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Tuesday, July 12, 2011

Chamber 3-1: Convector

Refreshed, you return to investigate the tunnel leading north from the sacrificial shrine... The hallway proceeds north, then curves to the west. As you traverse it, instantly you begin sweating from the extreme heat!

Pits
Ahead of you stands a set of double doors, wide open into a wrought-iron chamber beyond. The air of the chamber drips, hisses, and waves with intensity.

Two shallow pits run north-south across the room. Both are filled with blackened bones emitting flame, the smoke coalescing near the ceiling. The smell of the chamber is foul with heat and smoke.

Vents
Running the perimeter you see metal grates. As you watch, suddenly a burst of hot steam erupts from the one closest to you! You are far enough way, watching from the safety of the eastern doorway. The burst of steam lasts only a moment.
In the center of the room is a red-glowing ritual circle traced with arcane symbols. You're not sure what the symbols are from this distance. But, just to the south of the circle, you spy what looks to be a sturdy iron treasure chest.

Circle and Chest
Goristro demon
Finally, in the west, you see a way beyond this sweltering chamber. Even from this distance, you can tell that it is a heavy brass door, embossed with the image of a three-headed Balor demon wrestling a Goristro demon.

No obvious monsters threaten you, yet. That is the least of your worries, for the heat of this chamber is far worse. 

OOC: We're going right into "combat rounds". When your turn is done, you will automatically lose a healing surge due to the heat, even if you are in the hallway. If you are reduced to zero healing surges, you will burst into flame and be very DEAD. If you wish, you may attempt a DC13 Endurance check to resist this effect for one round.

Make your actions count, dungeoneers, lest you become a living torch!

MilwaukeeJoe

8 comments:

  1. Lohmi could tell the chamber's heat would be unforgiving, so he immediately moves into the examine the ritual circle. He calls on his training to try to resist the heat.

    Tech:
    Moving to F6/7 (would put him a square away from the circle).
    Endurance +8
    Arcana +10

    If Endurance isn't a standard action, I'll move Lohmi right next to the circle to examine it.

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  2. FYI: If you guys want to do skill checks, unless stated otherwise, I'm going to rule that they are all MINOR actions. In case of using the Endurance to ward off heat, that's a specific case where it is a Standard action, for this chamber only.

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  3. OOC: Ack, my horizontal excel "markers" on the map are messed up. Can't correct at the moment... too many prying work eyes. Will get to it tonight.

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  4. Since Lohmi asked to have his weapon augmented during the rest, here are the details for him:

    Augment Energy
    You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.


    Finding is interested in finding out what is in the chest, but is incredibly cautious of the bursts of steam. Steeling herself against the head, she moves closer to one for an inspection to see if she can discover their source and pattern.

    Tech:
    Move to H8
    Minor action Dungeoneering +8
    Standard action Endurance +2

    OOC:
    Finding, as a Tiefling, has fire resistance equal to 5 + 1/2 level, will this assist on warding off the effects of the heat?

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  5. Tharl sees the danger and charges into the room to try to minimize his time there.

    tech: Tharl will take a double move and go to F13 spending as little time on the grates as possible and not jumping the pits in any way. Can't remember if using a skill requires anything more than a minor action, but if not he'll examine the circle with perception (+10) or religion (+2), whichever seems more appropriate. If he still has his minor action, he'll summon his spirit companion in F12.

    OOC: I think that extended rest was totally worth the points now. :)

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  6. Joryn charges into the room, sweat pouring down his pale face, as he tries to get to the chest on the other side without dwelling too long on the grates. He grits his teeth and tries to breath as little as possible with the scorching heat.

    Tech:
    Move Action: Run, moving 8 squares, to what appears to be H14 (basically the bottom corner and not on the grates)
    Standard Action: Endurance check +4
    Minor Action: Religion check on the runic circle to identify or understand it's purpose? +6

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  7. OOC: Finding, since you have fire resistance, I will drop down the Endurance check to be a MINOR action instead of a Standard action. But you still have to take the action.

    Also, posted a new map above with the excel squares fixed.

    Finally, you are down one player. Galad/Wastex is dropping out, so Galad stayed behind during your extended rest. This dungeoneer will not be replaced.

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  8. OOC: With new numbering, the square i want to end up in is H10.

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