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Thursday, August 25, 2011

Chamber 5-1: Run!

The green line is the strange swirling wall of souls.
OOC: See last comment of previous post for some final healing words and comfort for the diseased.

This hall leading south is a series of vestibules connected by slightly raised platforms. You see patches of dried blood coating the floor and ceiling. Translucent walls of swirling souls block passage between the vestibules. You can barely see the contents of the areas beyond the first vestibule.

Faint weeping and fainter hysterical laughter can be heard coming from somewhere in the deeper vestibules.

Taking a careful look in this first vestibule without stepping in, you see in both wings there is a foot-long cube embedded into the far walls (so, two cubes). They look as if they could be rotated (such that one face is exposed). The west wing shows a picture of a SUN, the east shows a picture of a crescent MOON.

Finding and Tharl instantly see two traps. The first is right before them; two long grooves in the floor in front of them (as shown on the map). Probably spears stabbing upward, or scything blades, or some such thing.

The second trap are a scattering of holes in the eastern wall, arraigned around the cube showing the moon. Darts? Poison gas holes? Flame jets? Hmmm....

Looking ahead, you see the strange wall, the souls crying out for release.

OOC: And why in the abyss is this chamber called "Run!"? That's certainly an odd choice.
I'm rooting for you,
MilwaukeeJoe

15 comments:

  1. Note: Joryn, Finding and Lohmi get 1 healing surge back, a refund for me mistakenly taking it away when I thought they were infected with Rot Grub Infestation. Vitals will show it on the next time I post it.

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  2. Lohmi carefully leads the way into the chamber, albeit not straight through. He carefully walks around the traps in the floor, making his way past the west vestibule. He glances at the strange cube as he goes by. His destination, the strange wall of souls.

    Once he gets close, Lohmi examines the wall without touching it.

    OOC: Arcana +10, Perception +3, Religion +5

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  3. Joryn waits anxiously to see what happens with Lohmi and prepares to lunge forward over the grooves in the floor to the first available clear space he can land.

    Tech:
    Readying a move action to take a jump (Athletics +6) trying to land in square E6.
    Minor Action: examine souls with Religion +6

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  4. Anxious to examine the "Sun" cube, but well aware that her athletic skills aren't the best to avoid the traps, she inches as close as she can and attempts to disarm them.

    Tech:
    Thievery +8, Dungeoneering +8, Arcana +9 (just in case)

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  5. Lohmi gets close to the cube in the western alcove, first vestibule. He can see that the cube is set with a post running through it, so that it can be moved to expose one of its four faces. Currently the sun symbol is showing, but he thinks he can see the hint of a star on another face, and a blank side on another.

    Finding just starts to look into disarming the trap before her, when all of a sudden...

    A wall starts to quickly descend from the ceiling seal the chamber shut from the hallway outside!

    OOC: The dungeoneers that are still outside the chamber can decide to jump in, or stay out. I put the "wall" on the map in red dashes for easy determination.

    Lohmi, if you want to try to leave before the room seals, I might make you make an acrobatics check to get through.

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  6. Joryn makes his jump trying to get across the grooves in the floor to the clear set of floor space in front of the soul wall.

    Tech: Athletics check +6
    OOC: would Joryn have time to step back and make it a running jump because if he has time he would try and do that.

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  7. "Are you crazy? Is everyone going to just jump in when we don't have too ... yet?" Ambrose exclaims, unwilling at this moment to move into the unknown chamber without any durress.

    Instead he makes his own assessment of the room and aids others in their analysis as best he can.

    OOC: checks
    Arcana +11
    Dungeoneering +6
    Insight +6
    Religion +6

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  8. Unsure whether the effects of the trap would reach the open spaces at the ends of the vestibule, and unable to complete her examination, she steps back out of the room to avoid being crushed by the closing door. She turns her eye to the lowering panel, and tries to find out why and how it is lowering.

    Tech:
    Perception 9
    Dungeoneering 9
    Thievery 8

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  9. OOC: To Ambrose and Finding, I'll allow but a single skill check to be done before you have to decide (and perform) the move into the chamber (or not). The wall is descending rapidly; if this were a table-top I would be counting down on my fingers.... 5... 4... 3...

    Let me know which skill check you decide to do. Focus on Arcana (Detect Magic)? Or perhaps a straight up perception check? Etc.

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  10. Joryn leaps into the chamber and over the trapped spaces, even with a full suit of STONE armor on. Incredible!

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  11. OOC: Btw, if you don't say you're going into the chamber, I'm assuming you stay out. Yes, that's deliberate DM cruelty. I'll give you guys the day to decide... come tomorrow the wall will be fully descended!

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  12. Lohmi stared in shock as the wall began to come down. He started moving toward the entrance, but was startled by Joryn leaping into the chamber. Lohmi's hesitates for a moment, and the wall is sealed.

    "Blast it!" Lohmi cries out.

    Turning to Joryn. "This must be some kind of trap...curses. Let's see if we can find a way out. I think it may have to do with these cubes."

    With that, Lohmi dashes across the traps to examine the second cube.

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  13. Tharl weighs the dangers inside versus the dangers outside of the room in his head and leaps into the room to help his friends. He does his best to avoid the obvious traps.

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  14. Realising the wall would come down before she would even have a chance to examine it, Finding swears to herself, unconsciously twitches her fingers up to her broken horn, takes a deep breath, and hurls herself into the room, hastily edging herself around the trap towards the closest open space.

    Tech: to G4, acrobatics +3 / athletics +2 if required.

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  15. Additional tech: (rushed post on my phone while commuting) - I did want to Detect Magic before rushing in! Arcana +9

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