Trials, Tribulation, and Treasure

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Jackalwere

Psybermagi

Sep 29, 2023 1:14 pm
Jackalwere
The creature gives you a pained and confused expression Why would I have a name? I aint not people and it sounds almost offended.

As you tend your wounds you get a bit better of an idea of the jackalwere, though it still insists there is a burial mound it is not otherwise friendly. Though intelligent the creature has a simple and animalistic view of the world. Hunter, Prey, and the Strong. You are now obvivously part of the Strong and get the impression that till not it had though it was and is not happy with the loss of its' positiopn.

By time you feel well enough to move on, having bandaged yourselves up, eaten a meal, and taken a nice nap, the day has moved on. The jackalwere indicates it will take about the rest of the sunlight to get to the mound. Most of it's wounds have recovered though it ctill limps and hobbles as it walks. Any offer of aid evokes a snarl as it snaps Aint dead yet so no need to drag me anywhere. Walking with the jackalwere bound you head a further west and a bit south.
Just as the sun touches the western horizon you come into sight of yoru objective. The creature points with its muzzle IT it over there then lifts its head and emits a long loud howl.
Sep 29, 2023 4:32 pm
Rhidon attacks the jackalwere in an attempt to stop the howling, going for some sort of hold that would make it difficult to make noise.

Then, looking to Barley with fear in his eyes, thinks in his head: It's a trap! We need to get out of here.

Rolls

Place jackalwere in hold - (2d6)

(14) = 5

Jackalwere

Psybermagi

Sep 29, 2023 5:16 pm
Jackalwere
the tired up beast is easily grabbed and you clamp it's mouth. It didn't resist but mutters through your hand To late. They are warned. and it chuckles a bit they will take the cubs and flee. You are too slow on your two legs and it snarls at you viciously. I say truth and act true. Do you? it questions with a flare of defiance, though great still can be seen at the bank if it's eyes.
Sep 30, 2023 11:05 am
Barley flicks his fingers producing a small flame. Rhidon, I think he's telling the truth. Before we let him go, let me scan the area for the other's minds

"If you speak false, your life is forfeit"

Barley reaches out with his abilities to detect the packs minds.
OOC:
There isn't any chance Spiritual allowed Barley to understand that howl is there?

It doesn't look like it's a passive ability, so I don't know if it's to late to use it or not to understand the howl.

Anyways, I'd like to detect minds to see if the pack has retreated.
Last edited September 30, 2023 11:06 am

Rolls

Psychic - detect minds - (2d6)

(41) = 5

Sep 30, 2023 8:41 pm
OOC:
spirituality allows you to understand other communication in they want you to, so no it doesn't help with that
Barley sends his sends out and brushes a couple minds fleeing in the distance. At the edge of his range. No other sapient life is nearby though there are other lesser minds
Sep 30, 2023 9:25 pm
OOC:
I'm a little confused, just to confirm is this burial mound the tomb he mentioned him and his pack found earlier? And he's suggested to us there's treasure within, and just signaled his pack to flee the area basically?
Rhidon looks around the area cautiously. He doesn't trust the jackalwere at all and wants to ensure there's no ambush.

Rolls

Spot any creatures headed this way - (2d6)

(34) = 7

Sep 30, 2023 10:18 pm
OOC:
yes.
Jackalwere
The jackalwere is very compliant as if a great weight has been lifted but watches you expectantly as he guides you up the hill. A small thicket hides a rock crevice that opens into a set of stairs that wind down. The crevice stays open to the sky letting light but the odd twists and turns of crack in the hill make you guess that from above it is almost invisible everywhere but the entrance. After a minute or two your descent ends at a large stone archway cut into the stone. Beyond the archways you see a dimly lit chamber of polished dark stone.
There is the tomb. My pack has left. Let me go now as you said and he stares at you as if daring you to .... keep or break your promise? Either way he refuses to enter the room though the dirt on the ground clearly shows similar paw prints entering and leaving the room recently.
Oct 1, 2023 11:18 am
Rhidon, I was able to reach the pack. They have retreated. He wasn't lying.We should let him go, but it's your choice.

Barley closes his hand, putting out the flame and appraises the Jackalwere with a long look.
Oct 1, 2023 8:46 pm
Rhidon looks at the beast, somewhat embarrassed he assumed it was an ambush, and lets go of him. Be gone and think twice before attacking prey that is minding its own business.

He takes out his lantern, pointing it past the archway for a better look, focusing on any symbols in the room within.
OOC:
Rhidon wants to check and see if he's seen any symbols or markings in the room before, hoping to get an idea of who may have built the tomb.

Rolls

Inspect tomb entrance with lantern - (2d6)

(23) = 5

Oct 2, 2023 1:07 pm
The jackalwere takes off, glancing back after rounding the closest corner, and you hear the echoes of its steps fade as it hurries away.

Truning to the archway and to gloom beyond. The runes carved into the stone looke familiar but many of the runes are slightly different while others are totally unfamiliar. From what you can gather it tells that this is the final resting place of some kind of noble and those in his srvice who choose to join his rest upon their own death. It then goes on to descibe their deeds in life. The main large chamber has scraps of grass, brush , and other small signs of life from it former inhabitants. The floor is cut smooth but not polished. The walls are covered in runes telling the stories of those within with a few images caved as well depicting significan scenes. The ceiling is covered with polished tiles that gleam in the lanternlight. Two archways lead left and right and at the far end of the main chamber is a set of heavy double doors that are closed.

Entering the chamber you find there sre stories of 12 companions, onlly 9 of whom are laid within. The Noble was a great warrior and he was accompanied by a priestess, who becam his wife, a wizard, bard, three scouts, a druid, a warlock, a mighty barbarian, a pair of mistics, a sorcerer, and a knight. The knight, druid, and warlock are not lain withing. The stories of each is quite long and the workmanship indicates they had acumulated enough wealth to ensure the creaftmen that built this place for their final rest were of the best quality.

Around the heavy double doors is a message in much simpler script informing you that the heros of the past ages have lain out their treasures for those bold enough in the future. Entering these doors will take you into a maze of chalanges that will lead you to some of the tools they usd in their adventures. It explains there are 9 paths within. Each set for a single challenger who can take a reward if they pass the trials.
Take but one item each and use it well for the People. Do not pass the second door to our final rest or face our wrath.
Oct 2, 2023 4:39 pm
"Well this is exciting. Look at this Rune work! A Mysterious door, promise of boons..."Barley says trailing off a far away look in his eyes.

Then turning he exclaims, "What do you say, Rhidon, care to brave the maze? I myself am interested in the Bardic path. Imagine the stories! But first, we should check the door for traps."

Rolls

check heavy doors for traps - (2d6)

(44) = 8

Oct 2, 2023 5:44 pm
The door has a simple mechanism. Push to enter and it automatically seals afterwards. There seems to be some sort of gears and from the runes your assume it is too make the door over way and open open at most for 1 minute.

Reading further details your determine that they difficulty of the challenges increases with the number of people where enter at one time
OOC:
you guys can work together or split for a short solo side quest each
Oct 2, 2023 8:04 pm
Looking over the stories, Rhidon tries to remember if he has heard any legends of their exploits, and if so what equipment may have come into play.
OOC:
Using the Item Lore to try and see if Rhidon has additional insight into what sort of items may lie down some of these paths.
"Our true adventure begins Barley!", Rhidon says while patting him on the back. "Reading this further, it looks like the trials are easier to overcome if we go separate ways... it would also allow us to see more than one pathway, perhaps learn of different exploits."
OOC:
I'm leaning towards the solo side quest, I think it would be interesting to check out more than one path and it feels like we get one run through.

Rolls

Item Lore: Has Rhidon heard of any of these items or their heros - (3d6)

(314) = 8

Oct 2, 2023 9:25 pm
"I agree! Let's go our separate ways and meet once we've grasped the spoils. I call Bard!" Barley says.
OOC:
Side quest works for me! I like your idea. we can cover more ground.
Oct 4, 2023 12:34 am
OOC:

Can reach out you pick one of the items below? It is the path you will pick in the trials. This will let me focus on creating content for your choice
sword | shield | ax | robe | belt | cloak | boots | dagger | wand | pipes | ring | gauntlets | pendant | rod
Oct 4, 2023 12:55 am
OOC:
I'll go with boots
Oct 4, 2023 10:07 am
OOC:
I'll go with pipes.
Last edited October 4, 2023 10:08 am
Oct 4, 2023 12:33 pm
You prepare for the trials and take turns pushing on the doors to enter beyond.
Rhidon's Trials
Barley's Trials
Oct 31, 2023 1:15 am
Vaun Kaiser and the Trials of the Nine

You push open the heavy double doors to reveal a rough cavern beyond with nine passageways. In front of each hovers a dimly glowing object. Stepping further into get a better look the doors behind you close, sealing you in.

In front of you the items glow brighter revealing themselves to be sword, shield, ax, robe, belt, cloak, boots, dagger, wand, pipes, ring, gauntlets, pendant, and rod. Silence settles over the cave as you look around, examining the area. With nothing else to act upon you choose one of the paths and set off down the tunnels passage.
OOC:
@Stalker05 , Vaun must pick one of the Items listed : sword | shield | ax | robe | belt | cloak | boots | dagger | wand | pipes | ring | gauntlets | pendant | rod

I will have you go into the trials and will merge your story with the other two who are on their own trials there to get you all finished together.
Oct 31, 2023 2:09 pm
Vaun felt bad leaving Garret outside. He said out loud, "I will definitely come out within three days, so wait for me, my good friend." Once the door closed, he wondered whether he would survive alone for three days with no one to aid him. In his travels, he has been relying on Garret, and his company is greatly missed now. He sighed but looked ahead at the glowing items.

Vaun watched all the items curiously, wondering what power each might hold. After pondering for some time, he went to reach for the wand but then retraced his hands back. He thought for a while, eyeing the rod, the ring, and the pendant. If I am alone here and I get attacked, I need something to defend myself. I don't know if I can ever cast a magical spell; I am not so well versed in the arcane arts. He then eyed the dagger and nodded. This was very close to the scalpel he always used. Maybe the dagger will be the best one. Good for attacking as well as, when necessary, will help him in his medical skills too. He reached out and grabbed the hilt of the dagger, waiting to see what happened.
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