(Another set of notes on the session!)
The Journey to ‘En Ta Tra Ta Shan’
Travelling Companions:
Bran – Human Fighter – 5’ 10” – spends a lot of time in the Inn
Kallista – Hexblade Warlock – 5’ 11” – 27 yrs old – Explorer (has been mapping the areas around valley)
Torvar – High Elf Druid – Wanders around valley
Briar – Cleric – Healer who works in the village temple.
Sariel (Sai) – Wood Elf Ranger - from the Feygrove. Author of this journal...
Leaving Home
Together we made our way south from the village, following the river through the mountains towards the Falls. About 500 foot from the falls, beneath an outcrop of rock that until recently had been smothered in a dense mass of thorny bushes was a newly exposed tunnel. The after clearing the way dwarves had followed the tunnel down, finding that it connected with an abandoned part of their mines which eventually lead to down to the bottom of the cliffs. We carefully picked our way down the tunnels; following the marks the dwarves had left to guide us and trying not to slip on the damp rock floor. As we climbed down, we began to hear a soft rumbling which slowly grew to a deafening roar and we emerged onto a ledge behind the falls. To the right, down a 20 foot drop, a route out from behind the falls could be seen. We secured a rope and made our way to the ground. Once we were all safely down, Bran carefully climbed part way up the cliff and hid the rope before we all made our way across the water-slicked rocks and out from behind the falls.
We took a moment to gaze up at the thunderous torrent, but it was already midday and we were all desperate to make progress so using the river as our guide, set off south across the plains.
The Journey
As we walked we passed a forest to the west. It felt wrong somehow. In the sky above the plains we had seen birds circling, and there were tracks of small animals beside the water, but nothing lead towards the forest, and no noise could be heard from within it. Stand on the edge of the wildwoods and you could hear the life living within it, but this forest, these trees. Silence rulled. But, we were set on our way, so kept going south.
Further down the river we could see hills rising above the plain, and before them another forest grew on both sides of the water. As we approached we were relieved to hear the sounds of life, and we made our way inside. Before long it grew dark and we scouted around for a place to make camp. We found a hollow a little way from the river and up a rise, and set up camp, lighting a fire and setting watches. A few hours pass before Torval heard a noise and stepped out to the edge of the hollow to see what he could hear. A black bear was sniffing the air, attracted by the smell of our meal. Calmly, he attempted to persuade the bear to leave, casting a spell to send it on its way. Unfortunately the bear was too hungry, and the smell of our meal too enticing, and it decided to charge. Torval ran back into the hollow shouting, rousing us from our sleep. Briar tried to startle the creature, summing a flame infront of the bear to try and scare it into leaving, but it keeps coming. As the party scrambles to its feet, Bran grabs his axe and a flaming branch from the fire and, with a terrifying cry he charges at the bear, waving the flames before him. Startled, the bear turns and flees. After checking everyone was safe, people return to their sleep. The bear does not return…
In the morning, Kallista goes foraging and Sariel heads down to the river to fish for breakfast. Torvar has a lie in.
The party continues along the river and out of the forest as it bends towards the south-west and the hills begin to rise. The river continues into a valley, and we follow it in. As we walk, we see two large columns on the other side of the valley, a path leading between them up to a large pair of stone doors set into one of the hills which makes up the valley. Smoke can be seen rising from beyond the hills on the south of the valley. The river is shallow enough for us to cross, so (with a little help for the Halfling) we cross to inspect them. There is a dirt path leading away to the north east that does not continue past the columns. It shows signs of people having been along it in the past few days. The columns themselves are hexagonal in cross section, maybe 40 foot high, 4 foot across and covered in runes. The runes are heavily weathered and are similar but not the same as the ones from the map the dwarves had found. Leading between the pillars, a path leads a couple of hundred feet into the hills to a pair of large stone doors. The stone doors each have a circle inlaid in them, and within the circle is a hexagon, the points of which touch the circle.
But we have to move on, so cross back over the river and continue on our way. The river turns south again and we head a little further to where the hills peiter out. South of the hills the river spreads out into a wide marshland, flanked far away on both sides by more forest. Within it there are occasional trees and reedy bushes. We decide to camp before entering the swamp, and pass an uneventful night before rising and progressing slowly through the marshlands.
After a few hours trudging through the ankle/thigh deep soft mud and halfway to the stone bluff, we notice a pair of odd patches of mud, which begin to rise. A pair of giant frogs leap at us, one at briar, trying to bite her in half but missing, one at Sariel, catching on her arm; Torval hits out at the frog attacking Briar, and Kallista tries to blast it with fire but misses. Briar hits her frog with a mace and Bran using an axe to slice at it. Sariel breaks free from the frog, which joins its companion as they both attach Briar, thankfully missing her. Torval missed with his staff, but Kallista catches it with her quarterstaff, killing it. The second frog is quickly dispatched by Briar and Bran. Whilst the party regroups, Torval tends to Sariels arm.
The party squelches on, reaching the point where the marshland dries out and the river proper returns, forking around the bluff, which rises a couple of hundred feet above river. On the bluff we can see a large white rectangular building, on top from which is a white chimney. The forest curls around the marshland towards the edge of the river, and a little way along there is an old but sturdy stone bridge. There is a smell of smoke from within the forest, and around the bridge there is signs of small bootprints. We head across the bridge and up the bluff to the building.
The Tower of ‘En Ta Tra Ta Shan’
The building is a rectangle, 60’ by 40’. At one end of the building, the tower rises from the roof. It is covered in grooves snaking their way up the building like filigree. There is some metal inlaid into the grooves, but there isn’t much left. A third of the way up one of the long sides (from the opposite end to the tower) there is an inset doorway, but no door.
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![]() [Picture of outside of building] ![]()
[Picture of runes above the door]
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Above it are the runes which could be seen on the dwarven map. Torval casts detect magic which shows the glyphs are magic – a ward protecting the doorway, maybe a way through with a passphrase? The small footprints can be seen coming into and out of the door.
Climbing on top of the building there is a low ledge around the whole roof. Around the base of the tower is the rusted remains of the metal which has flaked off the building. Sariel gathers a sample.
To the south of the building are some standing stones. We go to investigate but they do not have any markings on them.
Frustrated, the only remaining cause of action is to try and follow the footprints into the forest back by the river, but the sun is setting so we camp next to the building until morning.
The next morning, as we are getting ready to break camp, a pair of gnomish children come running around the edge of the building! In broken common, Bran and Briar talk to them. They tell us that they come here to play, and ask if we are from the herds people? We explain we are don’t know of the herds people and that we came to find what was here. They ask if we want to come inside - “The tower has a name! and you have to ask the tower to let you in by saying its name! You have to say ‘Daresh, En Ta Tra Ta Shan’ to get in!”, at which point the door dissolves! We check what you have to say to open the door from the inside, and apparently it is the same!
We head inside to a square room 40 foot a side. There are some crystals on the floor, and strange metal tools (large wrench sized) which none of us recognise are scattered around. When asked if they know how long the building has been here the children tell us “At least 6 years” (their age) and “Gods built this place when they built the world”
We inspect the wall, and half way up (Around 7 ½ foot up) is a hexagon shaped depression, a large hands span across. At each of the points of the hexagon is an indent about 2” deep. With the help of Bran, Torval inspects the hexagon, and tries (using both hands) to put his fingers into the holes. This causes the whole wall to vanish upwards by 7’.
The gnomish children have never seen this room and are VERY excited!
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Room Layout
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Mechanism
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![]() One of the keys |
On the other side of the wall is another room, 20’ by 40’. In the middle of the floor is a circular “Mechanism”, 15’ across. In the circle is a hexagon, the points of which touch the circle and at which points are coloured holes matching the colours shown on the Dwarven map (Red, Orange, Yellow, Green, Blue and Purple). Three of the holes are filled with “Keys” (Yellow, Green and Purple), which when inspected are turnable “bolts”, with heads on them which are shaped in such a way that they have a point so the head can be pointed in a particular direction. The keys cannot easily be inserted into the holes which do not match their colour. Detect magic shows the keys and the mechanism are magical, from the school of conjuration (teleportation?). Around the circle are a set of runes. Briar inspects them and spots that 5 of them match the runes above the door, and from that deduces that the syllables that make up the entrance passphrase each correspond to a rune.
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[Picture of the circle with the runes + Syllables assigned to each rune |
Against one wall of the second room is a stone table (high-chest height) which is covered in inlaid gold metal in an ornate pattern and which has a depression in the middle the same size as the pair of crystals which were scattered on the floor, and there are two more crystals resting on the table. It looks like a workstation. From the depression, more filigree metal (which is intact) rises up the wall and across the ceiling to form a circle above the mechanism (above which we believe the tower is).
Kallista puts one of the crystals in the hollow on the table, which causes it to light up briefly, sputtering. When nothing changes, she tries the second crystal, which does the same. The third crystal though stays lit, and above the table an illusion appears, images move in a loop a few seconds long which repeats itself. A group of tall blue skinned humanoid figures with 6 fingered hands (two sets of three fingers on each), flat faces and no hair are stood in front of a glistening golden city filled with tall spires. They are dressed in clothes and are talking to each other, but no sound can be heard. The fourth crystal does nothing.
Visiting Riverglade
After exploring the second room, we close up the wall (pressing fingers into the holes seals it), and leave the building, repeating the pass phrase to close the door.
Figuring it would be rude not to go and speak to the children’s parents, we then walk with down to their village. A group of 20-ish gnomes greet us, formed into a couple of families. Looking at their houses this is more of a permanent settlement. The village name translates as “Riverglade”.
We ask them about the herds people the children mentioned. They are nomadic herds people and hunters that come through this area in the summer from the north. They are not necessarily bad people.
They cannot tell us more about the tower than we already know. The name of the tower has been passed down through their families for generations. We check that they are ok with us going to the building which was built by Gods, but they are not concerned as they aren’t their gods!
We thank them and begin the 3 day journey home which is completely uneventful.
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The "temple of power" is roughly 1 full day's walk due west from the
base of the waterfall. And based on how long it takes me to walk around
the valley lake, I'm going to call that about 25 miles.
(Also OOC - I just noticed the "Group Checks" section for the first
time. Doh! Must bear that in mind in future...)
If anyone else agrees with those numbers, the distances from the
"temple of power" to the "temple of healing", and from the "temple of
healing" to EnTaTraTaShan are almost exactly the same length. So they'd
make two sides of a regular shape. The angles between the lines joining
the sites are a bit too big to make a regular hexagon, but not much too
big. Probably easily within the margin of error in my calculations -
especially given how long we've been in here and how many empty beer
glasses there are on the table!
So, if the Builders did locate their building sites in the shape of a
hexagon, the next nearest one will be... roughly 38 miles from the
"temple of power" on a bearing of 260°.
Any thoughts on that? Anyone else have any other ideas on the next best
place to investigate otherwise? A beer for the first other suggestion!
Hurrah!
I'm sure that Tagariel must be wondering - if someone were to attempt to climb to the top of the tower at Entatratashan, might they might be able to take bearings to the other sites? That might help - you'd be able to confirm directions, then. If some enterprising individual(s) also took bearings from a high-up position in the valley (say, from Kazkan's farm) then you'd have some lines that would cross at your points of interest. Of course you'd need to know the baseline distance from the farm to work things out, but it's a start. Maybe there might be other things to see from up there, too. Won't know until you try.
If this is something you folks want to do, we can run the Kazkan end of the survey on a separate thread on the group, as in-character discussion (no need for dice) then do the other end of the survey as a proper session after the May bank holiday weekend (we're away with the Clarks that weekend so I can't run a game at home).
There may well be some kind of magical movement set up, but don't forget that these places were built by a race much taller then humans and elves, and possibly stronger. No doubt they walked faster than us, so distances between buildings were relatively smaller for them. There may have been better trails then, also making travel easier.
Taika
Isn't all of the valley a high-up position compared to the plains where
the building are below? I thought the cliffs were about 500m tall?