Brask Alpsbane |
Brask walks over to Thograt.
"Tend to tha others, I'm gonna scout out that stairwell. If I'm not back in fifteen minutes, assume I'm dead an' hole up in tha first chamber."
Brask will go ahead and slowly make his way down the stairwell, moving as quietly as he can. He'll leave most of his non-combat gear behind, but he'll take a rope, a crowbar, and a grappling hook.
Stealth: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Brask is moving at half-speed. He has his axe in hand.
Chainmail |
First thing that is noticed, the skeleton leader was wearing a distinct necklace, but in the debris of his body, it has not been found.
Brask scoots to the end of the long room and notices the 5 foot wall on the right 15' is to prevent falling. The stairs goes down about 10 feet to a landing and turn to the right 180 degrees to go down another ten feet to the base of the what is now a 25' tall (5' of it is the wall you can see from your side) by 15' wide wall. In this wall is large and complex vault door.
Brask Alpsbane |
Brask picks up the necklace and hands it to Thograt. After finding the door, he will head back up and report.
"Looks like we got a big ol' door down there. I say we get fixed up an' go take a look-see. We might be findin' a few goodies ta take back 'ome."
Wow, it's been a while since I had Brask talk. I'm having to remember how his accent works.
Chainmail |
As you retreat back you note the following equipment from the skeletons all armor is human sized.
Half plate armor
4 suits of chainmail
5 two handed swords
one glaive
3 golden bracelets
A search for the missing necklace reveals that is now firmly around Ninni's neck. You can ask her about it when she regains consciousness.
Hon Semparatus |
Having cleared his lungs of the noxious vapors, Hon assesses himself. "I've been better." Avoiding the still active pressure plates, he gathers his scattered gear. He takes a piece of chalk and writes on the disable plates in common and Dwarven SAFE. Wincing at Brask's rash nature as explores alone, he is torn between assisting Brash or securing a safe passage of retreat before the next bit of monsters are rudely and prematurely awakened. To himself but not silently, "United we stand, divided we shall surely fall... Well, at least I won't be dodging blades. Let me know when you require my services moving forward."
Picking up his gear, Hon proceeds to work on the pressure plates of the other room (L43,L44,L45). Perhaps he'll garner some clues of what exactly these activate.
Kragg Stoneheart |
Until ordered otherwise, Kragg will remain with the group and keep watch in case something should appear. He is indifferent to the idea about waiting or proceeding figuring that it is his superior's choice and up to them. Hopefully everyone is fully functional when the decision to move forward is given. This he keeps to himself and waits patiently and quietly.
Chainmail |
A detailed search of the large former bonfire room reveals a secret panel that opens just to the right of the doorway going out with the guillotine blades. In this panel is a simple, large latch switch that is currently in the up the up position that is labeled 'armed' in dwarvish, the down position is clearly labeled 'safe' in dwarvish.
A large rune has been placed on the inside of this device. The rune is of a black owl.
Ninni is unconscious but stabilized with a new necklace around her neck previously worn by the boss skeleton. The vault door is down a set of stairs. The group is waiting for orders.
Thograt Ironheart |
Thograt coughs and gags trying to clear the stinking air from his body and then looks around. "Well these undead are tough! before focusing healing energy to wash over his companions. 1d6 ⇒ 3 and then walking over to Ninni he puts a hand on her shoulder and recites the healing blessing of Torag CLWs 1d8 + 2 ⇒ (4) + 2 = 6 " How's everyone else holdin' up? "
Hon Semparatus |
His eyes lighting upon the secret panel and a palm slap to the forehead, with a quiet mumble to himself, "I've got to get better at this." Wedging his finger alongside the secret panel which opens easily, he pulls the switch, listening/feeling for a satisfying sound acknowledging the disabling of the pressure plates. "All Clear! Guillotine blades secure. If not feel free to let me know. Haha.
Ninni Lindnock |
The Dwarvenshield is back! Thanks Chainmail for taking control of Ninni in that last battle was away and when I came back was already unconscious :)
Ninni Groans as her eyes flutter open slowly she immediately grabs at the strange neckline around er neck and scans her surroundings. "Can't believe I'm still alive, so what did I miss and what the hell is this damned necklace." Ninni rants as she tries to stand. She attmpts to remove the thing since it clearly has some souse of magic and all kinds of magic are unliked by the young gnome. She looks awkwardly at her companions and mumbles in a more calm tone. "um..thanks fro getting me out of that I mean...probably wouldn't be here right now if not for your help." She trys to make her awkward thanks quick and then gives a slight bow. "So what are our plans?"
Will save:1d20 + 6 ⇒ (13) + 6 = 19
Chainmail |
Ninni rips off the necklace as she ignores its promises of power and domination as a greater lich. Obviously it is very dangerous at it managed to find its way from a shattered skeleton to an unconscious subject 30' away.
1d20 ⇒ 151d20 ⇒ 20
Hon remembers now seeing the necklace scuttling across the floor looking like a skeletal scorpion, but his memory was eerily repressed by a huge, magical fog. As soon as Ninni removes the necklace, Hon recalls this horrible memory.
Magnum produces a vial of holy water and hands it to Thograt -- "time to end this now."
Hon Semparatus |
"Brothers and Sisters, I am good with widgets, know a few languages, but I have no clue what this stylized black owl signifies. Perhaps Neji could lend a little light, I might be missing the fine print." He steps aside to let others observe what he has found. He takes this time to repack and organize his gear. He reloads his heavy crossbow and posts guard while chewing a bit on some hardtack biscuit and sipping at his waterskin.
"Watch that necklace, I think it is a wee bit animated. Remember it moving sneaky-like in the fog.
Perception 1d20 + 6 ⇒ (5) + 6 = 11
Magnum tE |
"Well, we gonna destroy this necklace. I thought we would hunker down again. By the way, this is a dwarf hall, I don't think my kind could have made something this well."
He points to the switch that sets the traps. "That is plain ingenious."
Brask or Thograt, time to give orders. Healing or resting? What to do with the necklace that wants to jump on someone's neck and promises to make them a lich? Any ideas from the others?
Khazad Grimglaive |
Khazad inspects the glaive wielded by the skeletal leader:
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Appraise: 1d20 + 1 ⇒ (15) + 1 = 16
"Ugh, a scuttling bone necklace does not sound healthy to me. Perhaps it is all that remains of some ancient undead? I think we should try to destroy it with Torag's blessing."
Brask Alpsbane |
"Same 'ere."
Brask looks at Thograt and then at the rest of the group. Since no orders seem to be forth coming, Brask decides it's time to take the initiative.
"If Thograt has no objections, then I say we destroy tha damned thing an' hunker down for a while. Let our magic folk get some energy back an' tha rest o' us can relax fer a bit, even get some sleep."
Chainmail |
Thograt channels for 3d6 ⇒ (3, 5, 2) = 10 healing for all. This adds to the 3 pts of healing already.
Brask supervises the destruction of the necklace. Thograt casts a bless spell as the necklace is dipped in holy water. Smoke begins to rise and a faint 'noooo...' can be heard. Brask then has Khazad smash it with the enchanted waraxe and it is cleaved into multiple pieces.
1d20 ⇒ 7
A night of restful sleep with no nightmares ensues. Magnum notes that he does notice he recovers from his wounds now that the skeletal leader and necklace have been destroyed.
Waking refreshed you face the next day feeling most of the oppressive cold and gloom have dissipated in this place. The doors are open and the only part left to explore is the stairway down to the door to the second level of the complex.
Kragg Stoneheart |
During the night Kragg would make sure to take his share of the watch since the healing that Thograt perform him revived him fully. He would also make sure to grab his winter gear and stow it for when they leave. In the morning, Kragg gets ready to head out with Brask and Hon again as it seems they are the bait and the surprise party all rolled in to one. Looking at Brask for in the go ahead, Kragg starts forward toward the doors keeping an eye out for further traps and hidden openings. Whenever Brask says to stop, that is good enough for him.
perception 1d20 + 6 ⇒ (1) + 6 = 7
Hon Semparatus |
"All things considered, this is a dwarven hall. We were promised Treasure if we survived. Personally, if the treasure is remnants of our people, not only were we offered our own ancestral gear as payment but we have an obligation to return it to our kinfolk. Plus as my grandfather Gil "Puck" Semparatus used to say, Tools were meant to be used, Treasure is for sentimental fools. He sure did hate to see stuff buried or behind glass. I'd like to see what is behind the lower door that Brask found.
Perception1d20 + 6 ⇒ (13) + 6 = 19
Are the main hall doors open to the outside? This will decide my course of action.
Hon Semparatus |
"I agree with the ever-so-eloquent Brask. I shall investigate this lower level door forwith. Lead on Brask! Show me this obstacle of impasse!" Diplomancy for tongue in cheek condecending snooty accent 1d20 + 1 ⇒ (18) + 1 = 19
Without further ado, Hon dons his armor, picks up his dusty gear,does a quick inventory check before standing at the top of the stairway. He gestures for the intrepid Brask to lead the way. Cocked and loaded crossbow in hand, he starts scanning the walls and staircase for additional pressure plates and pointy objects in recessed holes. Mmbling quietly to himself, with more than a touch of humor and truth, "Best way to find traps, let the other guy find them."
perception1d20 + 8 ⇒ (12) + 8 = 20 (Skill+2,Wis+1,Class+3,Racial+2 stonecunning)
Thograt Ironheart |
Woh sorry everybody!
So, the next level awaits or you can return with the necklace in pieces?
"We going in the basement or heading back?"
" Wasn't there supposed to be some treasure in this death trap of a dungeon! We ain't leavin till we've got somethin usefull to take back to Rock. So no objections here Brask! Let's go. "
Brask Alpsbane |
"A'ight, Kragg, Hon, and Magnum, yer with me. An' Hon, ye get tha 'onor o' bein' first."
Brask gives Hon a wicked grin before turning to Magnum.
"Go with 'im an' keep 'im outta too much trouble. Kragg an' I will be right behind ya."
Brask falls in behind Hon and Magnum. He keeps an eye out for any traps, but isn't too worried about any beasties.
perception: 1d20 + 8 ⇒ (9) + 8 = 17
Magnum tE |
Magnum removes a torch and lights it with flint and steel.
"Ok, let's go.
A careful search of the walls and stairs reveals nothing of interest until you reach the large door at the bottom of the stairs described previously.
Reminder: you travel down the stairs to a landing and the stairs double back on themselves after a 180 degree turn to the right to reach the base of a 25 foot high wall, the top of which forms the other side of a five foot ledge that someone from the upper level can now peek over.
You notice the door has a complex set of dials with a single large lever that can be engaged. The five dials each have four numbers and a blank space that can be put in the window.
In dwarven the following words are written
One of these may be not like the others, one of these may not belong.
Dial one has the following numbers 4, 14, 25, and 81
Dial two has the following numbers 11, 13, 15, and 17
Dial three has the following numbers 5, 8, 13, and 21
Dial four has the following numbers 6, 10, 22, and 28
Dial five has the following numbers 2, 24, 100, and 120
Khazad Grimglaive |
Khazad rubs his forehead as he inspects the puzzle. Suddenly something dawns on him and he slaps himslelf on the helmet with a plate-clad palm, producing a loud clang.
"It's the odd one out, isn't it? We have to rotate the dials so that the odd number is in the window. Let me try here:"
He grabs the first dial and puts the number 14 in the window.
"See? all the others are some number times itself: 2x2, 5x5, 9x9. What? Why are you looking at me like that? It's not all fun and games in the barracks, I'd look at you passing the math exam to a drill sergeant!"
Hon Semparatus |
Hon goes into a very quiet incomprehensible mumble. He acknowledges and agrees with Khazad and without hesitation moves the #1 dial to 14."Yes.... And dial #2 and #4 are a play on prime numbers. 15and 28 are the odd man out, respectively. Confirm or deny?
Putting down his backpack, propping his back upon it while digging out some rations to nibble on, he stews on dials 3 and 5 which perplex him a bit more.
No ego to hurt here, any suggestions are welcome.
Kragg Stoneheart |
Ok the third dial has me somewhat baffled. I agree with the answers for the other 3 dials mentioned. That 3rd dial fits the normal sequence of 0 1 1 2 3 5 8 13 21 34. What is wrong with it I am still guessing. The pattern that I see so far for the third dial is increasing by odd intergers,3,5,7. But that is a wild guess. Then again it could increase by doubling the difference of 2,4,8 which would make the 8 wrong and should be a 7. Grrr the more I look at it the more I see. The following number spelled out starts with the same letter as the last letter of the number that precedes it. Thus again the number 21 is out of place.
The answer I have to the last dial is 100. The others numbers are representative of 2!, 4!, and 5!. 100 should be replaced with a 6 signifying 3! Of course that is assuming this is the correct pattern.
I think this here last number should be 100. Don't ask how I figure it, but that's just a hunch I have. If I were to guess then the third dial would be a 21.
Where's Thograt, he is suppose to be making the final decision so I don't have to worry about being wrong. :p
Magnum tE |
Magnum points out that after searching the room he notices small pinholes all around the wall in the room starting about 10 feet off the ground and going up to 20 feet off the ground.
"I guess being human I am tall enough to notice these pin holes in the wall. Hon, want me to boost you up to look at them closely. No pressure, but there may be adverse consequences to getting this wrong. I do not know why the number 28 is the odd man out for dial 4."
Hon Semparatus |
Good question Magnum. Dial four has the following numbers 6, 10, 22, and 28. 2x3prime=6, 2x5prime=10, 2x11prime=22, 4x7=28 or 2x14=28 Prime mutliples except 28. Now granted we could be over thinking it again. 6 is a single digit, the others are double digits. Hmmmm. Now how did I miss those holes? perception 1d20 + 6 ⇒ (6) + 6 = 12
Hon uses his mirror and the torch to peer into one of the holes. Eyes dancing to each of the holes, his lips counting but silent. His brow furrows, he grabs a bolt and is clearly obvious, thinks about plugging the holes with varying length of broken shafts. "Not sure if it'll work, but I am willing to take the chance."
Reck'n I could roll a disable for each hole (easier DC) or one master roll of disable on combolock (higher DC). Hon is risk averse and will do both, time permitting. He would also remove the shafts from the holes and reset the lock before departing the dwarven hall. That is just how he rolls.
Chainmail |
Hon is boosted up and with his mirror sees the holes all lead to ductwork that runs into the room you are trying to enter. It seems if someone were devious, nasty stuff could be released in this room.
Remembering that the skeletons carried glass orbs with a nasty gas-- poisonous gas has already been used against the dwarves once.
Chainmail |
Let me know when someone is going to dial in a combo and pull the lever. I will assume everyone is at the very bottom of the steps unless anyone posts differently.
I assume riddle solving is not directly correlated to INT or WIS. That let's players not have to RP not knowing the answer. Yes high INT and high WIS characters may be more likely to solve a riddle, but Gollum and Bilbo were great riddlers and not the sharpest pencils in the box.
Kibibblepep Sparkle Eye |
After being hastily dispatched from the dwarven stronghold Sparkle Eye is personally escorted by a burly but agile dwarven tracker to catch up with the group. After repeated knocking at night and a friendly exchange of dwarven conversation, the front doors are doors unwedged and opened. The dwarven tracker has to urgently escort Neji back, but a replacement is provided. Neji hands Sparkle Eye two flasks of acid and a wand with a single charge left.
Kib barely contains his scowl as the harlot hands over the items and forces himself to make a polite nod of thanks. As she turns to go though, he mumbles a few choice words under his breath. He's never liked the slattern, wanton as she was, throwing herself every which way at anyone (well, almost anyone) who even glanced her way. If he was honest with himself though, Sparkle would admit that his feelings about Neji were almost entirely due to the fact that she had never yet thrown her favours his way, but he had never been much of one for cold, hard, reality. Although he knew he was a Gnome, he considered himself a Dwarf in every way, even doing his best to grow a beard. Yet it seemed the nubile sorceress did not see him that way. Of course there was some professional competition as well, but that was a minor thing really. They had different areas of expertise, and so had little conflict in areas arcane. But enough thinking about that little nympho Neji! There was serious business afoot and so there was work to do!
Kibibblepep made his greetings with the leaders of the party, Thograt and Brask, and the rest of the crew. They were all familiar to him, to one degree or another, and all of the Dwarves knew of the strange little Gnome who had grown up in the hold and considered himself a Dwarf. He kept to himself mostly, happy working on his jewelry craft. But he was known to be a fair hand at magic and had already been on several successful treasure runs. Although not always the best tempered, and known to swing between opposing poles of emotion, the Gnome nevertheless had a powerful force of personality and had long ago earned his place in the clan, and it's trust as well.
The only one present Kibibble was not familiar with was the human, and, true to his 'dwarven' nature, is immediately distrusting of him, expressing it with the question and sneer "A Human! Bah! Wot's e doing 'ere! We 'aven't sunk so low that we needs the help of 'is lot 'ave we?"
Brask Alpsbane |
Nice to have ya Khaladon. Glad you could join, even if Brask grumbles.
"Makin' sure that we don't wind up full o' holes from a trap since our trap spotter is a bit wet behind tha ears."
Brask's good mood at defeating the skeletons from the day before evaporates. He had known Kibibblepep from the stronghold, and the odd gnome had always grated against his nerves.
...Flash forward to the door...
Brask listens to the discussion about the dials and thinks for a moment.
"I say Hon 'as tha right o' it. We'll set tha dials an' one o' us can pull tha lever while tha rest wait on tha stairs."
If no one objects, Brask will help set the dials to the numbers Hon said, and pull the lever once everyone's safely on the stairs.
DIAL: Number
1: 14
2: 15
3: 8
4: 28
5: 100
Hon Semparatus |
Long day/night for EST 1AM here, let me post quickly before hitting the rack.
"Thanks Brask for the offer but I'd rather face traps than combat. And this is also why someone dropped my name to "volunteer" on this mission. Now granted, if you really want to see what happens, I'll be more than happy to watch. Always more fun as a spectator. Just let me make a suggestions from all the lessons I learned from running with and watching impetuous gnomes." And putting actions to words, explaining as he goes but obviously he has had practice with things going wrong. Hon removes any unnecessary gear from Brask, jury-rigs a harness with silken rope (If needed: Climb1d20 + 6 ⇒ (9) + 6 = 15) and hauls all gear to top of stairs. Several knots are quickly placed at intervals as Hon directs the rest of them to position at each knot. "There. Now should you be incapacitated, we'll haul your sorry butt up and away from any further harm. You ready?
Hon remains close enough to keep Brask in view, ready to shout PULL if Brask does NOT make it back to the staircase to avoid harm.
Crunch
Perception 1d20 + 6 ⇒ (3) + 6 = 9
Reflex1d20 + 4 ⇒ (5) + 4 = 9
(Evasion feat=no dmg if successful)
Fort1d20 + 3 ⇒ (18) + 3 = 21
Khazad Grimglaive |
Khazad pats Sparkle Eye on the shoulder, forcing the gnome's knees to bend slightly.
"Easy there, Magnum's no simple human. His obvious physical deficiencies aside, he has proven that he's a proper dwarf at heart. No wonder his kin exiled him - he's far too good for that lot."
Khazad grabs the rope, ready to pull on command, and prays that he's just a dumb fighter and Hon knows something that Khazad has completely missed.
Chainmail |
The set up is such that the door to the vault is directly under the five foot high 'railing' above. Once again, at the end of 30' hallway there is a fifteen foot wide stairway on the left, and a 15' wide 5' high stone wall. Looking over the stone wall you see a 25' high wall with the vault door at the base.
If you take the stairs down to the landing, you now notice the beginning of the small holes on this level at 10 to 15' high. The stairs bend back on themselves and lead right to a 15' by 15' space before the door. Looking up you see the other side of that stone wall.
Magnum moves to the top by the wall to help rig a rope to avoid the stairs.
"No offense Brask, but I'm scared of trusting my life to dwarves doing numbers."