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| Almost drowned out by their own light, six silver torches are mounted on the east and west walls. |
An unnatural, perfect darkness fills most of the sanctuary, save for six small pools of light afforded by torches of silver flame placed into holders on the east and west walls.The six torches create a pool of light that extends 20 feet before being abruptly swallowed by darkness. The darkness is like a wall, blocking your view of the rest of the chamber.
The stench of sulfur hangs on the stale air, and the sound of dripping emanates from the darkness.

Grelloc
ReplyDeleteFollowing his companions from the chamber of the draconic automaton, he steps into the sanctuary, wary as he walks into the room. His nostrils flare at the stench of sulfur, his brow furrowing as he stares, trying to pierce the unnatural gloom that fills the space beyond.
He moves towards the silver-flamed torches, inspecting the flames and sconces, watching their ethereal tongues of fire as they lick up towards the ceiling. He looks to see if they are anchored to the wall or simply resting in their holders and if the darkness is affected by the silver flames or how they move if at all.
Tech:Perception +7, Dungeoneering +7, Nature +7, Are the torches trapped or anchored? Is there any movement of the air in the room and if so do the flames move? If not, do they move as if there is wind? Is the sulfurous smell covering any other smells or is it simply overpowering? Can we determine any other scents or what might be dripping in the dark?
Vengeance
ReplyDeleteVengeance looks at the darkness. He's not quite sure if the darkness is looking back, but it wouldn't surprise him in this miserable place. When he ruled the world he would really need to find out who Thran's interior decorator had been and hire them for his palace. He examines the torches and looks towards the dark, searching his mind and knowledge of the arcane. He looks at Del-Kai.
"You, you're a wizard. Cast a Magic Missile at the darkness. See what it hits."
[tech]
Arcana +8, History +8. Looking to see if I can perhaps feel out anything that might be the magical source of the darkness or if I've heard anything about this sort of thing before.
Del-Kai
ReplyDeleteAt Vengence's words, Del-Kai winces. "I...ah...never learned it. It seemed rather unnecessary at the time."
He stops and glances at the darkness ahead of him.
"Learning a basic spell of illumination also seemed rather unnecessary. I believe I may need to make signficant revisions to my spellbook."
Bending over to pick up a rock, Del-Kai throws it through the wall of darkness.
Crx
ReplyDeleteCrx wonders why the flame is silver when it should be red and orange and white and ultraviolet, which he can normally see since you know, he's an insect.
Crx is wary of the draped darkness, fearing that it will somehow come to life. He readies his dagger and moves to the opposite torches from Grelloc.
Tech:
Perception +6, Theivery +9. Checking the torches for traps or tricks before taking one to illuminate the darkness.
[Grelloc]
ReplyDeleteYou examine the torches. The flames do move as normal flames should, although the color is oddly silver. You do not detect any air movment in the room, and your nose does detect the smell of wine coming from somewhere in the darkness.
The torches ARE trapped. The torch-sconces which they rest in are trapped to trigger something should you pull the torch from it's holder. What the trap does, you're not sure.
Rolls: perception +26, dungeoneering +15, nature +12.
[Vengeance]
You recognize the torches are "everburning torches" and give off magical light.
Rolls: arcana +15, history +13.
[Del-Kai]
The rock you throw does into the darkness and lands with a loud thunk!, as if to suggest the floor continues in the darkness.
[Crx]
Crx not only sees the trap, but knows how to disarm it... at least the first one.
Rolls: perception +6, theivery natural 20. I'll allow the thievery roll to be used on the disarm attempt, if you want to try it. Just one torch, not all of them... if you want more torches, you will have to attempt more thivery rolls, DC 17.
Ever-helpful, Two-Rocks offers to take the silver-flamed torch from Crx so he can work on obtaining another one. The giant druid then hurls the imperishable flame as deep into the darkness as he can manage.
ReplyDelete[TECH]
Athletics +8
Crx
ReplyDeleteCrx sputters "Xcchkkhhckkk!"* before sighing deeply and attempting to grab another torch.
Tech:
Thievery +11 with Thieves' Tools to disarm the trap on the next torch. Which will be held much more firmly as to prevent being cast about into the darkness.
*"Dammit, I wanted that."
[Crx]
ReplyDeleteCrx easily disarms the trap on another silver torch holder.
Rolls: thievery natural 20.
[Two-Rocks]
Two-Rocks hurdles the first torch into the darkness, lighting up the rest of the chamber!
Water drips from the ceiling, draining down the sides of a massive, 20-foot tall, bronze hourglass that rests at the center of the room. A series of symbols etched on the floor surrounds the hourglass on each side.
Another set of similar runes is etched onto a set of double doors at the far end of the chamber.
In alcoves toward the back of the room stand four statues of hooded dragonspawn priests weeping tears of searing liquid sulfur. The statues hold large basins, each basin made of a different material. Starting with the northwest statue and moving counterclockwise, the basins are respectively made of crystal, steel, stone, and ivory.
OOC: Will be posting some imagery (map, the hourglass w/symbols) when I can, by tomorrow morning at the latest.
The Vitals tab now shows the updated map and the symbols around the hourglass that dominates the center of the chamber.
DeleteTwo-rocks pads over to each of the basins and tries to determine their contents.. without touching them, this time.
ReplyDelete[TECH]
Perception +9
Nature +11
The primary goal is to determine if there is water or wine in any of the basins.
[Two-Rocks]
ReplyDeleteOOC: Since you're walking all about the chamber, I'll give you details about the hourglass, the doors and the basins.
The wrought bronze of the hourglass has been shaped to depict legions of dragons brandishing whips at demons, who are being forced into a lake of a boiling liquid, choking on the gas that billows up from it.
Each of the basins held by the dragonspawn priest statues is filled with wine. The floor near all of the statues is coated with a very light dusting of some powdered substance.
The doors are thick steel, and locked tightly. The smell of burning embers and the sound of crackling flames seep out of the cracks around the door.
Del-Kai
ReplyDeleteThe wizard steps forward, and bends down to examine the odd powder around the statues.
[tech]
Arcane +10; Dungeoneering +5
Grelloc
ReplyDeleteHissing in a breath at the terrible sight of the priest statues and the horrific hourglass, the orc walks forward carefully. He examines the hourglass closely despite his discomfort at looking at the horrible images wrought into it, looking to see what slides through its pinch.
He then turns his attention to the basins themselves, looking closely over each to see how they are attached to the priests hands or if they can be removed without lopping the wrists off of each. Careful not to disturb the searing tears that roll down and pit the faces of each dragonspawn cleric, he walks around each, searching for any switches, levers, sigils or indentions that might provide some insight as to their use or purpose.
Finally he bites the stopper from an empty flask and wraps an empty leather pouch about his hand as he tries to collect some of the tears, certain this toxic substance could substitute for poison in the lair of the clockwork beast.
Tech:Move to the statues and hourglass, Perception +7, Nature +7, I suppose either a dexterity check or a constitution check to prevent being burned by the dribbling sulfur as he tries to collect it.
[Del-Kai]
ReplyDeleteYou examine the powder, being careful not to ingest it... which is smart since it's Kingsbane, an exceptionally deadly poison that is completely undetectable once dissolved in liquid, making it a favorite of assassins.
[Grelloc]
You examine the hourglass and see a faint hazy shadow within instead of sand... The shadowy substance is not flowing downward as sand would; if that's good or bad is up to you to decide.
The basins are a part of the statue themselves, not detatchable. You do not find any further switches, levers, sigils or indentations.
You carefully gather some of the acidic tears from the statues into an empty flask.
Rolls: perception 11, nature 9.
Del-Nai
ReplyDelete"Ah yes...kingsbane. I've heard it's called Iocane in Australia." He pauses briefly to recount a tail of a pirate he encountered near Florin, before continuing.
"If we are translating this correctly, any attempt to drink this wine without following the proper steps will assuredly result in a swift, painful death. Probably during the middle of a maniacal laugh."
He pauses to pull out a vial and collect some of the water dripping down the side of the hourglass.
Assuming he's successful, he will mix the water with the tears that Grelloc collected into one of the stone basins of wine before taking a long drink.
Which basin are you doing the mixing in?
DeleteCrystal Basin (northwest)
Steel Basin (southwest)
Stone Basin (southeast)
Ivory Basin (northeast)
Thanks!
OOC: Oh, right, I guess that'd be important. The Stone Basin. I will pause long enough to let Two-Rocks check.
DeleteTwo-Rocks inspects the mixture before allowing Del-Nai to drink.
ReplyDelete[TECH]
Nature +11. Is the resulting tonic toxic?
[Del-Kai and Two-Rocks]
ReplyDeleteDel-Kai approaches the stone basin, mixing the acidic tears and water into the wine.
Two-Rocks sniffs, and is pretty sure that this one basin was never poisoned to begin with. The resulting drink is also not poison.
Del-Kai drinks the wine mixture... Suddenly that section of the rotates a half-turn to reveal a secret passage! It leads east 20 feet before turning north, and out of sight.
As far as the wine goes, tastes awful, but Del-Kai does not feel any negative effects.
DeleteDel-Kai
DeleteDel-Kai spits slightly, getting the bitter taste out of his mouth. "Well that was fun."
Moving to the secret passage, he walks down to where it turns to the North, and peers down.
Grelloc
ReplyDeleteWinces as he watches the semi-jellied mage drink down the mixture of toxic fluids, then blinks with surprise as no ill effects seem to befall him. Turning at the sound of grinding stone, he follows Del-Kai down the secret hall, crossbow nestled in the crook of one elbow as he lifts his everburning torch high, peering into the gloom beyond the corner.
Tech:Perception +7, Nature +7, are there any additional odd smells that come from down the passage? Any peculiar sounds or wind movements outside of Del-Kai's soon to be upset digestive tract? Is the floor the same material as the main chamber?
[Del-Kai]
ReplyDeleteThe hallway turns north and dead-ends after 50 feet. The corridor is completely bare, and dark.
[Grelloc]
The hallway has none of the poison dust or smell of the previous chamber. No sounds or smells, other than what you would expect an ancient passage to smell like.
Rolls: perception 13, natural 14.
So like stale dungeon farts, got it.
DeleteCrx
ReplyDeleteSlinking down the hallway, Crx doesn't buy the "secret door that leads to nowhere". He inspects the area thoroughly for traps and secret doors.
Tech:
Perception +6, Theivery +9
[Crx]
ReplyDeleteIndeed, a secret door is found. In fact, it opens on it's own accord as you approach! You see beyond a small chamber, 30' east-to-west, 15' north to south. The floor of this small chamber glitters with treasure.
Two statues of dragonspawn priests, hands clasped in prayer, stand opposite each other in the center of the room.
A set of double doors inscribed with the symbol of a pentagon lies ahead, to the right of which stands a portal filled with a crimson mist.
OOC: Sorry for the delay. I'm fighting some huge work fires at the moment.
Del-Kai
ReplyDeleteThe wizard steps forward "I'd recommend no one touch that treasure quite yet," and examines the penagon and portal.
[tech]
Arcana +10
Two-Rocks frowns at the gleaming treasure. "This is a distraction. If there aren't any arms or armor that we can use, we can come back for it after the Prince is dead."
ReplyDelete[TECH]
Once Del-Kai gives the all-clear, Two-rock will help sift for useful items and hidden doors beneath the treasure.
Perception +9
[Del-Kai]
ReplyDeleteYou don't sense any magic about the pentagon, but the portal is indeed giving off a teleporation aura.
Rolls: arcana 15.
[Two-Rocks]
You take into your possession...
Crx - Demonblood Vial (Quaff this vial of fridig demon's blood to gain a +5 to your atack and damage rolls this turn.)
Del-Kai - Supernal Ring
Grelloc - Potion of Healing
Motir - Demonblood Vial
Two-Rocks - Jar of Darkness (Minor action, consumable; You open the jar, releasing darkness in a close burst 2 until the end of your next turn. Creatures within the zone gain total concealment.)
Vengeance - Mask of Perversion (Mask, head; All of your skills become 6. Whenever you roll a naytural 1 on any die roll, count it ast the maximum result.)
Crx
ReplyDeleteSniffing the potion, Crx mutters softly "Xxxhkkh."*
He walks a circle around each of the statues, examining them for anything out of the ordinary. Finding nothing, he wanders to the doors and opens them.
Perception +6
*That'll do.
[Crx]
ReplyDeleteCrx opens the doors, leading to another supposedly dead-ended hallway. Searching your way northward, you find this secret door also opens upon your approach.
Beyond is a short hallway leading west and east. Both ways end in doors within 20 feet of you.
Based on your map, you surmise the west way (left) leads right back to the first chamber.
The right way (east)... unknown.
Grelloc
ReplyDeleteGrinning with his missing tusk bared, the orc slips the much-needed potion into a free pouch and follows behind Crx as he investigates the passageways, peering in behind his chitinous companion and nodding gruffly as all options are examined.
Drawing his dagger he sighs and crouches, putting its tip to the tiled floor, twirling it gently. He whispers something under his breath and twists it between two meaty fingers, letting it twirl for a moment before it falls, skittering to the floor. It spins for a moment longer, finally falling with its tip pointed towards the eastern wall.
He scoops it up and sheathes the blade, glancing to his companions with a slight smile and a nod, and heads towards the eastern passage.
Two-Rocks sets his feet to the east. It seems like an eternity since they have descended from the surface, but the stony and stoic goliath meditates upon his favorite sunrise to keep his spirit elevated while following his companions.
ReplyDeleteCrx
ReplyDeleteEastward ho!
It's been a while since a new post has dropped, but your journey east down the hallway will do just that!
ReplyDeleteNew post, tomorrow!
Your journeys take you east, to the Forsaken Labyrinth.
ReplyDelete