Pirate GM |
Back out in the hallway, no signs of danger at the moment.There appear to be 2 small passages to the west, a set of three matched doors on the east side. Each is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching.
Finally at the north end of the hall, the passageway turns east and there appears to be a door on the north wall just around the corner.
Your post was amazing Tico.
Tico Marvillos |
Thank you, Sir! =)
Nar Ibn Saif |
Oh, okay wow. Umm... I'm okay with whatever Valya would like to do, whether it is rest or continue on. Tico, that was quite something.
Valya Sunrider |
Thanks to the divine intervetion of Tico's chosen deity, Valya feels rather better, and she listens with amusement to the banter from the men.
I'm sitting right here gentlemen...
she stands and stretches
and in case you get the wrong idea, that means saying 'Valya' and not 'she' like I'm a statue!
She shakes her head and sweeps her hair back behind the two delicate horns on her forehead, before looking slyly back at the trio of unsure men.
...but thank you for your compliments regardless...
she turns to Tico
You will probably grow weary of my thanks before our journey through this spire is done, but for now I hope you receive my gratitude in the spirit it is given, thank you for keeping me safe
she plants a kiss on the cleric's cheek before retrieving her sword and making herself ready to move on.
Let's go!
BartonOliver |
Alright, if I may suggest we go room by room then, since we don't know where our original attackers may have gone.
Nar moves up to the triple hooded figure doors,and mutters to himself. That's gonna bug me all day I swear I know who that is.
Anyone recognize the hooded figure? I swear he's familiar but can't get quite remember it.
Tico Marvillos |
she plants a kiss on the cleric's cheek before retrieving her sword and making herself ready to move on.
Tico becomes flushed, clearly shy with the thanks of Valya.
"There is nothing to be thankful, my friend. As long as I breathe and The Dawnflower graces me with her sacred flames, I'll keep all of us safe, I promise."
The cleric looks to everybody and raises its holy symbol in the air, "count with me, my friends", he smiles discreetly.
Alright, if I may suggest we go room by room then, since we don't know where our original attackers may have gone.
"Seems wise. Let's do it", Tico agrees, then continues:
"And about the hood figure... Hmm... It's not completely unfamiliar to me..."
@Pirate GM, I rolled a 17 on the last check. May I attempt another?
Pirate GM |
Tico: Nope, not today at least.
This mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.
Several plates with half finished and rapidly discarded meals lie on the table.
A small, privy door on the south wall lies slightly ajar while 2 doors stand shut on the north wall.
Nar Ibn Saif |
Nar will come inside and take a look around, before heading to the privy to check it as well.
Perc (dining room): 1d20 + 4 ⇒ (12) + 4 = 16
Perc (privy): 1d20 + 4 ⇒ (16) + 4 = 20
Sorry appears I forgot to switch posting ID earlier
Pirate GM |
This privy is about as interesting as the last.
The dining room is fairly uninteresting except for the crests on the plates, likely stolen from various noble families.
Valya Sunrider |
Valya taps a claw on one plate.
I'm sure these would be better served returned to the fort and thence to their rightful owners, but I don't believe carrying them around now would be the best idea.
Valya moves to the rightmost Northern door and moves on through, ready in case there are enemies behind the door.
Pirate GM |
Opening the northern door...
This room serves as a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space.
No sign of enemies, another door exits to the north west.
Nar Ibn Saif |
Nar looks around the kitchen and prepares to move into the next room north-west door
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Quite the set-up down here, feels kinda like a camp or base but were'd the people go?
Pirate GM |
The doorway opens back up into the wide hallway, Nar thinks he may have heard something in the distance but isn't really sure.
Another water maiden statue is in the northwest corner of the hallway.
single doors lead to the north and east, while the widehallways come to an end at a set of double doors.
Nar Ibn Saif |
Nar will come out into the hallway and take a look around, then move to the corner where he can get a view down either hallway.
Perc: 1d20 + 4 ⇒ (7) + 4 = 11
That's a a lot of doors, where do you guys want to start?
Masao Sabiumi |
Sabi, for no other reason than personal amusement, fills the basin of this water-carrier statue as well.
create water. There has to be some good use for it.
"You pick, Nar, and we'll follow."
Nar Ibn Saif |
Seems like we should start at the beginning and work further in
Nar heads towards the southern unchecked door, checks it quickly before readying himself to head in.
Perc: 1d20 + 4 ⇒ (19) + 4 = 23
Pirate GM |
The water in the statue bubbles briefly after being filled with water before ceasing.
Will get to door update later.
Valya Sunrider |
Valya moves up the corridor, steadfastly ignoring the statues in case they were designed to distract from another trap hidden in the corridor.
She joins Nar, ready to move through the next door.
Tico Marvillos |
@Pirate GM: just to remember that Tico uses Detect Magic in every room. =)
This mess hall’s north and south walls are fitted with shelves...
Perception: 1d20 + 10 ⇒ (3) + 10 = 13
This room serves as a kitchen...
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
The doorway opens back up into the wide hallway...
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
Nar heads towards the southern unchecked door...
"Before cross this door, let me inspect it", the cleric says, while looks for any hidden trap on it and, for sure, he will cast Detect Magic on it too.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Pirate GM |
Nothing of interest in the dinning room or kitchen.
It's harder to tell now with Sabi's water in the statue but there appear to be several nozzles at the bottom of the water basin. Several of the flagstones in front of it appear to be pressure plates, and you're fairly certain Sabi has already stepped on one.
No magic on the southern door though.
Pirate GM |
Eventually opening the southern most door...
This chamber is someone’s personal quarters. A comfortable bed stands in the southwest corner. Several small keepsakes, including a couple of small leather journals, clutter the wall shelves.
A door to a privy lies in the south wall.
Nar Ibn Saif |
Keeping to the his established pattern, Nar will come in the room and take a look around. If nothing interesting presents itself, he'll also check the privy.
Perc (room): 1d20 + 4 ⇒ (20) + 4 = 24
Perc (privy: 1d20 + 4 ⇒ (5) + 4 = 9
Always important to know where the best privy in the place is.
Tico Marvillos |
Always important to know where the best privy in the place is.
Tico gives a slight laugh at the comment of the paladin, then he helps him to find something in that chamber.
Perception (only in the quarter): 1d20 + 10 ⇒ (5) + 10 = 15
Masao Sabiumi |
Should someone point out the nozzles and the pressure plates, Sabi examines the water carrier statue further, even going so far as dissipating the water if necessary to get a better view. He tries to track down the pressure plates and determine their purpose through experimentation.
Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Take 20 for 26, if I can get away with it, and the first roll is insufficient.
When he's done, he refills the water basin, and continues on his way.
Masao Sabiumi |
Once inside the personal chambers, Masao looks over the journals. These will likely be of value. Who lives here in the spire, and what have they discovered about it?
+3 Linguistics, if it's useful.
Once he finishes scanning through the journals, he spends time examining the rest of the room.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Pirate GM |
It looks like the pressure plate is attached to the statue and lets out some gas.
It is currently empty and needs to be manually refilled. This one appears to have been recently triggered. Checking the first one will reveal a similar trigger and mechanism, with an empty gas reservoir.
The masks built into your enemies cloaks begin to make sense.
---
The journals seem to belong to a Lenik Hastenfar and help give some idea of what's going on here.
Apparently this level has a secret exit to the surface and a thieves' guild uses it as their lair for robberies in and around the Echowood. They call themselves the Splinters.
Apparently the thieves' is very old, with “time-honored rituals and oaths handed down from the thieves of old.” like plate stealing as an initiation rite. There are references to the eyes of the Gray Master, better known to some of you as Norgorber.
The author of this journal, while not the leader seems quite important, and left several days ago with a dozen or so bandits for a raid in the Echo Wood.
You get the impression that the Splinters are generally both competent and loyal.
There are also some references to a Klarkosh, the Clockwork Mage. A giant gold man who claims to be a Numerian who 'rules' from the 6th floor of the Spire, including everything above him. Apparently he's been gathering forces for an assault below but the journal contains no further details.
---
The keepsakes on the shelves include a gold chess piece worth 25 gp, an ivory comb worth 40 gp, and a statuette of a woman with a lyre worth 15 gp.
Speaking of the poison, Fort Saves DC 18
Type mechanical; Perception DC 25; Disable Device DC 25
EFFECTS
Trigger location; Reset manual
Effect cloud of poison gas (synesthesia gas—inhaled; save Fort DC 18; onset 10 minutes; frequency 1/rd. for 4 rounds; effect 1 Wis and target is fascinated and sickened for 1d4 rounds; cure 1 save); multiple targets (all targets in a 10-ft. spread)
The gas is invisible and odorless; characters in the area may not even realize that they set off a trap. The cloud lingers for 1 minute before dissipating.
Nar Ibn Saif |
Fort: 1d20 + 15 ⇒ (16) + 15 = 31
It seems we best move on to the next room, but I don't get why the masks would help.
Once everyone is ready, Nar will proceed to the next room with the group.
Perc. (door): 1d20 + 4 ⇒ (12) + 4 = 16
Valya Sunrider |
fort save: 1d20 + 4 ⇒ (3) + 4 = 7
Wow... those statues smell beautiful, the fabric of the cloak makes me taste elderberries...
She doubles over and retches on the floor, before staggering after Nar.
wis 14/16
Pirate GM |
Fort save 2 Valya: 1d20 + 4 ⇒ (14) + 4 = 18
Alright, by my math that's 4 wisdom damage from the first dose, and 1 more wisdom damage from the second dose...
Nar Ibn Saif |
Anytime you want to head back to town to rest and recover (and possibly re-supply) from some of the poison DMG I'm cool with it. Was just pushing on because we had been.
Pirate GM |
As a note you guys are perfectly able to retreat and come back. Of course some things will change in the Spire, like the guy who's journal you just read coming back, but it's neat and I've got guidance on how to do things.
Valya Sunrider |
Ah thanls GM, forgot the previous lot! Wis 11/16
Valya starts singing quietly under her breath, and smiles benignly at her companions.
I am happy to proceed, the corridor this way smells of dark green!
she wanders contentedly towards the next door, following Nar's lead.
Tico Marvillos |
"Let's keep moving, brothers", Tico says to them, while follow Nar more deeper in the spire.
Let's finish this level. We don't have to retreat now, I think Valya is fine for now... Or not?
Masao Sabiumi |
Fort: 1d20 + 7 ⇒ (16) + 7 = 23
"Does anyone know what's wrong with Valya? It's weird that she is the only one affected. Maybe one of her trail rations went bad?"
"If she's okay, let's continue on."
Pirate GM |
Opening the door...
The double bunks and footlockers in the alcoves of this large room suggest it serves as a barracks. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall, and doors exit to the southeast and the northwest.
The room is currently empty, with all of the levels defenders either dead or rallied elsewhere.
The footlockers contain only spare clothes, bedding, and a few small keepsakes of no real value.
Nar Ibn Saif |
Perc (privy): 1d20 + 4 ⇒ (3) + 4 = 7
Perc (room): 1d20 + 4 ⇒ (16) + 4 = 20
Nope sorry no idea what's going on with Valya, other than mixing up her senses it seems. Notably this bathroom is not nearly as nice as the last one.
Heal (vs. DC 15): 1d20 - 3 ⇒ (13) - 3 = 10 Super unlikely Nar will understand what's happening, but a diagnosis could be had
Masao Sabiumi |
Sabi collects the thieves' notes, in hopes that will complicate their future heists. He examines the murals and sketches for any information that may be useful in exploring the Spire.
Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Pirate GM |
Nothing else of interest in this room.
Especially nothing of interest in the privy.
Nar Ibn Saif |
With nothing of note going on and everyone wanting to continue on, Nar leads the way out into the hall again.
Perc (hall): 1d20 + 4 ⇒ (16) + 4 = 20 Just in case
To the next door to the north, giving people time to stack up into the normal entry order.
Perc (door): 1d20 + 4 ⇒ (16) + 4 = 20
Anyone else feel like this place just keeps going on forever?
Pirate GM |
There's something going on behind the next door, some sort of shuffling or scraping...
Pirate GM |
The shuffling and scraping if followed by a loud bang against the door as though somebody just pushed something quite heavy up against it.
Valya Sunrider |
You gentlemen seem to have a thing about privies, this is hardly the exciting adventure you promised me the other night when you were describing the glittering coins and magical treasures that lay within the Spire...!
Valya laughs, a surprisingly cultured and feminine sound despite her fearsome appearance.
She tilts her head as she hears the noises behind the door, her eyes tracking the movements within the room beyond. She shrugs.
Whoever is in there, it will go better for you if you come out and talk to us...
The door proves fascinating to the tiefling, the scarred wooden texture brings to mind the taste of a dark ale she once enjoyed in Riddleport.
Masao Sabiumi |
Sabi shrugs his shoulders and points at the other door, as if to say "Shall we just go around?"
Quietly, so as not to be heard from the other side of the door, he adds, "If we don't want to try to bash this door open, perhaps we could gather some fuel, tapestries, chairs, and the like, and simply burn the door down. It will take a while, but might be better than charging in to a defended area."
"Or, do both. A two-pronged attack as it were."
Pirate GM |
From behind the door comes a crazed shout "Go away! You'll never steal my voles! NEVER!!!"
There is then a bunch of screeching and such like the room was full of wild animals.
Valya Sunrider |
That had me in stitches :D
Voles? murmurs Valya as she recoils in slow motion from the door.
I don't trust voles, they smell of bell-ringing...
She turns to Sabi
I think that amount of smoke in this area would be hazardous
she tilts her head to the side
Perhaps if we had some way of summoning the wind to blow the smoke away from the fire?
She starts singing softly under her breath, a Chelaxian lullaby if you're not mistaken.
Nar Ibn Saif |
I think we should probably just try going in and seeing what's going on
Nar will step up to the door and attempt to open it and then step back out of the way for Valya and others to get a view of the room.
Pirate GM |
The door seems pretty firmly stuck, as though something heavy was pushed up behind the door.
There is more screeching from the other side and more shouting "GO AWAY!"
Nar Ibn Saif |
Maybe you could open up, we could help you with your voles. We won't try and take them away from you.
Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
To the party:
What's a vole anyway?