|
Post by subdolus on Nov 20, 2007 15:12:12 GMT -5
Subdolus recommends that the vase might come in handy, if they figure out how it works and what it does. (The yellow wizard would sure be handy right now) He then makes his way to the door to inspect for traps.
|
|
|
Post by AxeMental on Nov 21, 2007 7:54:48 GMT -5
Sogathan tells you the Yellow Wizard should be fine indefinitely, as the poison in his system has been turned to stone as well. He will also remain toy sized till turned back to flesh, at that point the poison and potion of diminuation will become active again.
Subdolus finds no traps on the secret door, I'll assume he and Tiberious open it. Pushing a spot on the wall causes a grinding sound and a 8x10 foot section of the south wall raises into the ceiling. Infront of you lies a short 12 foot wide hall going 10 feet due south before opening into a large rectangular room 50x50. The scouts enter, Subdolus discovers the mechanism to close the secret door behind you if you wish to do so at some point. The floor near the entrance is covered in debris, much of it broken bones, old rusty weapons and bits of armor and shield. Nothing seems to attack so I'll assume the rest of the group follow in. Calhagan spots a secret door on the east wall of the short hall close to where you entered, it is colder then the stone around it when touched. Subdolus examines it and finds it to be 8x12 and similar to the one you just came through (it will open upward). I assume you leave it closed for now.
The floor of the 50 foot room is covered in splintered and crushed overturned wooden pews facing the south wall which was at one time lined with 7 large statues all now badly broken in various states (some with heads nocked off others missing huge chunks or limbs, others lying on the ground in rubble. You are across the other side of the room so its too far to see who these statues may have been, but they do appear to have been of human shaped (perhaps great leaders or gods). On the South west wall you see a closed gate rising to the ceiling, beyond it appears to be a passage. What would you like to investigate first?
|
|
|
Post by trp2fan on Nov 21, 2007 9:24:08 GMT -5
Any drafts and/or odors coming from out of the gate?
|
|
|
Post by AxeMental on Nov 21, 2007 11:35:33 GMT -5
Yes, you do detect an odd smell in the air....a mixture of wet hey, cow dung and old ale you thinks. And, in fact, it seems to get stronger in the direction of the gate. You don't detect a draft coming from the gate area but Tiberious detects what he thinks is a very slight and frigid draft coming from around the bottom crack of the new secret door (the one you haven't openned yet which is right next to the group). After a few wiffs along the bottom edge "it smells like fresh air from behind this secret door" he says.
|
|
|
Post by Ska on Nov 21, 2007 15:55:14 GMT -5
OOC: Axe---we never did figure out how to remove the crystal encased princess or did we finally choose one and take it?
Tiberious suggest we figure out what is behind the secret door to prevent any surprises once we lift the gate.
|
|
|
Post by AxeMental on Nov 21, 2007 18:26:25 GMT -5
OOC: You selected an encased princess (I believe the one that had some bruising on her) and buried her along with the rest of your treasure in the main courtyard of the keep (I assume the princess was buried with her head at or near the surface, just incase.
After a search for traps another stone button is pushed, this time by Tiberious. With a grinding sound the wall slides upward. Before you is a 8 wide x12' high hall 30 feet long blocked with a thick layer of ice at its far end, and beyond that a hint of daylight. Despite the far end of the passage being blocked by ice a cold breeze hits your face (perhaps circumventing the ice threw cracks). You are certain that beyond that thick wall of ice is outside.
|
|
|
Post by zargonthelucid on Dec 1, 2007 21:33:16 GMT -5
Zargon will give the wall of ice a few half-hearted thumps with a fist. How thick is the wall?
|
|
|
Post by AxeMental on Dec 2, 2007 7:50:13 GMT -5
Subdolus shaking his head grabs Zargon by the shoulder before he gets more then 2 steps. With a quick wink to the fighter, the agile half elf takes the lead to check for traps. Once at the far end the thief motions Zargon over. The cold breeze does infact blow threw inch thick cracks in the ceiling and walls made by some massive trama to the stone long ago. On the ground near the ice wall are a few chuncky remains of a once large stone doorway that once blocked this entrance, a secret door by the looks of the fragments (one side natural stone that would match the exterior the other heavily carved with leaves and forest song birds). "Carved by elves or at least using elvish style" wispers Subdolus pointing to some of the images.
Zargon hits the ice a few times with his fists and finds it very solid, probably a foot or two thick from the looks of it (Zargon thinks a few minutes of pounding with a smashing weapon would likely do the job. Do you wish to try?)
|
|
|
Post by Semaj The Silent on Dec 6, 2007 19:14:52 GMT -5
I think we should.
|
|
|
Post by trp2fan on Dec 8, 2007 20:40:33 GMT -5
I've no smashing weapon, but I'll help if anyone's got a spare.
|
|
|
Post by AxeMental on Dec 10, 2007 23:38:48 GMT -5
OOC: I'm back!
OK, the fighters take turns smashing at the thick ice wall for 10 minutes before punching threw to the otherside...blinding daylight shines in.
Just as the first squinting fighter prepares to cross threw, a low rumble and shaking begins getting louder till the rock itself begins to shake violently, Zargon and Erm jump back from the entrance just before the entire 50 foot high sheet of ice covering the outside cliff face collapses in a great whoomp filling in a good bit of the hallway with ice! When the air clears a minute later, you see the entrance is still open near the top (10 feet up or so), you'd have to scramble up threw ice and snow, but it seems possible.
The outside air rushes in freezing your lungs but also lifts your spirits. Not having seen daylight in days, your eyes need time to adjust.
As you get back up and begin to contemplate what to do, you suddenly hear loud clicking sounds every frew seconds from the direction of the gate and then see orange torch light from the hall beyond it.......chains rattle and the gate starts to rise up , what do you wish to do (10, 9, 8, 7...)?
|
|
|
Post by trp2fan on Dec 12, 2007 10:06:31 GMT -5
Cal gives a boost up to the opening to the first willing recipient.
|
|
|
Post by Ska on Dec 14, 2007 13:28:01 GMT -5
Tiberious will use his ring and cloak and place himself on either the corner of the gate which does not lift fully into the wall or if that idea fails because the gate goes up enough int ot he wall to prevent this, Tiberious will hide quitely in the right hand corner of the room ( to the right of someone coming out of the gate)
The monk will await further actions before deciding what to do next.
|
|
|
Post by ermanaric on Dec 14, 2007 22:26:27 GMT -5
After everyone else is done moving Ermanaric stands next to whoever is left out in the open. If this is more than one individual, he will try and stand closer to the least armored pc. He will keep his shield out and be ready to move in between the pc and any incoming missle fire or magic that might be thrown.
|
|
|
Post by AxeMental on Dec 15, 2007 8:16:41 GMT -5
OOC: Stranger, St. Clair and Semaj, if you want to do something else let me know, but I'll assume you go along with the groups actions to keep things moving. ;D Tiberious signals Subdolus and the 2 scouts quickly move toward the gate, but stop short finding a 10x10 pit trap 20 feet deep infront of it. Insted, they position themselves to either side of the gate, both being lost in the shadows (Tiberious goes completely invisible using his magic ring). Standing in the bright snow and ice filled hallway Calhagan briefly considers helping others get outside, but seeing there isn't time joins Zargon and Ermaneric who form a line in the middle of the room prepared to attack, Sogathan stands behind them back a bit. Once the gate completely rises up you here the loud snap of a whip and see coming out an old haggard troll with grey skin and milky white eyes, areas of flesh are missing from its back torn out by the whips studs. The troll crawls out on all fours and checks the area around the gate sniffing loudly as it moves in the direction of Tiberious (now aware he lies near the gate by sent). Moments later, following this miserable creature out is a type of giant non of you have ever seen before.....its bottom half is that of a heavily furred donkey and its top half similar to a hill giant (like a giant centuar), but this beast has 2 heads instead of one, and each head has only a single eye at its center. By the GODS it is the retchid Onocentuar, rumored to exist only in legend !!!! As Sogathan recalls the ones with 2 heads, are powerful warriors, and sometimes shaman! The Onocentuar stoops to get past the gate swaggering, the smell of wisky on its breath, it tosses its half empty wisky barrel at the fighters across the room, obviously annoyed at being disturbed (it roles a 2 and misses exploding infront of them). It carries on its back a huge club and holds a huge whip studded with spikes, looking around the gate first (somehow spotting only Tiberious) it jumps across the 10x10' trap in a massive leap and starts moving in the direction of the fighters (commanding its troll in some odd language). Subdolus you can attempt a backstab if you wish to tangle with this beast. Tiberious, you can't surprise as both monsters seem to be aware of you. Link to map: img.photobucket.com/albums/v311/AxeMental/filledDungeonMapnet24.jpg
|
|