Hugo Victor |
Hugo will check the outer ring (2) and if nothing of interest, move to area north (3).
"Abadar will guide us. But we can start in this direction ."
Hugo Victor |
B"darkness here. What it conceals, we shall see. "
Hugo summons a hound archon and tells it to walk the perimeter.
assuming it arrives, it has darkvision, scent and aura...detecting evil as it moves. (Added to map)
Hugo Victor |
"Interesting. We may need to take some of those. Very good master Archon. Bring 5 of each and come back. We will follow Samhain. "
drbuzzard |
The archon fetches you 5 cloaks.
Room 3: In the center of this small circular chamber rises a pillar of pale white ether. Within the column twist the ghostly forms of thousands of silently screaming angels.
Room 7: This is a large room whose nauseatingly gaudy decor includes thick, violet carpeting and glass tables set upon white marble bases carved to resemble pyramids. The room is walled with crushed gold-leaf panels set in ebon-lacquered walnut frames and lit by six tremendous iron and crystal chandeliers.
Hugo Victor |
Hugo and the Hound Sounds like the title for a Disney movie will move past the column of angels (unless they seem to be saying something - both can speak celestial). Hugo will move up behind Samhain.
"Samhain, anything you want to try in this dark room? I can send in the archon to see what he finds"
drbuzzard |
Room 6 : This room is lined with iron stands displaying massive scrimshaw tusks from great woolly mastodons, each engraved with thousands of tiny pictographs. Canvases displayed about the room depict artistic renderings of the pictographs along with their conceptual meanings. These translations tell the histories of various tribes living in the Realm of the Mammoth Lords.
Hugo Victor |
If Samhain finds nothing in (6) then Hugo will back up and have the hound archon open the door to (5).
"Let us see what else we have here.
I am assuming the alchemists and Savage are following along...
drbuzzard |
5: This room is entirely lightless. Within the center stands a massive, metal-framed cylinder filled with strange black liquid. A plaque upon its base reads “The Orvian.” The strange liquid within the cylinder seems to devour any light and gives off an eerie chill.
This is not a magical darkness effect like in the cloakroom, but rather that whatever is in the cylinder is soaking up any light you use to illuminate the room. You can see, unlike in the cloakroom.
Hugo Victor |
Hugo has low-light vision and the archon has both. If Hugo can see at all into the light-absorbing room with a light from his wayfinder, he will search it.
perception: 1d20 + 24 ⇒ (5) + 24 = 29
Samhain Galanodel |
Samhain enters with the rest into the room with the strange liquid. Noticing something, he kneels beneath the cylinder and checks beneath the plaque. "There is a panel here. Let us see here..."
Perception for trap: 1d20 + 25 + 1 ⇒ (3) + 25 + 1 = 29
Disable if needed: 1d20 + 15 ⇒ (4) + 15 = 19
Aaaaand, open sesame!
Samhain Galanodel |
Reflex: 1d20 + 15 ⇒ (12) + 15 = 27 Really? *sigh*
Samhain tries to duck his head beneath the sudden spurt of liquid, but is unable to fully avoid it.
69/112 HP
"It seems to have sprung a leak," he says, wiping the stuff off of his skin. He observes what is in the compartment assuming there is no more ichor spraying at him before using a wand to heal himself.
CMW: 2d8 + 3 ⇒ (2, 8) + 3 = 13
CMW: 2d8 + 3 ⇒ (1, 4) + 3 = 8
CMW: 2d8 + 3 ⇒ (7, 6) + 3 = 16
CMW: 2d8 + 3 ⇒ (7, 4) + 3 = 14
full hp
drbuzzard |
The compartment that you revealed appears to have held some paper, likely with information on them. However the black liquid seems to have ruined them to the point of illegibility.
Truthfully, most of the rooms on this floor have to do with faction missions or background on the Decemvirate. You cannot really miss too much of importance here.
Hugo Victor |
Shoot, if i had not been driving i would have had Hugo call inspiring word +2 on Samhain for the trap.
"You ok samhain?."
Samhain Galanodel |
Muttering about the ruined papers, Samhain stands by Ezrek. "Indeed. I always forget you are skilled in such matters."
-Posted with Wayfinder
Hugo Victor |
Hugo will send the hound through the doorway to the south.
drbuzzard |
11: This small gallery displays an impressive collection of Tian art. Upon shelves lining the room rest dozens of handblown glass baubles, each hiding a tiny etching of a bucolic scene within. Above the baubles, stylized brush and ink paintings hang upon the walls, depicting carp and dragons amid rolling waves and wind-whipped mountains. Wooden stands about the room display a menagerie of small ivory carvings, including a pair of foo dogs, several unusual dragons, a bear, a fisherman, a cluster of rats, and an osprey.
An arch to the north opens to a curved passage. To the east, a small antechamber houses a curved staircase rises up into darkness.
Hugo Victor |
Hugo will detect magic in the room, especially on the carvings. He will look and listen for any movement in the room or up the staircase.
perc: 1d20 + 24 ⇒ (10) + 24 = 34
Hugo Victor |
Hugo will pick up the magical osprey carving.
Seems peculiar. Coincidence? I think not. Can any of you make out what this does?
spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
I figure the hound archon returns to his own plane about now
Hugo Victor |
Hugo will pick up the osprey figure and put in his pouch.
"Samhain, before we look upstairs, what is thru that door to the south?" (to 10)
If nothing much in 10, will wait for the party to catch up before casting inspiring word on himself and heading up the stairs
drbuzzard |
10: A towering stone totem pole serves as this hall’s centerpiece, its faces consisting of various jungle animals with anthropomorphic features. A bronze plaque set into its display base reads, “The Mwangi.” Framing the totem, and set upon a backdrop of colorfully patterned cloth, hang an arrangement of wooden masks and shrunken heads.
Hugo Victor |
Hugo will continue to check for magic in the new room while awaiting the troops.
Hugo Victor |
Hugo suggests the eastern stairs up.
Samhain Galanodel |
Samhain nods his agreement. Turning, he sees that Civetta has grabbed one of the shrunken heads and is trying to peck at it. With a quick command in elven from Samhain, the owl plucks one and carries it toward the rest of the party to play with later.
drbuzzard |
In 13 you find:
Atop the stair, a short hall opens into a small, rectangular room. The walls within are scarred and gouged. Gears, scrap metal, and other remnants of mechanical contraptions lie recklessly strewn about. Many of the scattered metal parts possess slightly anthropomorphic features. A fair amount of blood is splattered about the walls, floors, and ceiling. On the far side of the room, a metal-reinforced door hangs loosely, bashed open and dangling from a single hinge.
Hugo Victor |
Hugo will check the blood for tracks or how recent...calling inspiring word on himself...
"Abadar help us...what happened here?."
Heal or survival : 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32 +2 on survival
Hugo Victor |
Hugo shares the information with the others.
"Some beings won this battle and departed this way..."
Samhain Galanodel |
Samhain ensures his wayfinder is displayed prominently before moving on, following the tracks of the victors. "If they are friends of the Society, it may save some confusion and hostilities," he explains. "If they are friends of the deceiver, then we will put them down."
drbuzzard |
You enter into a strangely shaped hallway.
The eastern doors are covered with metal plates engraved with strange glyphs. An engraving above the entrance reads “The Numerian.” The non-magical glyphs are artistic renditions of various Numerian symbols. Arranged for aesthetics only, they do not say anything.
Samhain Galanodel |
Looky-lu: 1d20 + 25 ⇒ (6) + 25 = 31
Running a finger along the wall, Samhain notes, "More signs of recent combat here."
Looks like two doors out here. Samhain will suggest the right door as his superstitious nature keeps him from trying the sinister route first. (100% fluff, no trait or anything)
Hugo Victor |
"Well, we could force them or go another way... Hugo says plainly when the door will not budge.
Is the stuck door in the little hallway and no the larger (17) room?