| Dungeon Master S |
The pillar looks like it will deliver a spell to anyone who touches it. You'll likely know what your choices are... when you touch it.
| Dungeon Master S |
Gaius approaches the pillar. As he gets within 5' of it, a calmness washes over him (you are under the effects of a calm emotions spell.)
Then he touches the pillar.
A voice with a distinctly Vudrani accent speaks directly to your mind, "Choose thy succor and receive." You are targeted with a Restoration spell. Furthermore you receive 3 levels worth of expended spells BACK (so regain 3 1st, a first and 2nd, or 1 3rd level spell you've cast.)
1d4 ⇒ 1
| Ferox Kerr |
Hoping that Bucho's earlier excitement indicates that they are on the right track to find Vencarlo, Ferox hustles everyone into the small room and pulls the lever.
| Dungeon Master S |
Map update later tonight
Ferox throws the lever and the room spins. Everyone is moved a bit, feels like about 90 degrees. The room you're in now leads into a new room.
Four alcoves in the walls of this room contain floating spheres of mist, each floating three feet off the ground. Each sphere is a foot in diameter—one is black, one white, one green, and one gold. Just north of the strange floating spheres, two levers protrude from opposite walls.
| Ferox Kerr |
Ferox casts Detect Magic, focusing in turn on each of the spheres.
| Dungeon Master S |
Conjuration (teleportation) and strong at that.
| Thorgrym the Tracker |
Grym and Bucho enter the new room and look around searching. But they dont toich the spheres.
Perception 1d20 + 12 ⇒ (7) + 12 = 19
Bucho sniffs around 1d20 + 16 ⇒ (18) + 16 = 34
| Dungeon Master S |
Bucho sniffs around and finds a few different scents, but they vanish at each of the spheres. The spheres themselves look to the ranger as a the crystal balls do in lower end seer tents that the wandering Varisians bring. Instead of being clear glass, these appear to be filled with whirling smoke.
| Thorgrym the Tracker |
Magic is not the ranger's strong suite. Trying to find the inner concentration he takes a few deep breathes. He focuses on doing a perfect lunge, a beautiful attack. His mind and spirit in the right place he now calls over his dog. Watching the rippling muscle just under the brindle coat unlocks the spell.
Grym casts Speak w/ Animals.
He asks Bucho if he can smell the fencing master's scent? Does the scent lead up to one of the strange spheres?
If its not in this room. Grym wants Bucho to lead him back to the last place he found it.
Bucho's scent perception 1d20 + 16 ⇒ (16) + 16 = 32
Not sure if its needed but animal handling 1d20 + 10 + 4 ⇒ (12) + 10 + 4 = 26
| Dungeon Master S |
Not here. Lots of men here. Not him. Room changed and I lost the smell. Also, I don't like Donkeyhorse.
| Thorgrym the Tracker |
The ranger tells the party that Bucho cant smell the fencing master anymore and lots of people smells have come through here.
Grym turns back to his dog and gives him a piece of jerky. Then asks another question. "Which sphere has the most people scent on it or leading to it?"
| Dungeon Master S |
"They are.... all the same. But I've smelled these before in other places. Here. Other rooms. Some trails start here too.
| Thorgrym the Tracker |
"They are.... all the same. But I've smelled these before in other places. Here. Other rooms. Some trails start here too.
Grym asks the dog which leads to new places.
Unless anybody wants to try something else the ranger thinks the party should go somewhere new.
| Dungeon Master S |
"Hard to tell, it's really confusing in here."
| Morkeleb the Mighty |
Hmmm, there's no way I know of to tell where these spheres would take us--if indeed they're teleportation devices. But I can always try...
Morkeleb studies the area carefully, not touching any spheres but trying to find some clue as to their *exact* function.
Spellcraft: 1d20 + 15 ⇒ (1) + 15 = 16
| Gaius Lirsiiv |
I wonder if the previous room would rotate another 90 degrees.
I'd bet this is some sort of... Transfer station. Morkeleb, how far could a Strong Teleportation spell transport someone?
| Morkeleb the Mighty |
A "typical" Teleport spell can transport hundreds of miles-thousands if the caster is highly skilled. But there is also the possibility of a Plane Shift spell which, while it still registers as a teleportation spell, can transport the targets to another plane. I'm sure I needn't expound on the dangers of THAT possibility, apart from simply getting back to the Prime Material...
| Gaius Lirsiiv |
My new theory then is that this is where the denizens of this labyrinth originate. The Arkonas have to keep populating their little dungeon with beasties. The Tiger Man, for example... Definitely not from around here. My suggestion is that we move on and look elsewhere before something comes out of these orbs and tries to eat us.
Annnnnd... I had Chris a fantastic straight line.
| Dungeon Master S |
Say what now Tony?
will update ASAP. Sorry the map is now out of date...
| Dungeon Master S |
Map is messy, but up to date.
| Sandor Stouthammer |
Knowledge Engineering check to determine if these levers spin the room any. Also to determine if the one we were in before is the only one that spins or if this is a second one.
Ohhh and has our depth below ground changed any?
Engineering: 1d20 + 7 ⇒ (11) + 7 = 18
| Ferox Kerr |
Ferox ushers everyone into the room again. Touching strange magical orbs is outside his bailiwick. He goes and pulls the right/eastern lever once every is in the room.
| Dungeon Master S |
Messy map is up to date. Man, if I did this at the table, I'd have used cardboard and tacks to make a lazy Susan out of the map so that it really rotated...
Ferox throws the swotch again, and the room moves another quarter turn. It reveals an uninteresting room. The floor of this chamber is covered by a thick layer of rubble, bones, and other debris.
| Thorgrym the Tracker |
Staying close enough that Gaius can warn of a trap, the ranger and his dog move into the room and begin searching/exploring.
Perception 1d20 + 12 ⇒ (11) + 12 = 23
Bucho's scent perception 1d20 + 16 ⇒ (17) + 16 = 33
| Dungeon Master S |
Bucho's huff of disgust is clear as day. Even the untrained can tell. This is a charnel house chamber. It's completely devoid of anything.
| Dungeon Master S |
Nothing Morkeleb, and duly noted Sandor.
| Ferox Kerr |
Once everyone is back in the room, Ferox pulls the same lever as he had before to rotate the room.
| Dungeon Master S |
ferox pulls the lever. The room rotates back to its original orientation...
| Ferox Kerr |
Interesting. Well, it looks like there's a section to the NW that we can only get to via the original lever room. It looks like there's a second lever in that middle room. Did we ever pull that? Do we head back to the first area?
| Dungeon Master S |
This could be a result of my poor map skills. There's one lever per, but yes, you suspect there might be something you missed on the first room.
| Thorgrym the Tracker |
This could be a result of my poor map skills. There's one lever per, but yes, you suspect there might be something you missed on the first room.
Grym nods at Ferox's wise suggestion that we may have missed something in the first room. The party goes back there.
| Ferox Kerr |
Ferox leads the party to the first lever. Chris, I've placed Ferox so there isn't any ambiguity.
Once everyone has collected into the room, Ferox pulls the lever.
| Dungeon Master S |
Ferox is committed. Everyone else has til 8:00 tonight to tell me if they're staying behind. Otherwise I'll assume you're with him :-)
| Dungeon Master S |
The trip is...safe. The party spins the room, and sets off another Symbol. Some of you are stunned for a bit, but as you have already taken care of the other threat in the area, there's no reason to roll for saves. There's a door to the north from here.