The Selgaunt Campaign

Shoulder to shoulder, Artemis and Tal get a good grip on the bottom of the door-panel. Tal ribs Artemis a bit, hoping to goad him into one of his famous feats of strength. At the same time, Cupric strikes up a tune -- although this is no mere tune.

It's one of the songs he picked up from the second bard he ever met, Melody, on the night that he first heard music. It's been awhile since he's played it, and it brings back a flood of memories -- some of the old and familiar, and some of them . . . new?

The music fills the empty quarters, making each Folly (and Marduke) think of their moments of triumph. Even the thick carpet of dust and the odd acoustics can't stand up to this one -- though not loud, the song is a thing of beauty.

Prepared to do some heavy lifting, Tal and Artemis both put their backs into it, letting Cupric's song inspire them. They're pleasantly surprised when their first joint tug wrenches the door-panel up, and their second raises it over their heads, where it stays.

The light of Tuggle's everburning torch flickers out into the space beyond the door, revealing a stone walkway that stretches past the radius of the torchlight. The walkway is about four feet wide, and has seen better days: it's canted to one side, and many of the railings -- carved to look like swords and the tops of spears, and once imposing -- are broken. Apart from that, the torchlight reveals only empty space to all sides (though Tal can see much more with his darkvision). The walkway is made of pinkish stone, and looks stable despite its damaged appearance.

As Cupric palms the strings of his lute, bringing his song to an abrupt end, everyone but Artemis (who can only hear the rush of his own blood from exertion) hears something from beyond the doorway:
a soft, vaguely unsettling schlup sound, like someone dragging a wet blanket accross the floor -- and also the skittering of what sounds like pebbles or debris being dislodged. The wet sound comes from below and to the right of the door, the skittering from below and more or less straight ahead.

OOC: A couple of miscellaneous items:

- I allowed inspire competence to work on an attribute check (normally only works on skill checks) because it makes sense.

- I took the liberty of moving Tuggle, Cupric and Marduke -- see the updated map. If you three want to be elsewhere, speak up now -- I wanted to keep things moving.

- I also assumed that Cupric would stop his song when the door went up -- no sense in making more noise than necessary, right?

Tal's darkvision:
Tal's got a great vantage point, so here goes. He can see clear across to the far side of the room, nearly sixty feet away, where there is another door-panel and the other half of the walkway. The walkway in front of Tal extends for perhaps twenty feet, after which it has been broken off -- there is a gap of about eight feet before it starts up again, and the two ends don't match up (the near side is tilted). The room is perhaps fifty feet from floor to ceiling, and the walkway is about thirty feet off the floor. A huge, jagged crack divides the room diagonally, and scattered rubble is all over the floor. A large pile of rubble sits under the far end of the other half of the walkway, heaped almost to the level of the bridge itself.

Cupric's new memories are in the next post. I put them in the IC thread because they are very much part of the story, and Cupric may opt to share them at some point.
 
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Cupric's memories

Cupric's new memories:
There are two distinct types of memory that burst into Cupric's mind, unbidden and jumbled together.

The first type is crisp and clear, much like the memories Cupric experiences when he rests. A flight of silver-feathered gryphons swoops down from the sky, in battle formation, with a stark white gryphon nearly twice their size in the lead. On each creature's back is a slender armored figure with a winged helmet, and all of them are drawing and throwing great dark spears as they dive. The sky is dark around them, and full of driving rain.

Seated backwards behind the rider on the lead gryphon is an unarmored figure surrounded by a nimbus of white "threads" of light, playing a saddle-mounted harp with a look of great concentration on his elven features. The only sound is the sonorous thrumming of his harp's deeper chords, even though there should be a panoply of noise around the battle.

And battle it is: the riders are throwing their spears at three targets on the ground, far below. One is a black-scaled dragon of hideous size, with a dozen curled horns sprouting from its brow; it appears to be wounded, with many holes piercing its wings. In some ways, what strides before the dragon is even more frightening.

Surrounded by scorched earth, melted armor and flaming corpses are two things, roughly human-sized and shaped, made of living lightning. Arcs fire off randomly around them, and both figures are directing searing gouts of it at the gryphon riders. Even though all you can hear is the harp, you know instinctively that the air is filled with the unimaginable sound of overlapping blasts of thunder.

The other type of memory is much more vague, blurred around the edges -- if it can be called a memory at all. It lasts only a heartbeat: a storm, composed of mile-high black thunderheads, approaches you with terrible speed. Rather than rain, the clouds are spitting fire, scattering shards of ice, firing forked bolts of lightning, and emitting a cacophony of sounds totally unlike thunder. These sounds are the most disturbing thing about it: they are a jumble of unidentifiable noise and random sounds -- dogs barking, brids twittering, people talking in a hundred languages -- made unpleasant by their volume and admixture.

For a single split-instant, you see the storm about to pass over -- and presumably destroy -- you, and all of its emissions seem to focus in on you. The random scattering of elemental blasts all turn to face you, and prepare to scour you from . . . wherever you are (think of the converging beams from the Death Star, only made of different things).

tdr, I'll leave it up to you how Cupric would react to this. It only takes an instant, and the memories are just there -- but clearly new.

Edit: tdr requested a clarification -- here it is, as provided by bardic knowledge 30 ([18]+12):
The second "memory" feels at once like an actual memory, and not a memory. You've never felt anything quite like it before. It's not a portent, though -- it's an event, and one you've heard of.

The multi-elemental storm is called a Dreamheart tempest, and although you're not well-versed in planeslore, you know that these rage across the Plane of Dreams from time to time. They always wreak changes, often destructive, but sometimes positive, neutral or unexplainable as well.

It doesn't feel like one of your memories, but there it is in your head with the rest of them. Something about it, a feeling, tells you that this is definitely a glimpse of the past -- not the present or future.

Very rarely, you've heard fellow bards whisper that truly inspired performances can attract the attention of extraplanar entities. Given the strength of your performance, and the place and circumstances in which it took place, it's likely that this -- or something like it -- is what happened. None of the those bards were animate dreams, so in your case it may have had different effects -- you're charting new ground here.
 
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"Huff... huff... huff..." Artemis says, winded, "Nice song Cupric. It was inspiring!" I feel much calmer. Ahh.

Artemis catches his breath. "Well, can anyone see into the next room very far? I see the tilted walkway, that looks vaguely dangerous to me. I'll check it out."

OOC: Artemis begins searching the walkway for instability, prodding carefully. I'll jump/tumble back to the doorway if the walkway shifts precariously or if anything "unexpected" happens.

Search: (18+9) = 27 total.
 
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Tal

"Torm's Mighty Fist! I knew we could do it," Tal whispers exultantly. "Artemis, be careful," he continues in a hush. "I heard something move in there. If you fall, it's about 30 feet to the floor, and that's IF you don't fall through the crack on your way down. It's about sixty feet to the other side, but the bridge has fallen-in just ahead. I think we may be able to climb over the gap on a pile of rubble."

"Let me take a good look around before you go too far..."


OOC: Tal looks around the room, starting in the direction of the slurp (below and to the right) and scanning towards the second sound straight ahead. Here's a couple of spot rolls if you need them: 19 [13 +6], 17 [11 + 6] (if you want to use search, just subtract the modifier - his search is +0).
 

Xen said:
It's about sixty feet to the other side, but the bridge has fallen-in just ahead. I think we may be able to climb over the gap on a pile of rubble."

OOC: I want to give others a chance to respond, so for the moment just a minor correction on what Tal said (sorry for any confusion in my description): the pile of rubble is fifty to sixty feet away, under the far end of the walkway. It isn't close to the gap in the bridge at all, and can't be used as a climbing aid.

If you haven't looked at the thread in a couple of days, scroll up -- important events have transpired. ;)
 

First PbP combat!

OOC: Okeydoke -- it's been two days, I'm moving on. :)

Hand on the hilt of his rapier, Artemis steps gingerly out onto the canted walkway. The torchlight behind him provides little in the way of clues about his surroundings -- apart from the broken bridge, it could stretch hundreds of feet in every direction.

Carefully prodding and scanning the stone in front of him, the barbarian finds that the bridge is surprisingly stable. The surface is smooth and solid, and he feels no shifting beneath his feet -- nor does he find any traps.

That's when he hears the sound everyone else already picked up: the wet schlup of something moving off to his right, somewhere below the bridge.

Scanning the room with his darkvision, Tal looks in the same direction. On a smooth section of floor, he sees
an enormous, amorphous shape -- roughly cubic, with each "face" about fifteen feet across. It's about fifteen feet from the bridge, but at floor level. It's moving slowly in Artemis's direction, but it doesn't look like there's a way for it to reach him.

Panning past Artemis and looking over his shoulder, Tal examines the rubble pile where he heard the other sound. He sees
a pair of eyes the size of eggs, vaguely insectile and swirling with various colors. There's a glimpse of a furred head with odd, overlapping mandibles. The head is about the size of a large dog's, and it looks like the creature is trying to stay out of sight.

OOC: ...which is a good time to roll for initiative!

DM (S) = 26
Tuggle = 21 ([20]+1)
Tal = 18 ([17]+1)
Marduke = 12 ([10]+2)
Artemis = 9 ([2]+7)
Cupric = 3 ([3]+0)
DM (C) = 1

The next post will be the actions of the monsters/NPCs for round 1. After that, everyone will have 48 hours to post their action for round 1 -- you can post in any order, but activities will occur in initiative order. You can revise your posts up until the deadline based on what you think will result from other folks' actions. If you've got questions/need clarifications, I'll try to answer them ASAP -- bearing in mind that I'm at work from 8:00 AM to 6:00 PM (usually).

48 hours = 9:00 PM EST on Wednesday, 11/8. If I haven't heard from you by then, I'll assume you're taking the full defense action (+4 to AC) until you chime in, and we'll move on. :)

Here's the map -- right now, for Tal only: battlemap. If your actions will take you into the next room with a way to see what's around, then you can see the map.

 

Round 1 - Monster actions

The wet slurping sound moves closer to the bridge, though it's still clearly below that level. It sounds big and heavy. If you can see it (use your judgment):
it's a huge oozing cube of translucent slime, about fifteen feet on a side. Bits of debris can be seen inside it, and its surface shimmers with an unpleasant slickness.
OOC: This is Initiative 1.

Something dislodges a few more pebbles from the rubble heap directly opposite your door-panel, but takes no apparent action. There's a sense of greedy anticipation, somehow communicated to you from across the room. OOC: This is Initiative 26.
 

"Can we get some more light in here?" Artemis exclaims, "There's angry stuff shuffling around below me, and I can't see it well."

OOC: Artemis puts away his rapier and draws his bow. He will shoot at the quivering blob if he gets enough light next round. 5+7=12 to hit. Edit: 2 damage.
 
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Artemis Blade said:
OOC: Artemis puts away his rapier and draws his bow. He will shoot at the quivering blob if he gets enough light next round. 5+7=12 to hit.

Don't forget to roll damage dice at the same time -- even if you know you missed (not saying Art will miss). It saves time. :)

A "plan B" might also be a good idea -- what if something more threatening rears a pseudopod, or shoots at you? I'm not trying to be picky -- but again, it saves time (and gives me a better idea of what you'd do if I have to guess).
 

Tal

"Looks like trouble below! Artemis, watch yourself - something's hiding out in the rubble across the room as well." Tal places one hand over the symbol of Torm's fist hanging from his neck, and grimaces in concentration. "Sword of Torm, Attack!" shouts Tal, as he brushes by Artemis, pulling a cross bow from his side.


OOC: Tal casts "spiritual weapon" and directs the spiritual two handed sword's attack at the hiding creature. If the blob threatens any party meamber before Tal's initiative is up, the weapon will instead attack the blob. Attack roll is 5 [2 + 3 BAB] dmg 8 [8 +0]. Assuming Tal does not think the area is threatened by the blob, after casting he moves to G2, drawing his crossbow on the move.
 

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