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Wednesday, February 1, 2012

Crucible of the Gods: The Kotaresh Trial

A crystal skull on a clay altar, surrounded by treasure, backed by a beautiful tapestry.

Beyond the chamber of the stone faces, the doors open to reveal a much larger hall, whose floor is coated in soot. The ceiling is blackened by fire, scarred by flame and punctured by a great many holes. The scent of burning wood masks that of the rotten meat smell of the previous chamber.

Unlike the other places you've seen so far within the Crucible, this chamber has no torches. The only light comes from a crystal skull atop a clay altar at a far end alcove of the chamber. A short flight of broad steps ascends toward this alcove, with empty torch holders to the left and right of the stairs. At the top, a mound of treasure.... gold, silver, gems... surrounds the base of the altar. A beautiful smoke-stained tapestry behind the altar is embroidered with seven worshiping figures. 

There are also six alcoves traced in grotesques (three on the right, three on the left). From the doorway angle, you can see into the closest alcoves to view a small trapdoor set into the wall at the back of each.




Enjoy!
MilwaukeeJoe

38 comments:

  1. [Dervan]
    Dervan peers into the chamber and sees that it is not very well lit. He pulls out his orb, grumbling something about laziness, and taps it. It suddenly begins to give off light.

    OOC: Casting Light on Dervan's orb. Also scanning the chamber for any magics: Arcana +12.

    Does the tapestry have an significance or the way the treasure is laid out on the altar? Religion +10/History +7

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  2. [Dervan]
    Dervan's orb sheds a nice light on the chamber, allowing you to see much better. He scans the room with Detect Magic, but does not sense any magical auras. As for the tapestry and treasure, the deities are fickle, demanding worship and offerings even though they care little for their worshipers. Most worship the deities out of fear, not love.

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  3. [Dervan]
    The tapestry doesn't hold Dervan's interest for long. Still from the safety of the doorway, he tries to make sense of the glowing skull. Where was that light coming from?

    OOC: Arcana +12, Religion +10, History +7 I can't remember if I asked about the skull specifically.

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  4. OOC: Some more questions, sorry!

    Examining the ceiling, the burn wood smell, and the soot. Dungeoneering +7, Perception +7 Is it a trap?

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  5. [Bhareg]
    Peeking over the heads of the dwarves, the once-dwarf stares at the trap doors. "We don't want to set off whatever causes flames to shoot out of those. Unless... is anyone here not deathly allergic to fire?"

    He holds up another pebble, ready to skitter across the room if folks are ok with that?

    OOC: without stepping into the room, Perception +8, Thievery +9 to try to suss out the burnination mechanism

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  6. [Dervan]
    You're not sure where the light is coming from. Seems like a magical effect, but you're not sensing magic... although magical detection is not 100% certain. Many factors can block auras from being detected (OOC: cold die rolls!)

    Examining the ceiling, you do believe that some kind of fire jets will shoot out of the holes if a trap is triggered. What exactly causes the trap to go off, you're not sure.

    [Bhareg]
    Meanwhile, Bhareg plays "how far can you shoot a pebble" and doesn't win, meaning no traps are set off... or is that winning? shrugs

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  7. [Thundic]

    After taking a moment to steady himself and tracing an amateurish symbol of Kotaresh into the soot at his feet with the toe of his boot, the dwarf steps into the chamber and investigates the closest alcove on the left, searching for any buttons, symbols or images in the grotesque that might lead to information about this challenge. He also looks at the small trap door, inspecting it as closely as possible without actually interacting with it.

    Perception +5, Insight +5

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  8. [Thundic]
    Thundic enters the chamber and heads left towards the nearby alcove. However, he finds the floor suddenly giving way, a pit trap! He falls in, but it's only 20 feet. His reflexes save him from the brunt of the damage.

    Tech: Thundic takes 6 points falling damage and is down to 18 of 24 hp. Acrobatics roll saved him 9 damage. He's prone at bottom of an empty 20' deep pit that is 10' x 10' (G3,H3,G4,H4 on map). Thundic stops movement at H4. Can't update map/vitals at the moment, will do so when I can.

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  9. [Thundic]

    "ACH!" The dwarf hollers as he lands roughly on the stone ground, sore, but glad there aren't any spikes or other nasty bits (at the moment) to have caught him on the trip down. He stands slowly, his joints screaming in protest as he looks up at the distant square of light that is the chamber above. He looks around the pit, inspecting the walls for any foot or handholds in the stone.

    "A bit of help if you please!" He calls up to his companions while he searches.

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  10. [Tak-tha]
    Tak-tha's eyes widen in surprise when the dwarf suddenly disappears from view. He cautiously walks up to the edge and peers down, letting out a buzz of relief as he sees the fellow adventurer is still alive. He quickly pulls out his rope and tosses one end down to him. "Let's get him out quickly before anything else happens," he says to the others. "At least we know what to look for in case there are other traps in here."

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  11. Tak-tha assists Thundic out of the pit.

    Tech: Tak-tha at H5, Thundic at I4.

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  12. [Dervan]
    Dervan remembers that the doors to the last chamber closed soon after the others had entered. He cautiously moves into the chamber to stand just to the side of the others. For once, his bored expression is replaced by one of focus.

    "There may be other traps in front of the alcoves."

    OOC: Moving to G5. Looking for traps. Perception +7

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  13. Puffing slightly from the ordeal and his quick scramble up the assisting rope, Thundic stands and pats Tak-tha on the arm, nodding to the tall Thrikeen. “Thank ye, I’d hate to know what tricks Kotaresh had planned for anyone who tarried in his grasp.”

    The dwarven rogue turns back to the pit and kneels, examining the trap door, searching for a trigger or telltale pressure plate that triggers the pitfall, or if the floor itself is simply hinged and reacts to weight.

    Perception +5, Dungeoneering +7

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  14. [Tak-tha]
    After seeing that Thundic was out of the pit and okay, he turns his attention to the hall, slowly making his way down to find any other traps without someone falling in to one.

    Tech
    As straight a path to Q5 as possible while seeing if there are other traps in the hallway. Perception +11, Dungeoneering +9. Acrobatics +8 to dodge anything that springs up

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  15. [Bhareg]
    Thinking the same thing as Dervan (re the closed doors), Bhareg pulls a couple of spikes out of his pack and shoves them into the door's hinges. "If anyone hears clicking or feels a rush of air, we need to be able to run. Better safe than sorry."

    OOC: Thievery +9 to lock the door open with spikes, possibly gaining +2 from thieves tools

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  16. Dervan: You detect no traps.

    Thundic: The pit trap was designed to open when 30 lbs (or more) weight is put on it.

    Tak-tha: You search your way east, detecting another pit trap at O3,P3,O4,P4. You arrive safely at Q5 and stand before the stairway leading up to the altar.

    Bhareg: You spike the doors as best you can. You think it will hold well.

    Current Locations:
    Dervan: G5
    Thundic: I4
    Tak-Tha: Q5
    Bhareg: G6
    Everyone else, outside chamber.
    Vitals/Map updates later tonight when off work.

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  17. [Tak-tha]
    Tak-tha stares at the altar. While he has found a safe path through the hall, the religious significance of the area is most likely outside his realm of knowledge. Instead, he turns to the alcove to his left, making sure to avoid the trap as he walks in to the alcove.

    Tech
    Move north to Q1, investigating the alcove and the trapdoor. Same checks as before.

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  18. [Tak-tha]
    Tak-tha moves north, around the pit to the nearby alcove (near Q1 on map). Being very careful, he detects that the alcove is trapped by a crushing ceiling trap! He's not sure what will trigger the trap, however.

    He can see that at the back of the alcove is a trapdoor in the wall, and this time he's close enough to see it has a number engraved into it - an 8.

    OOC: If you want to attempt to open the trapdoor, you may get hit by the crushing ceiling trap within the alcove. Or you may not, you're not sure what sets it off...

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  19. [Tak-tha]
    After registering the number and the trap, Tak-tha quickly steps back out of the alcove, not wanting to mess with anything just yet.

    OOC: How close to the alcoves do we have to be to see the engraved numbers, if the others even have numbers?

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  20. Nevdor follows his companions carefully, carefully treading his way towards the altar and taking in the room. He focuses his eyes downward as he walks, making sure to step over any pressure plates he sees. "Our goal is the skull, so lets have a closer look-see.." "Did anyone bring a fire blanket? I just HAVE to ask."

    OOC: Holy posting batmans!
    Nevdor is moving to the base from the doorway to the base of the stairs, from G6 to Q6 while looking for traps. Then, my focus is on the skull. Knowing there are multiple traps around, I'll wait for everyone else before we make an attempt to grab the skull.

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  21. [Tak-tha]
    You will need to be within 10 feet to read the numbering, so adjacent to the alcove is enough.

    [Nevdor]
    Nevdor moves east along the center of the hall, and detects a third pit to his right (M7,M8,N7,N8). Finally, he arrives at the base of the stairs, and notes the empty torch sconces to the left and right of the stairs. The crystal skull is beautiful, looks like it might have a symbol on its forehead (Kotaresh symbol, perhaps?) and the treasure lusters off the glow of the skull. You see the the hint of a short sword's hilt sticking out of the treasure pile, inlaid with platinum with a ruby embedded in the pommel.

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  22. [Thundic]

    He stands, dusting off his hands and knees and removes his backpack, unloading what goods he can store in his belt pouches, looking around the room for anything he could pack into the satchel to bring it's weight up above 30lbs. He unspools and ties his own length of rope to the straps to make a tether on the bag.

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  23. [Dervan]
    Dervan decides to investigate the alcove in front of him, he carefully skirts the pit to step into the alcove.

    OOC: Moving to I2 via I3-4 to see what I can see. Perception +7

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  24. [Dervan]
    Like Tak-tha, Dervan notices a crushing ceiling trap in the alcove he is inspecting. As far as he can tell, it's NOT triggered by floor plates... but what does trigger it?

    Still outside the alcove, you can see that the trapdoor has a number - a 3.

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  25. [Dervan]
    Dervan decides it's best not to head into the trapped alcove, and instead moves to the next one, walking very carefully (i.e. slowly putting his weight on each square to avoid falling into any more hidden pits).

    OOC: Moving to K3/L3, depending on where the other pit trap is. Perception +7

    So, we have a 3 _ 8
    and _ _ _

    Anyone going to check the other alcoves?

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  26. [Dervan]
    Moving to the middle northern alcove, it's possible this one also has a crushing ceiling trap. Dervan isn't so sure this time. Peering in, he sees that the trapdoor at the back has a number - a 4.

    To summarize, the northern alcoves have numbers (from west to east)... 3, 4, 8.

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  27. [Tak-tha]
    With a bit more of an idea of what they are looking for, Tak-tha bounds across the hallway to check out another alcove.

    Tech
    To P8 to check the south east alcove number and investigate that it has the same trap as the others. P+11, D+9

    OOC: I was close in guessing the location a pit trap by the middle alcove :P

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  28. [Tak-tha]
    Heading south to the east-most alcove, Tak-tha notices that this one doe NOT have a ceiling crushing trap. The number on the trapdoor at the back of the alcove is 9.

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  29. [Tak-tha]
    While it appears safe, Tak-tha pulls out and extends his ten foot pole, using it to cautiously poke and prod at the trapdoor.

    OOC: So we're now at:
    3 4 8
    _ _ 9

    Extra question: Can we see how to open a trapdoor? If it can be pushed open or there's something that the pole can interact with, I want to see if it can be opened at a distance.

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  30. Tak-tha prods at the trapdoor set into the back wall of the alcove. Nothing untoward happens. Looks like the trapdoors have a small wooden handle, and now that you're looking at the details, a lock as well.

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  31. OOC: So you can't open it with the pole, as it's locked.

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  32. [Hanar]
    Hanar grasps his Rune of Mending & moves to check Thundic for injuries.

    Finding the fellow dwarf none the worse for ware, I try to lighten his mood by reminding him of the Strange Tale of the Fallen Dwarven Carvers of the Lair of the Iron Lich--and how those dark Iron Working Dwarves created Pit Traps very similar to the one he had just fallen into.

    In fact, if I remember the tale correctly, didn't they carve secret passages in the bottom of the Pit Traps...

    [tech]
    move to h5
    light a torch
    check the bottom of the pit for secret doors

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  33. OOC: So, Thievery and crowbar-assisted Strength checks to get the trapdoors open. Tak-tha has a crowbar to hand off if someone wants it

    [Tak-tha]
    Unable to do anything else at the moment, Tak-tha retracts the pole and stores it away. He cautiously walks around the pit to the central southern alcove (to L8) to see its trapdoor number.

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  34. OOC: is there enough of a ledge to be able to move around the pit to reach the alcove on the other side or does it take up the entire opening?

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  35. There is enough of a ledge (5') to arrive at the southern middle alcove, if that's what you're asking.

    New post coming up!

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