From the chamber of the crown, you open the doors in the north wall. Beyond, a hallway lined with unlit torches leads north then bends to turn east.
You follow the hallway east, up a short flight of stairs, and eventually arrive at the one-way secret door where Grelloc once peered out (leads to the hallway with the dripping holy water).
Continuing on, you spy an alcove to your left (north). At the center of the alcove, a ten-foot diameter sphere of ice rests on the floor, perfectly steady. Despite the sweltering heat in the hallway, the ice remains completely solid.
The hallway continues, bending to the right (south).
Actions, crusaders!

Motir
ReplyDelete"So we trade the possibility of heat for a room of actual heat," Motir chuckles as he stops to inspect the ice. "Maybe this spirit had the right idea." Clearing the sweat from his forehead and eyes, he leans in close to give the arrangement a closer inspection.
Tech
Perception +11, Insight +4, Thievery +8 to inspect the dragons and ice for anything interesting, notably any traps.
Crx
ReplyDelete"Cxxxrrkkkk!"* Crx examines the ball of ice and the area on which it rests with a careful, many segmented eye.
Tech:
Perception +6, Thievery +9. Looking for trap doors or devices under the ball of ice. Does the spirit move or look otherwise alive?
*"Well shit."
Two-Rocks studies the scene.
ReplyDelete[Tech]
Perception +9, Nature +11
The ice obviously isn't natural, but can Two-Rocks divine it's properties?
what might be the significance of the white dragons in this context?
[Motir]
ReplyDeleteThe frozen spirit cradles something in his arms, and you're able to make out a Fragement of Foebreaker, and something else (not sure). You ARE sure that you see a broad smile on the infernal spirit's face.
Rolls: perception 28, insight 18, thievery 25.
[Crx]
You don't see any traps about the ball of ice, and you're not really sure what to make of the spirit within. You think it's alive, but in suspension.
Rolls: perception 10, thievery 13.
[Two Rocks]
Indeed, White Dragons do represent cold, so it might be connected somehow. You sense the ice is magical in nature, not natural. You see a thin trail of blood oozing from the cracks in the dragons, strange...
Rolls: perception 28, nature 18.
Grelloc
ReplyDeleteStanding in the unnaturally hot room, the orc wipes his brow with the back of his hand as his companions inspect the sphere of ice. He too steps forward and looks at it, grimacing as he sees the infernal face carved deep in the center of the sphere.
"Gods..."
He turns to leave, but something tugs at him, a weight about his neck as he tries to leave the sphere. Turning back, he fishes out the blackfire amulet, grunting a chuckle as he wonders if this has been his problem with fire all along. His chuckle dies as he feels it tugging at his grip, seeking the sphere.
He holds it by its chain, trying to see if it leans towards the orb or not, but it hangs motionless. When he holds it, however, he can feel it pushing against his fingers, almost eager to caress the ever-sweating sphere of ice.
With a deep breath, and a moment to wonder if giving an inanimate object what it wants is really intelligent, he presses the amulet against the sphere.
[Grelloc]
ReplyDeleteWhen you touch the blackfire amulet to the ice, the sphere instantly melts! The infernal spirit laughs madly as it flies directly into the ceiling, phasing through the stone. When it phases, all the treasure it was holding drops to the floor.
OOC: Treasure!!! Will update treasure tab tomorrow.
Crx: Scroll of Illusory Creature (Minor action, consumable: You create the illusion of a creature you have seen before. The creature can speak, but cannot interact with the physical world.)
Also giving Crx - Fragment of Foebreaker #2 (since he has #1).
Del-Kai: Ring of Regeneration (In combat, you gain regeneration 5.)
Grelloc: Secret Cache... draw 2 treasure cards!
- Elixir of Prowess (Minor action, consumable: Gain a +10 bonus to your next skill check.)
- Rod of Banishment (Wand, 2 charges. Standard action: Ranged 10, one creature, +6 vs Will, Hit: Target Vanishes until the end of your next turn.)
Motir: Belt of Titanic Might (You gain a +15 to Athletics checks, and +5 to Melee Attack Rolls).
Two-Rocks: Elixir of Prowess (Minor action, consumable: Gain a +10 bonus to your next skill check.)
Vengeance: Seven League Boots (You gain a +7 to speed and initiative.)
Relieved, Two-Rock releases a breath that he didn't realise that he was holding.
ReplyDelete[TECH]
Has anything changed with/about the dragons?
If no change is evident, then Two-Rocks will proceed down the hallway.
Indeed, there seems to be no change about the dragon statues. Since you're checking out the eastern hallway, on my next lunch break (coming up) I will drop the new post... CLOCKWORK GUARD.
DeleteGrelloc
ReplyDeleteStumbling back as the amulet flares, he almost drops the ebony glass sphere, his longsword flashing out as the spirit escapes with a bone-chilling laugh through the ceiling. Shaken but stoic, he replaces the now lifeless amulet around his neck and sheathes his blade before rooting through the debris and valuables left behind by the spirits passing.
“Something tells me that wasn’t the best idea…”
He chuckles dryly as he shoots a glance at Crx, handing him the second slab of the fabled shield. The spoils divided, he joins Two-Rock, keeping his sharp eyes scanning for any movement in the dark as they proceed down the passageway.
For those of you heading further east down the hallway, it turns south to emerge upon a new chamber. The door to the Clockwork Guard is already open.
ReplyDeleteI will leave this available for posting a little longer, in case you want to do anything in this chamber.
Link above doesn't work. Try this one.
ReplyDelete