DajellyMan |
Rameth takes his time and carefully picks the lock. A stone mechanism clicks and you can feel the tensions in the door lighten. After that, it easily swings open into the room. A cool air greets you inside.
This 10' chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Similarly rusted pipes lead from the keg down to the floor. A very faint sloshing sound can be heard.
It is quite obvious nobody has entered this room for eons. If any drow have been wandering these ruins, they certainly haven't tried to get into here. Maybe they don't know, or just don't care at all.
Rameth the Delver |
Careful. Let's take a look
Rameth does a careful search, Take 10 for 17
DajellyMan |
You aren't sure, (perhaps K. Dungeon would help), but you imagine these pipes lead throughout the complex. Quartle is pretty adamant this keg contains some sort of water source and supplied it to the citadel when it was in use. You tend to agree.
A big wheel sits atop the keg you suspect you could turn to open it and take a look inside. It appears pretty rusted so it's gonna take a bit of strength. The keg itself is about 4 feet tall by 2 feet wide and cylindrical.
Rameth the Delver |
lets see what is inside
1d20 + 3 ⇒ (1) + 3 = 4 STR
Rameth the Delver |
:)
Perhaps one of you better handle this…I do not seem to be able to get a good grip.
Quartle |
Quartle kneels and pulls out a small satchel. He removes a small glass jar filled with a brown paste that looks like mud and looks at it quizzically. "Might work, but if any of you get burned later, it would be a shame to use too much up." Next he pulls out a handful of bandages. "Well, if it was greasy or something. Ah, of course!" He draws out a small bottle and removes the cap to reveal a stick covered with a honey-brown substance. "Tree sap. I use it to make the bandages stick. This ought to do the trick unless it causes your hand to stick to the damn thing." He daubs a little on few spots around the wheel. "Care to try again?"
Rameth the Delver |
Rameth frowns then gives it another try
1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
DajellyMan |
With Quartle's alchemical substance and Ealasaid's additional assistance, Rameth takes another try at turning the wheel and opening this keg.
With a sudden jerk, the wheel spins fully open and the lid pops fully off, exposing the water that was contained within.
Almost immediately, a loud sound like a waterfall begins emanating from the keg. The water begins to furiously churn and splash, and then,from out of the keg, emerges a small creature apparently created of water itself.
This translucent creature's shape shifts between a spinning column of water and a crashing wave. It emits a loud shriek sounding similar to rushing water. You don't understand what it's saying but it does appear to be communicating. It also looks pissed.
DajellyMan |
This is most certainly a medium sized water elemental; a being from the elemtnal plane of water and as such composed of good ol' H2O. It was most likely locked in this keg to provide an everlasting source of water. Besides being able to control water, and being made of water, elementals are known to posses the following traits:
- Immunity to bleed, paralysis, poison, sleep effects, and stunning.
- Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Darque Naia |
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Naia is still in the corridor keeping watch, uninterested in ancient plumbing and not cognisant of the appearance of the water elemental...
DajellyMan |
Buffy keeps careful watch out in the hall, only partially aware of the sudden commotion in the door. Her mind is occupied with thoughts of slaying monsters and vampires and other cool stuff. She does not hear or see anything out in the hall or from the other doorways.
In the pump room, the water elemental fully gathers itself and rises up out of the keg, standing atop the water held within. Its vaguely humanoid face appears to be looking at everyone in the room quizzically, continuing to make frantic bubbling watery sounds.
As Grippli is partially derived from the Aquan language, Quartle is able to piece together the gist of what this elemental is trying to say.
Basically, it is furious it has been imprisoned for eons and is trying to figure out if you are related to its captors, and if you are freeing it.
Quartle |
Quartle attempts to piece together some rather broken Aquan from the Grippli language, "Not water captors. You free. Swim. Do you need help getting to free water?" Quartle sees his turtle's head pop back into its shell. Uh oh.
Diplomacy 1d20 + 2 ⇒ (2) + 2 = 4
Rameth the Delver |
Rameth steps back. . Give it space.
DajellyMan |
Everyone slowly backs up out of the room while Quartle attempts to explain to the elemental that they mean it no harm.
Linguistics: 1d20 ⇒ 17 + 2 for speaking Grippli
Although your words are a little jumbled and certainly mispronounced, Quartle is able to convey his intentions to the creature.
Sense Motive: 1d20 ⇒ 12
The creature continues to look at each of you warily, and then, as quick as a forest stream, the water elemental rises up out of the water with a brilliant splash. The water in the keg rises up around it and it flies forward, out of the doorway. It knocks over anyone who chooses to not get out of the way. Otherwise, it rushes out into the hallway and crashes through the Western wooden door, leaving it nothing more than wooden planks and an opening.
Rameth the Delver |
well I hope that doesn't come back to haunt us.
Quartle |
"I think I got across the idea that it could go free. That seemed to be what it wanted. Let's see if there is anything else here." Quartle searches through the chamber, looking to see if anything else is present.
Perception 1d20 + 11 ⇒ (7) + 11 = 18
Rameth the Delver |
Anyone going to keep track of loot for the party?
1d20 + 4 ⇒ (16) + 4 = 20 appraise
Rameth the Delver |
please do
Rameth the Delver |
Did I is what the gems are worth
Rameth the Delver |
not bad 480 GP of Gems Roland!
Rameth the Delver |
Doh my post was eaten. That works however!
Same order, Rameth takes 10 on percep and stealth
DajellyMan |
The wooden door to the north opens easily when you grab the handle. The door opens to an essentially barren stone hewn chamber. This room contains no other entrances other than the door you just opened. In one corner of the room, appear to be the long decayed bodies of several small reptilian creatures. Something must have killed them decades ago.
perception checks and/or k. dungeoneering checks.
Rameth the Delver |
1d20 + 7 ⇒ (18) + 7 = 25 percep
DajellyMan |
Rameth, you notice two things:
1 - there appears to be a rotting wooden chest cleverly hidden in the wall in the corner of the room.
2 - these corpses, (which Buffy suspects are dead kobolds), although most definitely old, should probably have decayed to nothing but bone by now. But, alas, rotting flesh remains on the rotten bodies.
Namon, you detect the lingering stench of necromancy amongst this room as well. Someone must have gone through these ruins and laid down some epic level necromancer spells in the past.