1
Off-Topic / Re: Campaign #1 - Somewhere on the Sword Coast
« Last post by Joy on Yesterday at 08:43:34 pm »Before Yulya can come to her senses, she's already descended the steps into the southern area.
W13: Starry Cavern
The ceiling extends upward in this large cavern and is dotted with more glow worms and more slime-covered glittering minerals hanging from the ceiling catch any light and reflect it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor. The walls appear to be burned, and bits of dark obsidian cover certain spots. You recognize the burns to be similar to the odd rock with the hole in it you found earlier; the stone itself was heated to the point of melting and cooled quickly, forming obsidian. "Beam holes" in some spots extend a hand's width deep. It would be fair to say that standing in the way of whatever made that would be unwise.
The cavern is divided by an escarpment, onto which ladders lean.
The structural damage and the human and orcish skeletal remains in this area are evidence of a destructive spell battle of unimaginable power, fought here long ago when the orcs and wizards stormed the mines. Bits of petrified leather and steel bobs lay among them, the remnants of their equipment untouched other than by time and the occasional rockfall.
Amid the dust of the cavern, the skeletons are thankfully all broken, inanimate, and pose no danger. The minerals in the ceiling are pretty, not all of them the same aqua crystals, but they are beyond your reach for now.
[Arcana vs DC15 1d20+5=20][Perception=1d20+5=22]
Both Yulya and Ashley can sense a subtle aura of magic in this cavern. The aura becomes stronger as one ventures further south to the lowest area (W14).
W14: Wizards' Last Rest
This lower area has been recently disturbed by rockfall and reveals fresh corpses of bandits; they look like they lost horribly. Some have burn marks reminiscent of the stones, appendages are cut clean off and cauterized. some have the look of horror frozen on their lifeless faces. They're still wearing their armor equipment and brooches, 7 in all; whoever killed them took nothing and left them where they fell. Even a sword seems to have been cut clean in half by some magical means, the metal pooled on the end as if melted by extreme heat, hotter than the hottest known forge. The air is still and stale with the scent of fresh kill not more than a day old. You sense no traps or signs of life.
The southernmost end of this room is another deep drift or natural cave.

On the furthest southwestern wall next to the drift, there is a very old metallic structure, made of that same dwarven metal, built to survive anything—well, almost anything. There are remnants of what was once a very sturdy metal seal here; it looks like it was recently opened, and by the looks of it, with literal barrels of explosives, enough to make even Alice blush. The metal hinges are partially melted from the blast. A deep black tunnel remains, too black to be natural. To the southeast of that is a wooden platform with stairs leading down. The stone that once separated the drift from the other side has recently fallen away, revealing a fresh rock surface, likely from the blast.
Ashley refreshes her Truesight and she describes what she sees in the magical darkness.
"Dust, ash, walls blackened by fire, and heaps of debris beneath a sagging ceiling—yeah, this room was damaged by a destructive blast. I can see remains of furnishings—tables, chairs, bookshelves, and beds—are charred; this was some kind of living quarters. Wait a minute..." Just on the edge of darkness, a scorched iron chest stands proud and blasted open. Glowstone light piercing the darkness shows glints of gold and the tell-tale hue of Mythril--a lot of it. A rope, ladder, or other means could be used to reach the chest.

[Interactions Required]

W13: Starry Cavern
The ceiling extends upward in this large cavern and is dotted with more glow worms and more slime-covered glittering minerals hanging from the ceiling catch any light and reflect it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris—are scattered across the floor. The walls appear to be burned, and bits of dark obsidian cover certain spots. You recognize the burns to be similar to the odd rock with the hole in it you found earlier; the stone itself was heated to the point of melting and cooled quickly, forming obsidian. "Beam holes" in some spots extend a hand's width deep. It would be fair to say that standing in the way of whatever made that would be unwise.
The cavern is divided by an escarpment, onto which ladders lean.
The structural damage and the human and orcish skeletal remains in this area are evidence of a destructive spell battle of unimaginable power, fought here long ago when the orcs and wizards stormed the mines. Bits of petrified leather and steel bobs lay among them, the remnants of their equipment untouched other than by time and the occasional rockfall.
Amid the dust of the cavern, the skeletons are thankfully all broken, inanimate, and pose no danger. The minerals in the ceiling are pretty, not all of them the same aqua crystals, but they are beyond your reach for now.
[Arcana vs DC15 1d20+5=20][Perception=1d20+5=22]
Both Yulya and Ashley can sense a subtle aura of magic in this cavern. The aura becomes stronger as one ventures further south to the lowest area (W14).
W14: Wizards' Last Rest
This lower area has been recently disturbed by rockfall and reveals fresh corpses of bandits; they look like they lost horribly. Some have burn marks reminiscent of the stones, appendages are cut clean off and cauterized. some have the look of horror frozen on their lifeless faces. They're still wearing their armor equipment and brooches, 7 in all; whoever killed them took nothing and left them where they fell. Even a sword seems to have been cut clean in half by some magical means, the metal pooled on the end as if melted by extreme heat, hotter than the hottest known forge. The air is still and stale with the scent of fresh kill not more than a day old. You sense no traps or signs of life.
The southernmost end of this room is another deep drift or natural cave.

On the furthest southwestern wall next to the drift, there is a very old metallic structure, made of that same dwarven metal, built to survive anything—well, almost anything. There are remnants of what was once a very sturdy metal seal here; it looks like it was recently opened, and by the looks of it, with literal barrels of explosives, enough to make even Alice blush. The metal hinges are partially melted from the blast. A deep black tunnel remains, too black to be natural. To the southeast of that is a wooden platform with stairs leading down. The stone that once separated the drift from the other side has recently fallen away, revealing a fresh rock surface, likely from the blast.
Ashley refreshes her Truesight and she describes what she sees in the magical darkness.
"Dust, ash, walls blackened by fire, and heaps of debris beneath a sagging ceiling—yeah, this room was damaged by a destructive blast. I can see remains of furnishings—tables, chairs, bookshelves, and beds—are charred; this was some kind of living quarters. Wait a minute..." Just on the edge of darkness, a scorched iron chest stands proud and blasted open. Glowstone light piercing the darkness shows glints of gold and the tell-tale hue of Mythril--a lot of it. A rope, ladder, or other means could be used to reach the chest.

[Interactions Required]

Recent Posts



