help it," Tuggle continues in "burrowing mammal", then trots through to the "sword and spears" room. He passes over the bridge to examine the motifs on the far wall, first the swords, then the spears.

The spelleaters seem to calm down a little bit when Tuggle speaks to them again in Burrowing Mammalese. They stop pacing in a circle, and look as though they think Marduke is being left behind to keep guard over the (which they seem resigned to).

Padding through the think dust on the bridge, Tuggle kicks up little clouds of it as he goes. He reaches the far side without incident.

Pausing to run his hands cautiously over the tree-trunk width spears carved into the walls, Tuggle finds nothing that suggests they're anything but art on a massive scale. The enormous Netherese runes displayed along with them mean nothing to the gnome.

There is no door-panel at the far end of the narrow bridge -- just an open hallway, stretching upwards and curving out of sight. Every inch of the walls on both sides is carved with scenes of tiny Netherese warriors charging into battle, all headed in the direction of the siphon room. They look very much like the clay statues in the room below.

About ten feet into the hallway is an alcove, set into the righthand wall. The alcove holds a life-sized statue of a Netherese warrior, but carved in the same pinkish stone as the hall itself. The statue is armored in full plate (carved of stone), and bears a number of ornate weapons -- as well as a large marching drum. In his gauntleted hands are a pair of heavy stone drumsticks, raised as if in use.

There is no light in the hallway save that which Tuggle brought with him.

OOC: No door to mage hand, and no triggers or other things are obvious. The swords and spears are the bridge railings -- the wall carvings show only spears and Netherese runes, just to clarify.
 
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"Perhaps before we got the room too tussled up we could check some of the undisturbed areas for Recent Occupants." Artemis says.

Artemis continues to survey the situation for now.

I wonder how much stronger I'd get if I killed all 10,000 of these (inanimate) clay golems. 3 times stronger? 5 times stronger? Hmmm.
 

Artemis Blade said:
"Perhaps before we got the room too tussled up we could check some of the undisturbed areas for Recent Occupants." Artemis says.

"That's a good idea, Artemis," says Tal. "I'll try not to walk where there are too many tracks down here. In the mean time - what exactly do want to accomplish here? Is it our goal to just explore this place and find out what in Torm's name lies within, or do we need to gather specific information? And do we have a way out?"


OOC: Tal will try to wait till someone casts the occupant spell - but if no one seems to be casting right away he'll work his way over to anything that looks like a portal (is the portal arch the only one?). He'll take a route that looks less traveled if the spell has not yet been cast. Then he'd like to do a KPlanes on the portal 11 [10 +1]. Specifically he'd like to know - Is it active? Is it a simple walk-thru or does it need to be activated? Also - sounds like there are a number of weapons in the room. Are they all carvings - or are any (like on the statue) real?
 
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"Tuggle, if you would please...", Cupric will wait until a battery of recent occupants has been cast and then proceed.

"I'm curious about what this tower signifies. I think it may be responsible for some of the mysteries of history. The fact it's Netherese suggests that it is of great power. This large portal here, if it is still active is of an immense tactical power.", says Cupric. "Hmm... I wonder if it is still able to be used, or if the spelleaters have done it in...", Cupric muses as he moves in for a closer look at the device which he thinks may control the large portal, the "szzziphon".
"Ahh, fascinating...", mutters Cupric as he examines the strange device.
Having slaked his thirst for knowledge, Cupric digs out a trail ration and says, "So what is the plan here? We can easily get out of here, we know the way. I say we work on fishing out the piece of whatever is stored in the crevasse in the spelleaters room and go from there. Tal this will mean you praying for a summoning miracle for tomorrow. We can decide where else to go after that.", Cupric finishes as he gnaws his way through some overly-dried jerky.

OOC: Cupric makes the necessary movement to facilitate the actions outlined above, upto and including using rope, whatever. He will fire off several knowledges:
KnowledgeArcane: 14+7=21
KnowledgeHistory: 16+7=23
SpellCraft: 5+2=7
Bardic Knowledge: 13+12=25
Decipher Script: 1+10=11
Climb: 18+0 =18

I'm interested in knowing:
Is the portal still active?
Is it tied to any one location?
Does it hold any historical significance?
Is it a potential threat to the Harpers or the good peoples of Middle Earth Faerun?
And anything else that may be revealed by those rolls.
 
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OOC: Per Art's request in the OOC thread, here's the map of the area: siphon room map.

I'm going to wait to hear from db to keep going. glin never nominated a pinch hitter, so if someone wouldn't mind volunteering to play Marduke during his prolonged absences, you can do so over in the OOC thread. :)
 
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Who goes (er, went) there?

"I think Cupric's ideas sound good," Tuggle pipes in. I'll check for most recent occupant at the end of the bridge abutting the curving hallway and at a random spot among the stone soldiers that we haven't been yet. "I think it's important to retrieve the other arm...but if we're waiting over night to get the right powers, I'd like to scout out the curving hallway to make sure our position is somewhat defensible." Overall, I think our strategy should be to explore this tower, discover how to use as many of it's secrets as possible, then return to Selgaunt to disrupt the evil leaders as much as possible. This may require a bit of back and forth to accomplish.
 

Woo-hoo!

Tuggle heads down the bridge to its midpoint, and casts recent occupant twice -- once on the floor below, in the middle of a regiment of clay soldiers, and once on the far end of the bridge. The last occupant among the soldiers was Grifflihalz, one of the two spelleaters. In the mouth of the corridor, the most recent occupant was Harmir val Sheer, a male human, three and a half years ago.

Climbing down to the floor using the same route taken by Talishmere, Cupric examines the massive portal arch at the near end of the room. Fully ninety feet across, the phosphorescent green archway defies everything the bard knew about portals before arriving in the tower for the first time. It is simply too large to have been produced by any magic the dreamborne knows of.

It is also still active -- the spelleaters have not drained its magic. Perhaps they did not recognize that it was a source of sustenance, or perhaps they couldn't drain it. In any case, no obvious recent tracks are nearby, and there is no sign that the spelleaters have been in this end of the room lately at all.

Comparing the arch to the one he remembers from the triptych in the mosaic room, Cupric is certain that this is the portal used by forces unknown to assault the armies of Toraina centuries ago. Without spells designed to tease lore from portals, however, there is no way to know if it is tied to that location, or can go elsewhere -- although from a practical standpoint, the utility of a portal this large that only goes to one place would be questionable.

It is also almost certainly an artifact -- not a mere item of magic, but an item of true power, beyond the reach of blind activation and other "minor" talents.

While Cupric cozies up to the arch, Tal walks around and tries to figure out more about the nature of the room. He confirms that there are two other portal arches present -- much smaller, and placed at the opposite end of the room from the large one. And in walking around all eight of the regiments of clay soldiers, he finds none that carry "real" weapons; all of their gear is molded from the same clay as their bodies.

Joining Cupric for a little while, the aasimar lingers long enough to be sure that merely walking into the arch will not activate it -- something else must be done to make it work.

None of this exploration, however, answers one lingering question: what exactly is the siphon?

OOC: For Cupric only:
Bardic knowledge 26 on Harmir val Sheer: Harmir is a well-known figure in bardsong throughout the Heartlands -- a reformed Red Wizard of Thay turned adventurer, who tried for years to join the Harpers (and was always turned down -- no one quite believed in his "reform"). The tragic romance of his life makes him a popular subject for the sappier variety of bard. By all accounts, he disappeared about six years ago while exploring Anauroch. He was perhaps most famous for creating a spell called reign of wheels, which allowed him to take control of clockwork devices, such as those created by the Lantanese.
 

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