Xin's group((Asked Dev in IRC if crates disappear during the night after being opened. He said yes.))
Start heading back towards the others. Next night, open a crate, then camp on top of it. Try to remain vigilant for danger, and leap off upon awakening.
Gnwbimbar scouts out the area by standing on the tallest crate (or stack of crates) that is neaby to see if there is anything interesting visible in the distance.
And also watches this happen during the night (again from on top of a tall crate/stack)
Xin opens a crate, reseals it loosely, and camps out on top of it. The gnome picks a different crate, and with a boost from Xin, climbs on top of it to watch the undead creature during the night.
There is the usual blast of wind, but the resealed crate isn't disturbed during the night. There is one difference, though. After the large blast of wind, there is another, much smaller breeze in the reverse direction, about ten minutes after the main blow ends.
Gnwbimbar can't see anything, although.. if it wasn't so dark, maybe the gnome would see something?
In any case, the two of you make way back towards the main group, as they approach the strange lights. You get close enough to make out that the wall is full of crates, while being just high enough to see inside the described square. If something really bad happens, you should be able to see that, while still being far enough to hopefully avoid any hypothetical blast.
Main GroupMain Group
"How delightful! Let's see what's inside!"
Try to squeeze in. If it's too tight, start piling up crates into a staircase.
(5)
Noodles is unable to squeeze through the tight gap. Stairs it is, then, as noodles moves several smaller and medium-sized crates around to make a staircase. He then climbs up, tentacles smoothly flowing over each other, until he's on top of the crate wall.
Try to climb up the crate wall.
With Noodle's staircase, there's no difficulty in climbing up and joining the squid-thing.
"Okay..."
Use gavity magic to make myself lightweight, then hop up atop of the wall.
Climbing would be easy with the staircase. Well, not totally easy, given the crates mean big stairs, but..
..something could happen. You're close to something that's active, so maybe it'd be a good idea to improve mobility.
(10+2) You channel magic, and this time the spell goes off properly. You're lightweight enough to jump up in a single bound.
Inside the marked square, all is flat, like the area has been smoothed out by giant rollers. The gray area in the middle is an expanse of concrete.. and at this close, it seems like it might be slightly elevated, by about two or three feet over the rest of the ground. Inside the square area there are four structures, strange rectangular things of about eighteen or twenty feet in height and about two hundred feet long, larger than the largest crates you've seen, but not dramatically so. Each of these are at different facings, all facing between northwest and northeast. The one facing most northeast can be seen inside, or at least, seen well enough inside to reveal that it the interior is hollow, shaded from the sun and too dark to make out details.
Each structure seems to be at one end of an inscribed circle, with the solid far wall near the edge, and the open end just past the center. Each circle runs all the way around its building.
In addition to this, there are at least six wide ramps outside the four circles, leading down into the concrete. There are probably more on the further sides, but you can't make them out from this angle.
As you are watching it for a few minutes, trying to make out more details, a noise starts. In the gray area, a square shape becomes visible, as a large square section of concrete begins lowering into the earth. This makes a soft rumbling. Audible, but not as loud as you'd expect for an elevator hundreds of feet square.
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Active Gravity buff, lightweight. (+3 to jumping and climbing. Automatic success on some tasks.)
Wounds: 0/3
Defenses: 7/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 10/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently jokes and storytelling.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards.)
Wounds: 0/3
Defenses: 8/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Talents: Berzerker, (+1 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 9/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 1/4 (No combat effects at this time.) 4 difficulty wound, +2 for medical care.
Defenses 7/7
Weapons: Trident, +1 to combat.
You have three mules with you acting as pack animals. As long as they are alive and present, there is no need to worry about food and water.
-Lizardman's Greataxe
Usable by Xin and Terinas. Not a stabbing weapon, unfortunately.