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Thursday, March 7, 2013

Vault of the Wyrm Prince: Hidden Halls III



OOC: No video or audio narrative today. Trying a new picture presentation style instead.

Beyond the succubus secret door, you find yourself in a corridor dripping with boiling drops of water. The far end is a section of wall with two iron pull rings set into it. 

To your left, an enormous sarcophagus is set into an alcove. Carved into the face of the sarcophagus are a number of demonic heads.

19 comments:

  1. Del-Kai glances down the hallway. "Of course the succubus door would lead to some giant knockers."

    Walking slowly down the hall, Del-Kai examines the demonic heads more closely.

    [tech]History +10, arcana +10

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  2. Grelloc

    The room beyond as much a mystery as the passage behind, the hunter joins his fellows as they stride down the hidden hall. His soft boots scrape almost noiselessly along the flagstones as he moves carefully, his keen eyes searching the walls and floor ahead.

    “Just like any woman, hiding wonderful secrets behind her bodice.” He grins lopsidedly as he moves the arcane-flamed torch along the shadowy path, careful of the steaming droplets that fall from above. He stops near the grotesque sarcophagus and makes a face as he crouches beside it, attempting to mimic the twisted visages carved into it. He shakes his head as the gawping faces elude him and he stands.

    “Nasty thing this… I wonder who was so foul as to be entombed in such a coffin. And why they were hidden thusly…” His fingers run along the smooth hairless patch where his scruffy beard had been burned away from his chin, peering at the stone box carefully.

    Tech:Perception +7, Dungeoneering +7, Arcana +0, Nature +7, does the sarcophagus seem sealed or trapped? Are there any switches or buttons or levers in the open mouths of the demons carved onto it? Does it give off any odd vibrations or smells of corruption and rot?

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  3. "I wonder", Two-Rocks muses, "If the Three-River Paladin was entombed above to guard this room as well. Why did he not mention it?"

    The goliath runs a free hand briefly along the ceiling to collect a few of the steamy drops of liquid. He experimentally touches a wetted finger to his tongue and tastes it.

    [TECH]
    Nature +11.
    Plain o' water? Acid? Sulfurous or sweet? Inquiring Druids gotta know this stuff.

    Perception +9. Anticipating a Two-Rocks looks for a keystone that might be holding the ceiling together.

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  4. [Del-Kai]
    Del-Kai senses a stable, potent conjuration magic from within the sarcophagus.

    Rolls: history 27, arcana 23.

    [Grelloc]
    Grelloc follows Del-Kai and investigates more closely. He does not sense the magic that Del-Kai does, but that doesn't mean anything. As far as the sarcophagus goes, it is not locked or trapped. Only normal smells that would be given by a stone sarcophagus enclosed in such a small space. No special levers or buttons - just lift the lid if you dare.

    Rolls: perception 12, dungeoneering 11, arcana 14, nature 25.

    [Two-Rocks]
    The liquid that drips form the ceiling is suddenly obvious to Two-Rocks. It's holy water!

    Rolls: perception 24.

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  5. "This place is a death trap brothers", the semi-giant warns, "but not meant for us, I think. This is holy water!"

    He hastens to add, "Though I'm sure a wrong move will prove fatal to anyone that tries to resurrect whatever is entombed here."

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  6. Grelloc

    Rubbing his now-smooth chin, the ranger sucks at his teeth as he looks from Two-Rocks to Del-Kai. He sighs and stands from his crouched position and dusts off his hands.

    "In all likelihood our lumbering companion is right. Generally sarcophagi hidden in tombs are not meant to be disturbed. That holy water is dripping down upon it lets us know whatever is in there does not take kindly to the touch of divinity."

    He gives the stone coffin a kick as he nods towards the door.

    "Let's be on before whatever is in here decides to wake up."

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  7. Grelloc

    The stone sarcophagus set aside, the ranger turns towards the iron ring pulls and moves softly across the holy-water slicked floor. He leans close to the wall, inspecting it for seams or signs of scuffing on the flagstones, and carefully looks over the dragon-head pulls for switches, levers or scorch marks, particularly around the mouths or eyes as he remembers the stone dragon from the entry chamber.

    Tech:Perception +7, Dungeoneering +7

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  8. Crx
    "But perhaps the holy water makes whatever is inside helpful against the Wyrm Prince? Let's find out."

    Tech
    Make a Thievery check for traps (Theivery +9) and disarm any that are found. Then open the sarcophagus.

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  9. [Grelloc]
    You see that the wall is an easy-to-spot secret door. It's not meant to be hidden from this direction, and you suspect that trying to find this secret door from the other side would be quite a feat. You do not spot any traps or locks.

    [Crx]
    Finding no traps, and opening the sarcaphgus, you take into your possession...

    SIMULARCUM SUIT
    Armor (Leather, Cloth, or Hide, +2 AC).
    Move Action: Daily. You create a minion clone of yourself in an adjacent square. The clone's attacks are melee basic attacks that deal minimum damage and have the illusion keyword.

    Note that the armor type is not set. As the person who drew it out of the sarcophagus, you get to choose what form this armor takes. Not quite player-driven narrative, per se, but a nod to it perhaps?

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    Replies
    1. Del-Kai frowns at the armor. Scooping up some of the holy water in his hand, he splashes it onto the armor/into the sarcophogus.

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    2. The water splashes on the armor and the sarcophagus, to no effect.

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    3. OOC: Questions about the armor in the OOC thread.

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  10. Grelloc

    As the chittering rogue pushes the heavy lid aside with a thud, the ranger draws back, pulling his longsword as he readies for battle. However as Crx pulls out a suit of shimmering armor from the shadowy depths of the coffin he relaxes and whistles, sheathing his blade.

    “Perhaps some times it does bode better to toss caution to the wind.” He grins lopsidedly at the thri-keen and chuckles. “Nothing ventured and all that…” Pulling a flask from his belt, the hunter pauses long enough to gather several ounces of the steaming holy water that drips from the ceiling before returning to his inspection.

    With no sign of danger immediately apparent from the huge iron rings, he draws his blade once more as he tries one, pulling it open with disquieting ease as hidden hinges whisper against ancient stone. The hunter peers into the gloom beyond, his sharp eyes narrowing as he holds the arcane torch back to prevent it ruining what night-eyes he has and sniffs the air, hunting for sulfurous or putrid odors. He nods for his fellows to follow as he slips into what awaits beyond, his soft leather boots whispering against the floor.

    Tech:Open the door at H-1 and look through, Perception +7, Nature +7, Stealth +8. What if anything is beyond, and move into the new area quietly and slowly.

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  11. [Grelloc]
    Opening the door just a crack, you can see that it opens upon an east-west running hallway. Dark, although there are unlit torches along the walls at regular intervals.

    To the west, it continues a long ways and out of sight. To the east, it looks to open on a chamber on the left side, but the hallway also continues into darkness as well.

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  12. Motir
    Motir stands in awe as the blade forges itself in his hand. The sudden surge of extra energy causes him to take in a sharp breath. Had his statement to the paladin actually been correct? It wouldn't surprise him if the dieties actually were guiding him to this spot after all.

    Motir follows behind the group, too distracted by his new equipment to say or contribute anything, even as they discover a hidden door. It's not until the new door opens that he regains his senses. "I say we should continue forwards. See what else needed to be hidden back here."

    OOC: Sorry for my brief absence. I vote for going to the chamber to the east.

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    Replies
    1. I assume you mean west. You came from the east.

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    2. Got an email explaining... he wants to go north, then east to that small chamber there.

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  13. "I'm content to follow where you lead, Motir, but hold a moment."

    Two-Rocks pulls a bowl out of his mess and sets on the floor where he judges the water to drip most consistently.

    "If we pass back this way, the bowl may be full enough to fill a flask. The holy water may be of use later."

    [TECH]
    Adventurer's Kit: When you absolutely, positively need to pull a common item out of your ass, accept no substitutes!

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  14. You travel west from Hidden Halls II to a new chamber containing The Golden Crown

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