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Re: IC XIII

Posted: Fri Aug 08, 2014 11:30 am
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 1:24 pm
by Wyzard
Severi, Elf

"Does anyone else wish to make the attempt?"

Re: IC XIII

Posted: Fri Aug 08, 2014 2:23 pm
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 3:03 pm
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 3:21 pm
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 3:24 pm
by Wyzard
Severi rolls up his sleeves and flexes for his own amusement.

Re: IC XIII

Posted: Fri Aug 08, 2014 3:35 pm
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 3:46 pm
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.

Re: IC XIII

Posted: Fri Aug 08, 2014 4:11 pm
by thirdkingdom
Thurgan drinks and feels a sharpening of his intellect.
MM, I made this call for you. +1 Intelligence.

Re: IC XIII

Posted: Fri Aug 08, 2014 4:17 pm
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!

Re: IC XIII

Posted: Sat Aug 09, 2014 12:02 pm
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.

Re: IC XIII

Posted: Sat Aug 09, 2014 1:25 pm
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..."

Re: IC XIII

Posted: Sat Aug 09, 2014 3:32 pm
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."

Re: IC XIII

Posted: Sat Aug 09, 2014 3:41 pm
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!"

Re: IC XIII

Posted: Sat Aug 09, 2014 3:44 pm
by thirdkingdom
Do you guys want to try and blaze a trail through the mountains, or backtrack to the Duke's Road?

Re: IC XIII

Posted: Sat Aug 09, 2014 3:46 pm
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

Re: IC XIII

Posted: Sat Aug 09, 2014 4:27 pm
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.

Re: IC XIII

Posted: Sat Aug 09, 2014 4:40 pm
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.

Re: IC XIII

Posted: Sat Aug 09, 2014 6:22 pm
by Wyzard
Also, the Mountain charts for random wilderness encounters contain many bad things.

Let's go back to the Duke's road.

Re: IC XIII

Posted: Sun Aug 10, 2014 12:40 am
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.