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10104 No. 10104 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
The path ahead seems to be narrow, and enclosed, though you can feel the cavern air flowing into this space. It must open up a bit further ahead. If only you had a light source, you could see it, but for now you only have the interior light of the vaults leaking slightly outside.
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>> No. 10849 edit
"You've helped us plenty already, we can take it from here. And, uh, your friend is back to himself. Sort of."
>> No. 10850 edit
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Archeunis averts his eyes as Torinn speaks, and huffs a bit. "...it is difficult to look upon the full range of what those abominations have despoiled."

Savenoul almost looks embarrassed at this, and turns away himself.
>> No. 10851 edit
Torinn pounds his fists together, growling, "They'll pay for it. By the Platinum Dragon's scales, they'll pay for it." The dragonborn whistles, and a familiar figure steps out from the mist, in much better shape than he was earlier.
>> No. 10855 edit
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9245 No. 9245 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
Two days pass without much of interest happening. Sid almost always stays in the front of the transport, keeping an eye on the instruments.

In fact, it's a little more than 40 hours later that he calls out towards the back, saying, "Ermmmmm, guys? I think you'd better get up here."

Once the party has gathered up front in front of the various gauges, knobs, and other instruments that form the bridge of the undersea ship, Sid begins to ramble at you, "Well, er, you see... I'm getting some strange readings on the sonar. From what I can tell, the sea floor slightly below us rises abruptly here. But the leyline is clearly... I see, yes!" He interrupts himself, staring at one of the gauges, looking enthusiastic. "A cave! Yes, an undersea cavern! And it's massive! We should have no problems going inside. We're still not close enough to the leyline to perform the ritual, so this seems to be the only path! Hmmm... come to think of it, perhaps adding some sort of visual viewing screen besides the periscope might've been wise. Well, in any case, there's an underwater cave, and we're heading in, all right?"
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>> No. 10098 edit
"Enough meddling, that bastard is surely setting a trap for us!"
Sureiya opens the awesome looking door.
>> No. 10100 edit
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As the door opens, it becomes clear that it leads back out into the cavern into which the city has sunk. And it also becomes clear that there are no functioning light sources out here; you'll need someone to hold something to provide you with light in order to safely proceed. Something in the distance is chanting in a low, droning tone.
>> No. 10102 edit
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Gripping his swords with his both hands, the ranger exclaims "Someone, light this place quickly! We aren't alone!"
>> No. 10107 edit
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Next thread~

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9187 No. 9187 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
Last thread~

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Folka Shiningarm) http://www.myth-weavers.com/sheetview.php?sheetid=336437
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) https://docs.google.com/open?id=0B0Pf2xAWVLoAMkJsdEZUTjRUS3V6WEZNVmF6SFphUQ
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

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>> No. 10095 edit
Nothing a little prestidigitation can't--oh, right.
>> No. 10099 edit
I have a ritual called "Make Whole" which repairs items to their original state.
>> No. 10101 edit
Someone has a free hand to use a sunrod?
>> No. 10106 edit
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New thread~

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8098 No. 8098 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
Previous thread!

This thread will be for OOC Chatter and Discussion.

Character Sheets:
George (Myn Nthelsyr) http://www.myth-weavers.com/sheetview.php?sheetid=215664
Hideiling (Folka Shiningarm) http://www.myth-weavers.com/sheetview.php?sheetid=336437
Bernkastel ("Bernkastel") http://www.myth-weavers.com/sheetview.php?sheetid=336978
Astaroth (Torinn Tormine) http://www.myth-weavers.com/sheetview.php?sheetid=217138
Liliane (Sariel) https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B0Pf2xAWVLoANDI4ODM1NGMtNmQyNC00MTg0LWE0YWYtN2U0M2U5NzI3OWQ1&hl=en_GB&pli=1
anon-kun (Sureiya) http://www.myth-weavers.com/sheetview.php?sheetid=224099

The Books: http://www.mediafire.com/?7g2v42d2xdy7f

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>> No. 9168 edit
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Sorry for taking so long. Stuff happened, hadn't slept enough, etc. etc.
>> No. 9169 edit
I guess I should just put the same thing in spoiler text as astaroth did to get whatever items I need? (Assume to buy materials on my own, have riri make it, etc.)
>> No. 9172 edit
Nobody helped me with the redaction of my post, I did it all alone ok.
>> No. 9188 edit
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New thread up here~!

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8045 No. 8045 Locked edit hide watch quickreply [Reply] [First 100 posts] [Last 50 posts]
A blast of heated air welcomes you as the stone doors swing open. The room is large--the ceiling is at least 50 feet above the ground, and the ground is covered in the same igneous rock you saw before. Engraved into the walls, the floor, and everywhere in sight are macabre scenes depicting screaming, burning humanoids, horrifying demons, wastelands, and seas of magma.

In the northeast and southwest corners of the rooms are eerie, glowing holes in the walls. They are a bit elevated, about 20 feet off the ground, but you cannot see beyond them. They glow with a strange orange-red light. Every now and then you think you hear something like a scream emanate from one of the glowing holes. Scattered throughout the room are a handful of what appear to be metal cages and shackles, though they are not currently in use. Additionally, there are the burned, unrecognizable husks of what appear to be humanoids.

In the ceiling, stretching across the middle of the room, is what appears to be pure fire, held back by a thin "skin" of some unknown substance. The fire contorts and moves as though it were burning something--or lots of somethings. It's very similar to the leyline you saw back in the cavern outside Baldur's Gate. Below that is a dais occupied by a wicked-looking throne fashioned of some sort of bone, with an armored dwarf sitting on it. The dwarf appears to be on fire, as his skin is charred and flames are erupting from his eyes, mouth, shoulders, and every crack in his armor. However, he appears perfectly calm despite this. Standing next to him is a hulking, wet-skinned creature inexplicably out of place in this realm of fire, and nevertheless if you were to compare it to something it looks like an oversized frog-like humanoid. It stares at you with eyes that seem to lack much intelligence, though the dwarf regards you frankly, saying, "Well, well, come in, come in! It be a long way tae tha surface, ye'know. I'm curious as tae how ye got in 'ere."

Dunegoneering for possible knowledge
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>> No. 9236 edit
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The group boards the transport without much more incident. After entering, each of you needs to climb a short, stable metal ladder down a well-lit upwards corridor that leads into the belly of the ship, which is sparsely decorated. Sid indicates that the controls are towards the front of the ship, in a cockpit-like area with a great many magical and mechanical gizmos that are indecipherable at first glance. Towards the back, the ship's center level splits into two levels of sleeping areas with a connecting common area, that is perhaps unexpectedly spacious, and there are two unused rooms that have desks and chairs set up in them. The sleeping areas are individually separated, and though not very big, furbished with comfortable-looking cots and with shelves set into the walls for personal effects (that can be sealed off in case the transport happens to roll or tilt).

Once you've been shown around the ship, Sid makes his way back to the front of the ship and begins to work the controls until the ship begins to back out of the port and head out to open sea. He tells you that you'll be remaining near the surface for most of the journey, and only submerge when you're close to the destination.

In the meantime, you have two days for yourselves.

Brief time to interact or whatever you want, because we're starting a new adventure/dungeon crawl when we reach the area near the leyline. I'll be updating again in a day or two to start this.
>> No. 9238 edit
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Asking a fair number of questions along the way, Torinn watches Sid steer the ship for a couple minutes before heading back to the commons. Anybody else he runs into is informed which room he decided on, and that he needed to store some items away for safekeeping.

When he reaches his quarters, Torinn pulls the bound package out of his bag of holding - half a half-dozen thick books that he'd borrowed from Halvangh's tower and finished reading - and delicately sets it inside. As well as the rest of the books he was lent, save one. Then he seals them up tight, ensuring that, even if something happens, Halvangh's old books should be safe for a while.

Finally, with all of that out of the way, Torinn returns through the commons and settles into a chair with his latest tale. The faded letters on the cover are almost completely illegible, though there is a somewhat preserved woodcut of an eladrin on the cover.

And he begins to read silently.

>> No. 9244 edit
"Traveling is boring, and traveling by sea is doubly so... although, it's a rare chance to remain clean for once. If that fell fool were to attack the city, we wouldn't be made to journey for weeks on end, at least."

Myn wanders over to a cot, attempting to entertain himself during the downtime with his small supply of wine.

>> No. 9246 edit
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New thread!

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