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Monday, September 17, 2012

Fane of the Heresiarch: Ashen Ambulatory Explored


OOC: Since you've indicated actions that would explore more of the ambulatory, I have decided to reveal much more in an open post here. Check out the image (click on the map for a larger version), and read the text below to see what you find. Fee free to perform searches, cast Detect Magic, and so forth.

Full-Length Mirror
A full length mirror is set into the crackling brimstone walls here. The copper frame is etched with a proverb in the Abyssal script: “No beauty without envy, no love without jealousy.”
 
Nobody has yet looked into this mirror.

Marilith Statue
The statue is of a six-armed, serpent-tailed demoness (pictured) that smells of lilacs. 

Font of Blighted Warding
You come close to the fountain and see that it is hewn from translucent precious stone, mixed with obsidian, in which quivering organs are embedded. 

You may drink of this fountain to gain temporary hit points equal to your healing surge value, but each time you do so, you incur 1 point of blight. Like all temporary hit points, these do not stack with one another. The THP last until beaten out of you.

Click for a larger version.
Vine-Choked Archway
A rusted iron portcullis blocks access through a wooden archway clutched by black vines. Chunks of petrified demon princes lie strewn before the gate. Beyond, a courtyard of dead trees is visible beneath the fiery underworld sky. A casual inspection of this rusty gate makes you think that this could be easily lifted.


Crucified Angel
The upper body of an angel has been crucified to the wall here. Gore cakes the wall, and its spine hangs down like a long chain. Thick frost covers the entire grisly display.

Succubus Mural
The image of a succubus has been painted onto the wall here. However, the wall is open, two halves rotated away at the center of the succubus painting revealing a short passageway and stairs leading up and out of sight.

Fountain of Blighted Haste
The teeth of pit fiends float in the grey water of this fountain. A marble idol carved in the likeness of a hooded figure wielding a trident stands in the center of the water. 

Dungeoneers may drink of this fountain to gain an action point, but each time incurs 2 points of Blight.

Iron Portal
A huge square of rusted iron is bolted to the wall here. An ochre portal that reeks of acid swirls within the square.

Hourglass Keyhole
An obsidian hourglass-shaped keyhole is set into the otherwise featureless wall.

14 comments:

  1. OOC: Hopefully you're not overwhelmed with choices...

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  2. [So-tin]

    So-tin walks up to the mural, noticing the open passage. "Well, I think we've discovered what the previous succubus opened." As the group has just started exploring this room, though, he passes by and continues down the hall, his senses focused on locating any sources of magic around.

    "Yet another interesting statue...oh my. So this is how the Heresiarch treats those he's conquered. Another reason for us to put a stop to him once and for all." So-tin leans in to examine the angel corpse, trying to see if any information can be gleamed from it about their target.

    Tech

    Perception, Heal, Insight +4, Arcana, Religion +13 on the angel. Maybe determine how it was killed to get an idea of how the Heresiarch fights?

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  3. [So-tin]
    So-tin examines the crucified angel corpse. The Heresiarch is brutal and without pity or mercy, and this corpse is proof of it.

    What is even more grisly, is when So-tin realizes that the angel's spine has been made into a pull-chain mechanism that goes into the wall. Others looking on can see the seam of a secret door behind the angel. The spine-chain might open it, you're not 100% sure.

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  4. [Turen]

    Recovering from his sudden fright of the marilith rising out of the smoke towards him, the druid shoulders his crossbow and wipes his brow with a shaking hand. He turns again towards the fountain at the western corner of the corridor and feels his stomach roil at the sight of the animated organs that pulse and undulate across the carved surface. His brow wrinkling, he crouches close to the fountain's edge, careful not to touch its surface lest the taint spread to him through contact alone. He sniffs the liquid and shudders as he weighs its benefits against the corruption it carries.

    Tech: Nature +12, would the toxic liquid retain it's power to bolster the stamina at the risk of health were we to take some with us? Could a waterskin carry enough for all of us to take a dose in a pinch?

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  5. [Turen]
    You suspect that the potency of the liquid might keep for a couple of hours, but not much longer than that.

    Fill your waterskin, crusader? If yes, turn to page 348. If no, 14.

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  6. [Turen]

    With the taste of bile coating his tongue, the druid pulls the stopper from his waterskin and drinks some of the last fresh, clean water he shall ever see from his lost grove, the liquid cool and sweet on his tongue. His smoke-dried throat quenched, he pours the remaining water out and begins slowly filling his waterskin with the wretched fluid that boils in the grotesque fountain.

    As he pushes the cork once again into the neck of the bladder, he sneers slightly and watches the fountain closely as he draws his dagger and plunges the blade into one of the animated organs that quiver in its crystalline setting.

    Tech: Any change in the fountain? Did the water loose its potency or anything?

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  7. [Turen]
    Black blood pours out of the organ you pierce, as well as a stream of blood-coated tiny spiders that pour over the floor!

    You step back quickly, and the insects disperse.

    As far as you know, the fountain has not lost any potency.

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  8. [Turen]

    Stepping back quickly, the druid wipes his blade clean and sheathes it before heading east towards the alcove where the hourglass indention is set into the wall. He once again pointedly avoids looking into the mirror as he passes it, not particularly keen on seeing anything that this vile place might reflect upon him.

    Wiping his forehead again in the stifling heat of this place, the druid leans close to the indention, inspecting it thoroughly.

    Tech: Perception +12, Nature +12, Dungeoneering +7, is there anything interesting about the stones around it? Any markings or runes or patterns in the wall or its border? Is the indention deep or shallow, and does it actually look like something is supposed to fit into the hole or is it simply another obscure carving?

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  9. [Turen]
    The hourglass-shaped keyhole is simple. No markings or runes. It looks as if the key needed would be the kind that would fit in your hand, aka a "normal sized" key.

    Of course, one might be able to pick the lock if their skills are good enough.

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  10. [Palim]

    Palim will spend some time at multiple sites here.

    Upon seeing the courtyard beyond the portcullis, Palim's eyes widen as he thinks of his vision. But then....no. No, it isn't the same one. Palim spends a moment before the courtyard of dead trees, his eyes and ears taking in everything they can. Then, he surveys the chunks of rock at his feet.

    Tech: Perception +8 to see/hear anything interesting beyond the portcullis. Also, are the bars spaced widely enough for any one of us to slip through without lifting?

    Heal +8, Insight +15 to discern how these chunks came to be here. How were these demons killed? What could turn one to stone like that?


    Palim moves to the rust portal in the east hallway, attempting to discern its properties or destination. As if an idea occurs to him, he fishes a length of rope and an iron piton out of his pack, knotting the former around the latter. Then, swinging the rope, he tosses the piton-end of the rope into the portal. After a moment, he gives an experimental tug to see what comes back to him. Do the rope and the piton come back intact, he wonders?

    Finally, he approaches the strange mirror from the side, intent on searching the frame for more secrets. He also spends some moments with his eyes closed and hands outstretched towards the thing, attempting to discern any magical nature it has.

    Tech: Perception +8 to search the mirror without looking into it, Arcana +9 to discern any auras on it

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  11. [Palim]

    Vine-choked Archway:
    You should be able to slip between the bars if you suck in your gut.
    The dead trees are obcuring your view of what's beyond, but you do glimpse an algae-caked fountain within.
    The demons would have been petrified by one of the following: Medusa, Dracolisk, Basilisk, Bloodcurse. You're not sure which.

    Iron Portal:
    You sense teleportation magic coming from the ochre portal, and strong acidic odor. You're not sure if the teleportation is one-way, or two-way.
    OOC: Let me know if you want to try the rope/piton trick.

    Scrying Mirror:
    Being careful not to look into the mirror, you recognize it as a Scrying Mirror.

    By looking into it and incurring 3 points of blight, you many ask your reflection to show them one object or creature in the Fane, even if you have not seen it before. The mirror will show you the vision for one round before disappearing..

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    Replies
    1. OOC: Yep, let's toss the rope/piton into the portal.

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  12. OOC: Locking out comments for a moment, Palim did a "game changer". Look for a new post soon!

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