• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Chapter 3: Beyond the Portal

Renna lets out a sad sigh. "I regret my part in what happened here. I am just worried that there will be more bloodshed from those that may have already come through the portal before us. Wren is right; what can we do to restore the peace we broke?"
 
Baird also nods to the Minotaur, "I too am sorry for the pain I inflicted, especially to your companion," What can we do to restore the peace?
 
"Siiri does not take defeats very lightly, but she will be fine as soon as she wishes." The elven woman is the first one to speak, and you can only guess that Siiri might be the name of the harpy. "As for the task - this place's portals lead to many regions, some of them reigned by constant chaos and war. We shall open one so that you may prove yourself to be a worthy ally."

The minotaur statue nods. "You shall bring peace, one way or another - either by negotiating, or by granting the win to one side." He eyes Renna in particular. "You seem to be worried about the orcs - as if your friends at home would not be up for the simplest tasks. So be it: If you succeed, all portals leading to the northern swamps shall be closed, at least for a while - long enough for your kind to restore order."

"Fair enough." The elven druidess points at the door. "The dark caverns deep underneath the eastern mountains; the southern deserts, where the sun never stops to shine; or the western isles, where the tides bring life and death. Which portal shall it be?"
 
Renna tries her best to think; a task that is harder than it sounds for a warrior that has taken more than a few hits to the head in training. "We don't have a ton of supplies for the desert, and in my armor I don't float too well. I would say that we go check out caves. Many of us have these ioun stones with the Continual Light spell on it so we should have enough illumination to bring some light to the darkness. What about the rest of you? Does the caves sound good to you?"
 
Baird clutches his amulet before nodding at Renna's suggestion. "As much as I would enjoy going to the desert for a reason you know well, I agree that the caves are our safest bet. I also do not like the idea of the islands due to all that water and what it might hold. Also, while I may not have any Ioun stones, I can still illuminate my hands with light so I would be prepared as well." He then smiled warmly as he finished.
 
Wren ponders her options for a moment, then slowly nods. "I guess that the caves are ok. Can you give us any idea of what we are walking into there? Like the identity of the people at each others' throats? Might be good to know before just blindly walking in and picking a side."
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Veskassdak simply nods in agreement that the caves seem the best way. "Bessst way sssometimesss is darkessst way. Torch ssstone helpsss make choosssing easssier."
Hearing Wren's concern about those they were about to meet, he added, "When knowsss usss which ssside better isss, othersss fighting againssst ssside we choossse losssesss will. Sscertain of thisss."
 
The elven woman gives you a rather sad smile, then comes a few steps closer. "The cavern it is, then - let me warn you right now, the lighting down there will most likely be the least of your concerns. Some here call it the most chaotic place in the entire world - one where laws do not matter, and magic rules everything. To be more precise: The region is the arena of a civil war, where drow fight each other for little more than the thrill of brutality and power. Warlords and warlocks rise to the top, only to be beaten shortly after. Servants and mercenaries of fallen leaders stray through the tunnels; and darker creatures feed on them. The few names we know likely belong to dead corpses; the "archon", as he calls himself, should have control over the other side of the portal, though only because he poses no threat."

"He's a weakling, certainly not up to his task." The minotaur spits out. "The only recent contact is Zidohil - a druid who is more reasonable than most of his kind. He has been silent for quite a while now; which likely means the worst. If he is still alive against all odds, he'd be your best hope to get more insight."
 
As it seems, that is all there is to say, at least if there are no other, pressing questions. Without saying another word, the elven statue woman raises her staff, knocking onto the floor twice - behind you, the door frame you just stepped through to enter the room changes. Instead of seeing the central room, you suddenly see nothing more than blackness. Undoubtedly another portal, leading to a lightless place. With a rough idea what might await you on the other side - war and chaos, mostly - do you step right through to the other side, or is there something else still on your mind?
 
Having made his decision on their destination, Veskassdak said, "Go usss off," and stepped through the portal. If there was any danger immediately beyond, he was willing to take the brunt before his companions could get hurt.
 
Wren follows Veskassdak, her hands on her blades ready to draw at the first sight of danger. "Wait for me, you big lug."
 
Renna moves forward into the dark, and as she does so, she pulls out her Ioun Stone with its Light spell cast upon it to help illuminate the area. "Let us be on our way. Watch your step, everyone."
 
Following the group, Baird begins to cast Dancing lights but holds once he sees Renna cast her Ioun Stone. "Damn, beat me to the punch Renna." He then begins to step through the portal into the lightless place, but he stops for a moment and turns to the elven woman and speaks in elvish "May the Gold one watch over you miss". Baird then jumps through the portal and is at the ready for anything that might come at them.
 
Last edited:
"May his sacrifice be acknowledged - and may the Harbinger guide your path, dragon." You see a sad smile on the woman's lips right before the tingling feeling of passing through the magical doorway hits you - moments after, you all find yourself on the other side.

Your feet blow up layers of ancient dust as you step onto the marble floor, carefully eyeing your surrounding; though the loun stones offer decent illumination, it is not enough to light the hall you find yourself in in its entirety. Apparently, the now vanished portal spit you out right in the middle of a gigantic room, where dozens of flanking pillars support a ceiling that is way too high to not be shrouded in shadows. They have an archaic, yet elegant look to them - in an unadorned, cold kind of way that likely makes you feel rather uncomfortable. Moreover, impressive cobwebs can be seen everywhere between them - some of the silk strands seem to be as thick as a human's arm, likely woven to support creatures that you really wouldn't want to face. For now, no living being can be seen, though - only a cold silence awaits. Right behind you, large stair treads begin to rise towards what appears to be an altar - even from here, you can see the ancient blood stains on its sides. Those of you who have seen the larger cathedrals of the southern cities likely are reminded of those - though this is certainly a twisted, cruel version that has little in common with the light-flooded buildings of mankind. On the side opposite to those stairs, on the other end of the lengthly hall, you can see a large double door, made of stone - from what you can see, one side is half-open, though no light can be seen on the other side.
 
The sight of the massive cobwebs does nothing to make Renna feel any more at ease. Spiders! I hate spiders, so of course, its giant spiders to torment my nightmares. I will face this test of my courage with an iron will. I shall not bend. Keeping an eye towards the ceiling to ward off any efforts by those nasty crawly things dropping down on their heads from above, Renna slowly walks into the room, looking about for any signs of an exit.
Hit Points: 34
Lay on Hands: x6
Smite Evil: x2

Armor Class: 20 - Armor of Light Fortification
Melee Strike: +7
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
 
As far as you can tell, only the double doors at the end of the hall will allow you to exit.
 
Wren looks about the room with curiosity. "What is this place? I wonder. Well, it would seem that we have only one way out. Let me take a peek at the door before someone tries going out." She wanders over to the door and places her ear against it first, trying to hear if there is anything on the other side that might take offense to them being here. If she doesn't hear anything, she will take some time to examine the door to see if it is locked and possibly trapped.
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Stealth roll coming up

I can hear great. But just don't ask me to spot a trap or move quietly.
 
The closer the rogue gets to the door, the more she can hear an unwelcome sound - the faint, clickering noise of thousands of mandibles somewhere high above you, hidden in the shadows. You can almost feel them glance down at you, eyeing every single steps of yours.

Even from the distance, you can see that the double doors aren't locked - in fact, they are half-open, inviting you to step through. That changes, however, when one of your feet hits something thin and sticky - a single strand of spider silk that somehow avoided your attention. It's not enough to let you trip, and yet the damage is done. You can almost feel like the simple movement makes its way further up through other parts of the web, quickly reaching the areas hidden away from your eyes. The faint noises explode in a hissing, thundering uproar, you can hear hundreds of legs move in unison. For just a split-second, you can see a dark-clothed shadow on the other side of the door, before it gets slammed shut - then, hundreds of spiders are suddenly all over you.

Initiative rolls, please.
 
Initiative roll
Hit Points: 32
Melee Strike: +4 (+8 with lightweight weapons)
Ranged Strike: +8
Initiative: +6

Armor Class: 20 +1 vs Trap Attacks
Fort Save: +3
Reflex Save: +9 +1 vs Traps
Will Save: +3
Perception: +13 (+15 to Locate Traps)
Stealth: +12
 
Initiative roll - I knew it would be spiders.
Hit Points: 34
Lay on Hands: x6
Smite Evil: x2

Armor Class: 20 - Armor of Light Fortification
Melee Strike: +7
CMD 17
Fort Save: +9
Reflex Save: +6
Will Save: +9
Perception: -2
Initiative: +2
 
While Wren already advanced towards the door, the others are still in the midst of the hall. As eight-legged bodies hectically climb down the pillars on either side, you have little time to decide on how you wish to oppose them. Do you wish to follow Wren, trying to get closer to the doors - or would you rather gather to fight your way towards the altar, moving up the stairs?

22 Wren
22 Renna
11 Spiders!
10 Baird
7 Veskassdak
3 Spiders!!
1 Spiders!!!

Sherwood Sherwood is first.
 
Last edited:

Users who are viewing this thread

Back
Top