IC XIII

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thirdkingdom
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Re: IC XIII

#261 Post by thirdkingdom »

"Haddawiadau" Rhys says, tongue stumbling over the unfamiliar words. After several seconds the statue responds, in elvish, "That is correct. You may drink your fill, and go in peace." Whatever animating magic that gives the statue such a sense of vigorous aliveness departs, and it is once again an inanimate rock.

Rhys drinks deeply from the fountain. The water is cold, with a mineral tang. Somehow, after drinking, he feels lighter, his limbs looser and his reflexes sharper.
Rhys has his Dexterity increased by 1.
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Wyzard
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Re: IC XIII

#262 Post by Wyzard »

Severi, Elf

"Does anyone else wish to make the attempt?"
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Re: IC XIII

#263 Post by Alethan »

Rhys drinks his fill, then bows to the statue in respect and steps back from the fountain.

"I do not know if we should disturb the contents of the temple in the morning, Severi... we might do better to leave it in peace."
Character Sheet updated.
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Re: IC XIII

#264 Post by Wyzard »

When no one else steps forward, Severi goes to drink from the fountain, slowly moving to cup some water with one hand while keeping an eye on the statue.
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thirdkingdom
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Re: IC XIII

#265 Post by thirdkingdom »

Wyzard wrote:When no one else steps forward, Severi goes to drink from the fountain, slowly moving to cup some water with one hand while keeping an eye on the statue.
As he takes a sip of the water Severi feels a tingling energy course through his veins. It seems to the elf as though his physical strength has somehow increased.
+1 Strength.
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Re: IC XIII

#266 Post by Wyzard »

Severi rolls up his sleeves and flexes for his own amusement.
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Re: IC XIII

#267 Post by thirdkingdom »

Seeing that neither Rhys nor Severi have collapsed to the ground, writhing in agony -- and, in fact, that Severi is now strutting about, admiring his biceps -- both Semele and Tev step forward and drink. Tev, too, feels renewed strength filling his body.
I'm actually rolling random results, but so far everyone has gotten a result that fits their class. Tev gains +1 Strength, Semele +1 Wisdom.
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Re: IC XIII

#268 Post by Wyzard »

Once everyone has slaked their thirst for power - even if only for the barest instant - Severi suggests that they withdraw from the site's strange enchantment and set up camp a short distance away.
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Re: IC XIII

#269 Post by thirdkingdom »

Thurgan drinks and feels a sharpening of his intellect.
MM, I made this call for you. +1 Intelligence.
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Re: IC XIII

#270 Post by Alethan »

thirdkingdom wrote:
I'm actually rolling random results, but so far everyone has gotten a result that fits their class. Tev gains +1 Strength, Semele +1 Wisdom.
That's crazy luck! Also, fun little side quest, TK!
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thirdkingdom
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Re: IC XIII

#271 Post by thirdkingdom »

Having slaked their thirst, the adventurers retreat beyond the walls of the abandoned temple and set up camp.

Clarmont 2, AC 1000

Nothing of note happens during the night, and the adventurers awake in the morning to clear, cool skies.
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Re: IC XIII

#272 Post by Alethan »

Rhys the Traveler

"Well... Should we head to the lost city now? I'm not so sure we want to disturb the temple..."
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Re: IC XIII

#273 Post by Wyzard »

Severi, Elf

Severi glares at the treasure he imagines to exist buried beneath the wreckage of the temple. "From a certain perspective, the fountain has offered us Hospitality. According to the ancient laws, we cannot rightly plunder the location. Let's go and deal with whatever orcs did not heed our warning."
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Re: IC XIII

#274 Post by Alethan »

Rhys the Traveler

Rhys nods in agreement, wondering what might have happened if they'd tried to plunder the temple that no spade nor shovel has yet to turn over.

"Let us backtrack to the main road and make our way to the lost city, then!"
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Re: IC XIII

#276 Post by MonsterMash »

thirdkingdom wrote:Thurgan drinks and feels a sharpening of his intellect.
MM, I made this call for you. +1 Intelligence.

Thurgan, dwarf

"Yes, time to deal with more orcs now"
No problem though he's still on a -1 modifier but at least a better stat
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Re: IC XIII

#277 Post by Alethan »

thirdkingdom wrote:
Do you guys want to try and blaze a trail through the mountains, or backtrack to the Duke's Road?
If blazing is significantly faster, then I'm fine with that route; otherwise, the trail is fine.
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thirdkingdom
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Re: IC XIII

#278 Post by thirdkingdom »

Alethan wrote:
thirdkingdom wrote:
Do you guys want to try and blaze a trail through the mountains, or backtrack to the Duke's Road?
If blazing is significantly faster, then I'm fine with that route; otherwise, the trail is fine.
I missed your post. Actually, trailblazing is slower and has a higher chance of random encounters. Which is why I was hoping you guys would go for it, but pretty sure you wouldn't.
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Re: IC XIII

#279 Post by Wyzard »

Also, the Mountain charts for random wilderness encounters contain many bad things.

Let's go back to the Duke's road.
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Re: IC XIII

#280 Post by thirdkingdom »

Klarmont 2-5, AC 1000

The adventurers decide to retrace their steps and travel by the Duke's Road as far as possible. No trouble is encountered, although there is considerably more traffic on the road than previous trips. Leaving the mountains, they descend into the heavily forested hills north of Threshold. On the journey to the Duke's Road, the adventurers encounter not one but two parties of loggers, busy at work felling trees and dragging them back towards Lake Windrush. "We can't cut down trees fast enough," says one burly logger, "the Baron wants lumber to prepare for this war in the east. Way I hear it, this Elwyn bloke ain't goin' down easy."

Back on the Duke's Road, the party passes several caravans heading south. They all seem more heavily guarded than usual, flanked by stern looking crossbowmen riding mules and half-a-dozen or more footman tramping behind. "Bringing supplies south," one merchant says, bushy eyebrows wriggling like caterpillars, "raw iron for the forges, ale and mead, woundwort from the elf-lands for the healers."

They depart the Duke's Road on the western trail, and see plenty of evidence of travel. Fresh wagon tracks lead west; at one point the adventurers come across half a dozen orc corpses, heaped together by the side of the road. The corpses look reasonably fresh, likely no more than three or four days dead.

By midday on the 5th of Klarmont, the adventurers sit atop a low hill overlooking the Forgotten City. It looks much the same as when they were last here.
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