21 - Revelations, Royal Drama and Regicide
Previous session: 20 - New friends, new troubles
Loyal reappears and we run down a quick summary so he's able to follow what's happening, and he passes the Otterish rite, to be able to speak to the Domefolk too.
Sir Tonq will follow us in our quest, and be the liaison and presents us on the behalf to facilitate the discussions, but won't engage in combat as he's still recovering from the White Dragon attack.
Before our next move, our current options are the following:
Looking for The Platypus seems the most optimal, then checking the Ducks would be the next optimal backup move as they don't take a side, which seems strange with that war context.
The party is unanimous to search for The Platypus.
Sir Tonq leads us to where the shrine for The Platypus should be.
[Perception - Pass ✔] There's a trail that glitters with different colors. Nesvalyn senses that the energy here is weird.
[Insight] The energy feels familiar to Nesvalyn.
We finally approach a part where the forest is more overgrown.
[Survival - Pass ✔] We find the shrine pretty easily.
A moss covered shrine shaped like a little hut, with a kneeling stone in front of it, and from its state, it looks like it wasn't visited for a while.
The structure is 4ft tall.
[Investigation - Pass ✔] One of the kneeling rock has the grass around stomped down on one side, with the same shape as the stone.
Reylynn tries to move the stone.
[STR Check - Fail ❌] She doesn't manage to move it.
[STR Check - Pass ✔] Balnorin manages to move it.
A 3ft circular hole is revealed, that goes deep down down.
Sir Tonq is getting nearby, shaking, then backs away.
Persy tries to get into it until his shoulders, and gets stuck, as there's nothing below it. After a while, Persy is about to react that nothing happens, and at this moment, he is sucked in the hole.
And on these words, Loyal jumps in and is sucked in.
Willum follows close by.
Balnorin gets in without second thoughts.
We're travelling at high speed within this tube, see a few crystals through that glass tube, to finally arrive into a big cavern. We notice a light glass around us, as we're individually in a tube. In front of us, we see a huge crystal formation.
That familiar feeling of Nesvalyn intensifies.
After 90 seconds, each party member drop one after the other, where we all drop 5ft down inside a pool harmlessly, but all wet now.
On that, we decide to climb out this small pool and start to dry ourselves.
The chamber suddenly lights up in leaving us in a radiant blindness. Across the room, we notice a big looming Platypus shaped shadow. Then a booming voice resonates within the walls.
The lightning softens to a more comfy light, revealing a cosy bedroom for a platypus.
We see the shadow shrinking more and more from this wall, and coming out from a hidden wall, a 4ft Platypus, pulling and dressing with a white lab coat.
We make our way to the lab.
We cannot really proceed what we're seeing, and it's the first time we're confronted to this... technology? Magic?
The Platypus stops in front of this strange cocoon, then turns to the group.
[INT Check - Fail ❌] Persy doesn't understand the rest of the words nor has a glimpse of what he's been explained.
After seeing Persy confusion, The Platypus sighs.
Persy goes first. Some lights are going over him, then a green light flashes, and we hear a sound which seems to indicate a good news?
Willum, Loyal and Reylynn gets identified next without hesitating.
They all come back clean, with that green approbation after that "analysis".
Balnorin, who was waiting to see how it goes, accepts to do it, and also has the green approbation from the thing.
Finally, remains Nesvalyn, a bit concerned with that.
On these words, all the group members step back a bit and pulls out their shields, somehow preparing to the worse.
Nesvalyn is lying down, without really a choice, and trusting his team.
The scanner does that same thing as the rest of group, until a blue transparent screen appear in front of The Platypus, emitting a different sound and a different color than the rest of the party.
The Platypus goes away and lead us out to the room, where we notice seats that weren't the before. The group is asked to sit in front of The Platypus, where five seats are present, and one seat next to him, for Nesvalyn.
The Platypus pauses a bit, and looks Nesvalyn into the eyes.
✒Journal entry added: The Minero Morphosis virus
They're pulling what seems to be a strange tablet device and record what I'm going to say, I would recognize this no matter what, being what I've been doing so far with our adventures.
While we were speaking, The Platypus seemed to do strange things on his side, when after a while they speak up.
He displays Reylynn's scan from this strange tablet, where we can read "Species: Fey kin".
[WIS Save] Only Balnorin and Persy seem to see what this entity is, as the rest sworn they saw their true form, but perhaps we forgot or never saw it actually, could be our imagination.
Persy literally drops his jaw. Willum picks it up then gives it back to Persy, and after placing it back and thanking Willum:
The Platypus looks at Nesvalyn, reminding he's infected as well.
The Platypus seems annoyed that we're trying to change their mind and asking the same questions again. At this point, we'll have to decide what we have to do. The choice is pretty clear, we interfere with that "Simple creatures business" as they state, or we just leave, pretending this never happened and resuming our journey.
Persy keeps arguing a bit that we should help them.
Willum says it's not much point to do that, but he will still help if we decide to interfere.
After a bit, Nesvalyn speaks up again to learn more:
✒Personal quest added: ✔ Searching for a cure (Nesvalyn)
Before leaving, Persy tries to catch something from the lab, which fails.
[WIS Save - Fail ❌] Persy stops doing what he was doing.
Upon finishing their sentence, these similar tubes we were when getting in appear, and they pulls out the team. After a really fast travel, we're spit into big swampy waters, being into wet marshlands. In front of us, we notice a giant gate made like a big bird nest. We see a little village, the Duck Duchy. After a while, we hear a "Ta ta", with Sir Tonq arriving.
We hesitated too much before answering and Sir Tonq took the lead.
Once getting in, we discover the Duckfolks being slightly bigger than their animal counterpart. Most of them are unarmed, nicely dressed, but also loud and fancy. The armed ducks wear javelins and helmets.
We head directly towards the Duchess Platyri. Once at the palace, we ask for an audience, and we wait for a while.
Some butler greets us, and presents us:
We notice a duck with a long feathery hair, wearing a proper tiara on her forehand, and really nicely dressed.
Sir Tonq explains the situation, then let us speak.
[Persuasion - Pass ✔] Duchess Platyri reflects on this idea.
She picked a scroll and started to write her terms, then presents us a sealed scroll.
Sir Tonq blushes and looks away, not wanting to answer.
[Insight - Pass ✔] She's really being awry, it really seems a normal piece of paper with a wax seal.
Nesvalyn picks the letter, and we leave the court and the village. He asks Persy to check if the letter is magic, as he may fear that it's warden with a curse or something else, in the idea of "An eye for an eye."
[Detect Magic] The letter is not magic.
As we determined it was really just a simple missive, we're heading to the Cat kingdom. After how it went, Nesvalyn also suggests that we play a bit more by the etiquette, as any nobility works in a different way.
After walking for a bit, we arrive at the Cats' village.
We get announced the same way, except they're much more excited and interested (in a more sensual way).
Most of the cats we met are more armored than the Ducks, equipped with crossbows and leather armors.
We're heading to Lady Felisia directly.
Upon arriving in the palace, it smells heavily of burned catnip. Sheer fabrics are present everywhere, where we can notice some claw marks, but not enough to have it destroyed. A small band is playing some music.
When getting deeper in the room, we see the fattest cat we have ever seen, dressed in a big royal clothes, appearing to take a catnap. One of the intendent clears their throat to wake her.
Lady Felisia wakes up and sits up, revealing she's 6ft tall and would weight 400lbs from what we gauge.
She gives a sniff to us, gauging us back.
She gives a sinister look when she mentioned having some fun.
Nesvalyn presents the missive, and she is trying to reach it, and even with Nesvalyn trying subtly to help her reaching it, finally a butler takes the letter and gives it to her.
She opens it, and starts reading it, commenting what she's been reading.
As we sense the bloodthirst of Lady Felisia along not being able to make further progress, we decide to leave.
We hear in the distance, her calling a servant.
Once outside Lady Felisia's palace, Persy raises a question.
After some travelling, we're hitting midday, and the Beavers' city appears in our sight.
Sir Tonq goes backwards and hides, waiting there for our return.
Before going, Nesvalyn asks a favor to the party:
We're getting to the gate, and we're asking to see Longtooth the Eldest. They open the gate, and we're escorted by two full plate armors.
We navigate through dark tunnels and rooms until we reach the biggest leader's room we've seen in The Dome.
Sitting in a rocking chair, we notice an elder beaver with two long teeth passing down his chin. His brows are greyed out.
The knights announce us.
The elder figure keeps going rocking.
Upon this revelation, he started to ramble about his past, and no one wants to hear the wisdom of the eldest. Each party member leaves silently, until Nesvalyn realizes that the party left, bid goodbye and we're all heading towards the Capybaras.
After a walk in the swamps, we see mud huts, and we're also seeing stone huts, seeing stone being used for buildings for the first time in The Dome.
Sir Tonq once again retreats, leaving us between ourselves. We're quickly discussing on which angle to discuss with that Lord Mistophus. Once we have a general idea on how to deal with the discussion, we decide to head towards this settlement.
We're approaching the gates... getting closer to the gates... being near the gates... and nothing happened. A big brown nose pokes out.
[Persuasion - Pass ✔] The guard seems to believe us.
The gates open and there's a bataillon of 6 Capybaras greeting us.
They all wear intricate full plate armor, without anyone struggling to wear it. Along this strange armor, we notice these shining metal swords mentioned by previous leaders.
Upon progressing, we notice that village contains mostly mud huts, along a surprising amount of forges, all creating a bunch of these interictally carved metals pieces. We're led to a bigger mud hut. As we're heading in, there's a total of 10 guards wearing this heavy "good" gear in the room.
Sitting in the middle of the room on a metal throne, a very old large Capybara, who looks sickly, but also pretty overgrown, as he's about 11ft tall. He inched towards us.
[Divine Sense] Willum is feeling fiendish energy all around, like the area has been tainted, but there's no fiendish presence at the moment.
We're turning to leave, and we're stopped as the two guards guarding the entrance cross their spears.
The guards' armors and weapons are glowing red, we'll have to fight our way out.
Once he's dead, we hear a woman voice from behind us.
We see a woman with a hellish red skin, with an armor and weapons made in a dark alliage, while wrapped in chains, along two horns.
[Nature - Pass ✔] Reylynn has dripples coming from her neck, as it's not from Wundera. We're currently engaged with a devil, who are more lawful and following rules, compared to Demons, more chaotic and blood thirsty.
Next session: 22 - Dome & Devil