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Monday, May 16, 2011

Chamber 1-1: Tainted Gallery

Your pursuits of the dwarven warrior Jonar Redhammer have brought you to the ruins of Amaloss Keep... The main keep is abandoned, in ruins. It is Lohmi, Human Swordmage, that senses the magical aura of a illusion in the ruins, one that conceals a stairway leading down into the Keep's dungeons.
Original Map of this Post

You follow the stairs behind the illusory wall down over thirty feet before ending in a large chamber, supported on either side by six statues (small stars on map) covered in cobwebs and dust. Each statue is carved to look like a whip-scarred human struggling to support the ceiling on his hunched shoulders.

Updated Map including events from comments below.
In the center of the room is a pool of clear water fed by a channel that enters through a passageway at the far east end of the room. The soft sounds of the gentle waters feels good upon your ears. A shimmering light comes from the pool, casting wavering blue shadows all around the chamber. A strong smell of acid is present in the air; it's breathable, but not pleasant.

Welcome to Weekly Grind 4E: Vault of the Wailing Prince! 

  • Feel free to briefly introduce your character to the other players. You've been working together for a while now and are familiar with each other.
  • What are you doing for light sources?
  • You cannot see exactly what's down the eastern hallway, due to the distance.
  • You are at B7 on map. I will be placing your "icons" on the map in the coming week.
  • When you post, be sure to mention the coordinates from the map so there's no confusion. Also include what roll you'd make in a "Tech" section. Example: Lohmi descends the stairs and approaches the statue to his left (D3) and examines it more closely. Tech: Perception +3
  • I'm looking forward to your comments/posts! I may respond with a comment of my own. I plan to post the next big post on Thursday, but may be sooner if necessary.
Good Luck!
MilwaukeeJoe

29 comments:

  1. Joryn strides quickly to the top of the stairs in front of him. He readies his stance with shield and sword out and shifts his gaze around the room checking to see if there is anything he needs to intercept.

    Tech: Defender Aura, Perception +3, low-light vision

    He gestures with his shield arm for the others to join him at the top of the stair.

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  2. Joryn does not sense the presence of any enemies, but still the nagging sense of danger is active... (Note: I may sometimes send you a private message, which I'll do to email. If I do, I'll try to post a note here for you to check. In this case, I just posted publicly.)

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  3. Warily Tharl joins Joryn near the end of the stairs. He stays back, as he knows his place is in the middle of the group, supporting the efforts of others. He keeps his longspear at the ready to assist the front line should any dangers appear that can be fixed by the quick application of its pointed end. Pausing, he listens to the spirits of this place, dark though their mutterings might be. He too scans the room for anything out of the ordinary, if anything in this place can be called ordinary.

    Tech: perception +10, or possibly dungeoneering +5

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  4. Galad, just Avenger of The Silver Flame, drops low behind Joryn while resting a protective hand over the Holy Symbol hanging from his neck. He a briefly mutters a prayer for the party's safety and quickly lets out a gagging whisper while drawing his Greatsword, "Ack! What is that putrid smell?"

    Tech: Stealth + 6, normal vision

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  5. Lohmi, scowling at the horrible smell, moves next to Joryn at the top of the stairs. His sword was held at the ready as he scanned the room. It was quite possible there were more illusions in this room, like there were on the stairs. The smell didn't do much to help his already foul mood.

    Tech: Move to C6, drawing weapon. Perception +3, Arcana +10

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  6. Tharl finds it difficult to see in the gloomy-lit chamber, but points out to Lohmi some odd movements behind the statues. Lohmi can easily see (natural 20 baby!) animated skeletons - undead - lurking behind the statues.

    Meanwhile, Galad feels quite stealthy. The gloom of the chamber light is perfect for hiding.

    Lohmi does not sense any magical auras. (Natural 1, dice are hot one moment, cold the next.)

    The skeletons stay where they are, one hiding behind each of the statues. You're not quite sure if the farthest statues have skeletons behind them.

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  7. While the chance still exists, Tharl places his spear on the ground, and draws fourth his morning star and totem.

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  8. Tharl feels ready to kick some butt with his morning star and totem in hand.

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  9. Friends, I would bet that's not water in the pool. The smell here is not clean.

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  10. Joryn raises an eyebrow to his ally Lohmi and says, "What you got mage? Shall we press on?" and poises himself to start down the stairway carefully blocking anything trying to come up the stairs, but thrilled at the prospect of the adventure this ruin suggests.

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  11. Finding steps up behind the others. Leaving her khopesh in her waistband, she grips her scourge firmly. Murmuring a prayer to herself, she reverently touches the broken tip of her right horn, then the piece of that horn embedded in the weapon.

    Turning to Tharl, she murmurs to him "I agree, the unpleasantness of the air is overwhelming." She scans the room herself to see if she picks up on anything ther others may have missed.

    Tech: Move to C6 with others, drawing weapon. Dungeoneering +8

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  12. Tech addendum: forgot to mention, low light vision.

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  13. Following at the rear to a better view of the chamber (B5), the elven mage, referred to as 'Ambrose' in the common tongue, listens (over hears) to the quiet discussion of moving animated skeletons behind the nearest statues. In a fluid motion, he raises an arm, points to sight a target using his low-light vision, and with a short murmur, sends a glowing blue bolt of magical energy from his finger tip toward one of the skeletons behind the closest stature to the group's left (B2-C2).

    Tech:

    Move to B5

    Perception +3, Passive Perception 13

    Magic Missile, At-Will, Standard Action
    Quarterstaff: +1 vs. , 7 damage
    Ranged: 20
    Target: One creature
    Keywords: Arcane, Evocation, Force, Implement
    Effect: 7 force damage

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  14. "Friends. My fear is that these skeletons somehow are linked with the statues they hide behind. See how the statues strain to hold the ceiling aloft? Perhaps we should concentrate our efforts on one skeleton first to see if dispatching it has any undesirable effect on the roof over our heads. Also, if the pool is indeed acid, forcing the skeletons into the pool will be quite hard on them."

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  15. "I notice that they're all carved as humans. Perhaps Lohmi and Tharl, the two of you should be cautious."

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  16. [Finding]
    Finding does not detect anything that the others have not.

    [Ambrose]
    Despite the very poor lighting, Ambrose's magic missile hits the target unerringly, striking the skeleton behind a close statue. (Actually, the skeleton is literally behind the statue, so it's location would be D2 or E2. Imagine the skeleton is squeezed into that space.)

    Strangely enough, the skeleton does not come out to attack you even though clearly provoked.
    Tech: 7 points force damage to Skeleton 1 (mildly wounded). Despite the odd wording on the power card from CB, magic missile automatically hits now. You can tell by the wording of "Effect" instead of "Hit".

    OOC: Still working up the pics, should include on next map. You're all still in the raised area in the west, or possibly at the top of the stair.

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  17. Sensing that it might be his last chance to do this, Tharl uses a small length of rope to tie a sunrod to the butt end of his longspear. He then lights the rod and puts the spear on his back so the humans have a suspended light source.

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  18. Joryn looks back and says, "Nice shot Ambrose, now get some light on me, I'll draw...their...fire." Noticing the skeleton hasn't even moved, Joryn is perplexed.

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  19. Thanks to Tharl, the room goes from dimly to brightly lit. The light shines down the hallway leading east. At the far east end, on the edge of the sunrod's light radius, there is a large object there. Could be another statue... but it's MUCH taller than the ones in this room (easily 15 feet tall).

    You're not sure what it's a statue of yet, being too far away. The channel of liquid (acid? water?) seems to start at this far statue and leads west to the pool. The statue has a wet look about it by the way it reflects the light.

    OOC: Map of the original post above updated to reflect seeing further down the eastern hallway.

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  20. Galad steathily moves closer to the nearest statue by slipping off the side of the raised area. He looks at the statue and tries to find any religious significance while staying weary of the skeletons behind.

    Tech: Move from B6 to C3, Religion + 11

    OOC: I just assumed the skeletons seen were behind that first statue, but if the bottom one was meant then I'd move to C10 and do the exact same action.

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  21. Tharl moves up next to the pool and drops a small piece of salted meat from his rations into the liquid. He observes the results.

    Tech: move is to F7.

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  22. OOC: Dungeoneers, in the original post above, I have placed TWO maps. The first is the original map as of the writing of the post. The second one is an updated map, including dungeoneer pics and locations, and a key beneath the pics of who-is-who. Before I post results for Tharl/Galad, I'm going to wait a little for Vondal's player to post.

    In the meantime, check your location on the map and let me know if you located properly.

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  23. A dwarf carrying a lighted torch descends the staircase .... As he sees the others he pauses and says .... "Me Vondal, ranger. You?"

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  24. Finding turns and bows slightly in welcome to Vondal. "It's good to see you." She quickly catches him up on what little they have discovered.

    Heading down the stairs, she crosses the room to the far side of the pool, in a hope to see if she can get some details on where the liquid is flowing from, now that there appears to be some sort of a source down the corridor.

    Tech: move to N7, Perception +10, low light vision

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  25. Joryn shakes his head and turns to Lohmi, "You got the rest of them? I'll keep up with the Tinker." He strides forward confidently, muttering curses in draconic under his breath, and takes up position behind Finding.

    Tech: move to M7

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  26. Hearing Joryn's muttered curses, Finding turns and smiles at him as he joins her. "I'm sorry," she says apologetically, "I keep forgetting how carried away I can get trying to find out how everything works."

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  27. Joryn, raising an eyebrow clangs his sword against his shield and says, "That's what I'm here for. Just try and not lose your other horn, Tinker. I don't trust these undead creatures. Or these bizarre pools of water."

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  28. OOC: Sit tight dungeoneers, next big post dropping at noon CST today!

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