Post by Andy on Sept 26, 2008 1:25:10 GMT -5
To launch the attack against Madromo, you are all gathered by Jasmine and/or Kephalonia and convinced to join the effort. See Kephalonia's description for her and Gallows' general appearance in the Character Bios section.) Kepalonia is the ride, as several times a day she creates portals that take you from Greyhawk to Klarr in a few steps.
Once in Klarr, her clothes morph from a typical noblewoman's dress to a more country oriented outfit, more woodsy in color and less formal. She greets the common people in town by name, asking how the latest pie recipe went, and how the gooseberries are this year. A number of children run up to her and greet her, ask her how long she's going to be in town, and a number of other questions. She smiles at all of them and asks them how their fall is going as well.
Martello the hobbit druid in town just about flips her off when she shows up, and makes himself scarce, while she also gets a disapproving humph from the hobbit sherif, Dor.
While in town, she recommends the adventurers stay at the Displacer Inn, Jasmine's establishment. However, while preparing for the strike, she invites you to her house on the edge of town.
Kephalonia's house is a compact two-story whitewashed timber building with a covered porch across the front, held up by somewhat out of place ionic columns. A crooked stone path leads through a very eclectic and somewhat unruly garden with everything from oleander to willow trees, belladonna, mandrake, mint, hemlock, roses, jasmine and more. At the gate, there is a pole with what appears to be a three-faced head mounted on top looking up and down the road as well as right at you as you enter.
Most of the lower floor of the house consists of a large comfortable family room with a large table and many chairs as well as a large kitchen which Kephalonia commands like a slightly benevolent admiral, producing tea, pot pies, and other snacks while a couple of local young girls help her out. In the kitchen window stands a single potted black blossom that Dada recognizes.
When planning is complete, and the party is ready to attack, she leads you down a long wooden staircase in the back of the room that starts with a baby gate and goes many feet down into the earth. A few of you notice pressure plates that give off an ominous 'click' under your feet, but nothing bad seems to happen. At the bottom of the staircase, there is a door that she unlocks. That leads to a 30' hallway that makes a right turn to a long hallway that disappears off into the darkness. Lighting is by gloomy lanterns that are set directly into the earthen walls.
What's also interesting is that while there are a few areas that are shored and planked, the hallway is more vagely circular as if cut directly from the earth rather than dug, and the floor is more like stepping stones rather than something paved.
A short distance down the long hallway, she opens a door on the right and leads you down another short hallway into a large circular room. This room seems to be the typical witch lair, large witchy candles in stands, cryptically labled bottles on twisted little shelves, and the smooth wooden planked floor has drawn a number of different sigils, symbols and pentagrams. The walls are covered in either heavy drawn curtains or odd pieces of art. At one side is a large stone table, at another, a small table with a stand holding a crystal ball, and in the middle of the floor are drawn two lines exactly ten feet apart.
It is here that she instructs everyone to line up, and the hireling wizard to wait while she consults her Crystal Ball looking for our old foe Madromo...
Once in Klarr, her clothes morph from a typical noblewoman's dress to a more country oriented outfit, more woodsy in color and less formal. She greets the common people in town by name, asking how the latest pie recipe went, and how the gooseberries are this year. A number of children run up to her and greet her, ask her how long she's going to be in town, and a number of other questions. She smiles at all of them and asks them how their fall is going as well.
Martello the hobbit druid in town just about flips her off when she shows up, and makes himself scarce, while she also gets a disapproving humph from the hobbit sherif, Dor.
While in town, she recommends the adventurers stay at the Displacer Inn, Jasmine's establishment. However, while preparing for the strike, she invites you to her house on the edge of town.
Kephalonia's house is a compact two-story whitewashed timber building with a covered porch across the front, held up by somewhat out of place ionic columns. A crooked stone path leads through a very eclectic and somewhat unruly garden with everything from oleander to willow trees, belladonna, mandrake, mint, hemlock, roses, jasmine and more. At the gate, there is a pole with what appears to be a three-faced head mounted on top looking up and down the road as well as right at you as you enter.
Most of the lower floor of the house consists of a large comfortable family room with a large table and many chairs as well as a large kitchen which Kephalonia commands like a slightly benevolent admiral, producing tea, pot pies, and other snacks while a couple of local young girls help her out. In the kitchen window stands a single potted black blossom that Dada recognizes.
When planning is complete, and the party is ready to attack, she leads you down a long wooden staircase in the back of the room that starts with a baby gate and goes many feet down into the earth. A few of you notice pressure plates that give off an ominous 'click' under your feet, but nothing bad seems to happen. At the bottom of the staircase, there is a door that she unlocks. That leads to a 30' hallway that makes a right turn to a long hallway that disappears off into the darkness. Lighting is by gloomy lanterns that are set directly into the earthen walls.
What's also interesting is that while there are a few areas that are shored and planked, the hallway is more vagely circular as if cut directly from the earth rather than dug, and the floor is more like stepping stones rather than something paved.
A short distance down the long hallway, she opens a door on the right and leads you down another short hallway into a large circular room. This room seems to be the typical witch lair, large witchy candles in stands, cryptically labled bottles on twisted little shelves, and the smooth wooden planked floor has drawn a number of different sigils, symbols and pentagrams. The walls are covered in either heavy drawn curtains or odd pieces of art. At one side is a large stone table, at another, a small table with a stand holding a crystal ball, and in the middle of the floor are drawn two lines exactly ten feet apart.
It is here that she instructs everyone to line up, and the hireling wizard to wait while she consults her Crystal Ball looking for our old foe Madromo...