nightdeath |
While waiting for the lock to be unlocked, the old iron maiden draws both Adonnenniel & Telthes attention as the light reveals a glint of old bones.
Together forcing the iron maiden open, you reveal the bones of its previous occupant a badly rusted iron key, and what seems to be a jailor's uniform though it's make is of an old design.
A search of the rubble in the western wing uncovers several rusted weapons and ruined fragments of armor and a pair of mithral daggers with a strange series of notches carved into the flat of each blade, stored in a tightly latched iron case. The daggers work fine as weapons, but somehow you get the feeling that they might also work as keys.
The door leads down to what seems to be a series of cells.
Numerous jail cells line these long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level.
Map to be updated soon.
Irathes |
Huh, the knife-master found new daggers...how fortuitous
He raises a hand to his eye and speaks the Necril for Detect Magic on the room and the corridors, uncovering his eye to see what magic might be in the eerie prison.
Klodd Rockhopper |
Klodd greedily snatches the knives up. "What a shame". "Someone marred the beauty of these fine mithral daggers, but notching the back of them". "Still they seem functional". "I'll hold on to them, as they might come in handy". "Can never have too many knives you know".
Klodd moves forward as well, after stowing the knife case.
1d20 + 4 ⇒ (15) + 4 = 19 Perception
nightdeath |
Quick and sharp eyes soon spot what seems to be a pair of secret doors leading into the secret cellblock to the south. They obviously were once much more better disguised, but decay has left them poorly hidden and subject to keen elven eyes and acute dwarven senses.
A curious semicircular stone ridge runs along the ceiling of the hallway. As indicated by the dotted line.
The ridge is about 6 inches across and sounds hollow if tapped. Breaking through the inch thick stone (hardness 8, hp 15) reveals a tubelike hollow running along the roof, with a long iron chain threaded through it.
This is part of the mechanism in that leads to an area, to raise the likely another part of this collapsed tower.
The prisoners occupying the cells on the north end of this area (A5) were liberated after the keep’s final owners, the Canteclures, were overthrown, but this secret wing of the dungeons wasn’t discovered. The unfortunate prisoners kept within died of starvation.
Erynion Orvir |
knowledge:engineering: 1d20 + 7 ⇒ (17) + 7 = 24
Nightdeath, do you mind clarifying the Engineering result when you get a chance? I'm having a hard time putting together what you wrote.
knowledge:hist/local: 1d20 + 11 ⇒ (18) + 11 = 29
"Hmm, these poor souls must not have been released when the Canteclures were deposed...one of the caravan accountants with a mind for history was telling me about the celebration when the rest of the captives were released. What a shame."
nightdeath |
lol Was half asleep when I posted that.
The chains are a part of a mechanism leading out from this area. Based on how it seems to be constructed, the chains were meant to be lowering or raising something but where and how isn't obvious as of now. The chains while rusted still seem to be useable.
Adonnenniel Orvir |
I'm maybe a little confused. Is the secret door the one that requires a strength check? Also, are there any obvious exits other than the secret door?
"Maybe someone can give me a hand with this?"
Strength check: 1d20 + 1 ⇒ (2) + 1 = 3
nightdeath |
No. The ridge that the party finds is raised and will reveal the spoiler if a strength check is applied or you just hammer it away. You are what seems to be a series of cells. Underground.
Adonnenniel Orvir |
Since Adonnenniel finds no other way forward, she continues to work at the secret door until she gets it open, or it proves itself to strong for her.
Take a 20 on a strength check for a 21
As she tries to force the do, she thinks aloud to anyone nearby or no one in general:
"Can you *ugh* imagine *huff* dying, trapped down here *ugh* while all the other *hmph* prisoners have gone free? *whew*"
nightdeath |
Adonnenniel manages to pry open the compartment after much effort leaving her sweating....
Please move tokens into A5. The Map is set to editable for you guys. Give me a perception check if your token is near the 'S'.
Adonnenniel Orvir |
"Alright, come on you guys." Holding her sword aloft once more Adonnenniel looks at what she has revealed.
"Chains?"
Int Check: 1d20 + 2 ⇒ (4) + 2 = 6
"Why would there be chains? I wonder what they could be for?"
Uh, so, were we already in area A5? If so, maybe you could notate where on the map the thing I just uncovered was, or move my token in front of it? I guess it's over by the dotted line? Anyway, I tried to move somewhere close.
"*Sigh* All that hard work for nothing."
nightdeath |
Tokens moved as much as I think you'll be.
Telthes doesn't see any foes though he remains watchful.
Irathes reasons out that the chains have to go somewhere and the best way to find it would be to follow it.
He finds nothing magical around where he is for now.
Adonnenniel disappointment is papable as she attempts to reason out why there would be chains but fails.
Irathes |
"Come, let us follow these chains to see where they lead. It may be of some import to know their use." Irathes spoke only in suggestion, as he could not see outside the glow of Ady's blade and therefore follows her wherever she chooses to go.
Erynion Orvir |
"Well yes, let's see where these go then. It appears that they are an elevation control mechanism of some sort, but their focus should hopefully be right...along....here...."
Erynion follows along the chains, keeping his eyes and ears peeled.
perception: 1d20 + 5 ⇒ (9) + 5 = 14
Adonnenniel Orvir |
Adonnenniel follows behind Erynion lighting the way for herself and Irathes. She wonders quietly at the implications of finding an elevation control device.
"This tower is a curious place" she murmurs to herself. Her focus on Hunclay fades and the Tower takes his place. Any fear she had of it begins to dissipate in the face of her curiosity. In an even lower voice she asks:
"What are your secrets, Witch Tower of Belhaim?"
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
I went head and moved us all down the hall a bit.
nightdeath |
The chains seem to pass through yet another wall however a long dark corridor awaits you. It seems that a detour maybe needed.
The walls here seem sturdy enough and does not seem to give off any signs of immenient collapse.
nightdeath |
The party comes towards a door. Bodies of dead rats litter this place and some of them are still smoking. Runes are engraved upon this door.
Adonnenniel Orvir |
Adonnenniel looks a little surprised.
"This seems sufficiently suspicious. I would like to hypothesize that there is a trap nearby that is killing these rats. Perhaps a magic trap."
She kneels to examine the remains, looking specific for cause of death and for older remains.
"I would not be surprised to discover that these rats were killed by some manner of magic, or that it was put into place recently. Perhaps by a local wizard?"
Heal check: 1d20 + 5 ⇒ (2) + 5 = 7
I am also suspicious of these ruins on the door.
I would like to take a twenty looking for traps focused on the area near where the rats are, up to and including the door, for a 25 not counting any distance penalties.
Moved the party up to 10 feet back from the door.
nightdeath |
I would strongly suggest a roll as taking 20 includes a 1 and all its associated penalties. Assuming a take 10 on a heal check.
The rats have all being burnt to a crisp and their fur is still smoking for some of them however, their burns are not those caused by fire but an extreme heat in an instant. Most of their fur is still on them but their flesh is well and truly cooked.
nightdeath |
The runes seem to reek of evocation magic and describes instant flashes of light. They also seem to draw ambient energy around them to recharge themselves. Trigger it seems is distance proximity though how close is unclear.
Lightning trap which recharges every X number of rounds.
Erynion Orvir |
"Friends, we have have a chance to get through unscathed while the runes gather more energy. Are there any more rats around here? We could purposefully set it off again...I'm actually rather curious about the mechanism. This may bear further study."
nightdeath |
Irathes searches but it seems that rats have well learnt not to come near a place that fries their friends.
Adonnenniel Orvir |
Perception to find a rat: 1d20 + 5 ⇒ (8) + 5 = 13
"Hmmm. If we can't find any rats, how can we get past? I wonder how Hunclay gets past." Adonnenniel furrows her brow only a moment before an idea strikes her. "Maybe there's some hidden bypass switch!"
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
She looks around for a moment before she stops. "Wait, it's not his tower, how would he put a switch in. And would you use a switch for a magical trap?" She her brow furrows again for another instant before again unfurrowing into a look of epiphiny. "No! You would use a command word!"
At this she begins to shout at the door in a gruff, mean voice "Hey, it's me, Hunclay! Let me in!"
While a seasoned adventurer would see this latest ploy as grasping at straws, Adonnenniel still seems a little crest fallen when she sees that it doesn't work. Only a hint of her sour mood drifts into her voice as she quickly latches on to a new theory. "No, no, no. Hunclay came here to destroy this tower. Beyond this door is whatever he hoped to hide. He wouldn't need access to it, just prevent anyone else from having access." At this, she sighs, defeated. "Perhaps we should turn our eyes to some other part of the tower."
It seems there are a couple of unexplored hallways we went past, correct? And have we discovered the secret doors in A5, or are we still looking for them?
Irathes |
"Ady, it's a spell, and like any spell, it'll end either when it runs out of power, or when the caster dismisses it. If only I knew the right spell..."
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13
Kn-Arcana: 1d20 + 7 ⇒ (8) + 7 = 15
Klodd Rockhopper |
Klodd Growls and frowns at the elf. "I suppose I could give it a try". "Never really messed with a 'Magic Jar' before". "You all might want to step back".
1d20 + 8 ⇒ (11) + 8 = 19 Disable Device
Adonnenniel Orvir |
Suddenly, Adonnenniel's head snaps up. She blinks a few times and looks around at the group. When her eyes settle on Irathes she speaks not a word but hands her sword to him. With a look of conspiracy and a hint of worry Adonnenniel pulls Erynion aside, back down the hall, before speaking to him in a low voice.
Adonnenniel gives Erynion a resigned look before smiling and saying "But surely it will be unnecessary. I have full confidence in Master Rockhopper. I only mention it since apparently he lacks experience in matters of magic."
With that Adonnenniel pulls back together with the others, and, after collecting her sword again from Irathes, prepares her holy symbol should the trap activate and Klodd need healing.
Erynion Orvir |
Erynion gives her a grin.
Noted, but I have every confidence in our friend here as well. He has proven himself to be remarkably proficient in many surprisingly culinarily-related endeavors.
nightdeath |
Klodd finds that the trap is indeed deadly and disabling it is easy. He simply erases the runes by making scratches on it. With the rune array marred, the energies are unable to gather preventing it from being charged.
Secret Doors not found yet.
--------------------------------------------------------------------------- --------------------------
There can be little doubt what purpose this chamber once served. The dank room stores an ancient rack, a fanciful brazen bull, an iron maiden, a cauldron, iron chairs with sharp edges and cruel protuberances, and a wooden table upon which sit various implements of torture. A bronze plaque affixed to the western wall depicts a crowing rooster above crossed spears. Underneath the spear, a short phrase is inscribed.
The phrase emblazoned on the plaque is written in Common, and reads, “Confession Cleanses the Soul— Pain Clarifies the Mind.”
1) Adonnenniel
2) Irathes
3) Erynion
4) Klodd
5) Ser Jeras Devaron
6) Telthes
1d6 ⇒ 3
Erynion hears a remarkable suave voice:
“You look weary. Rest in one of the chairs provided here.”
Will Save DC 14
Irathes |
Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
"Yes, I'd much rather stand." Irathes utters Detect Magic in Necril to determine what sort of compulsion it was that he just resisted. He also readies his heavy crossbow, just in case the owner of the suave voice decides to show himself.
nightdeath |
Will Save on Erynion only.
Erynion finds himself speaking to empty air and it's puzzling as he could have sworn that someone was speaking to him. There is no one in the room and Irathes casts a cantrip allowing one to see the auras of magic and finds far too many colors for his liking permeating the room, making it difficult to tell apart the schools of magic. Their feel though is ancient and fading.
Erynion Orvir |
"I'm afraid you have us at a disadvantage, for you seem to be able to see us but we cannot see you. Surely you could do us the honor of showing yourself to us."
diplomacy, if applicable: 1d20 + 6 ⇒ (6) + 6 = 12
GMs seem to run diplomacy differently, but normally it takes a minute of conversation, which Erynion will fill if given the opportunity.
Erynion keeps his ears pricked and his eyes peeled as he talks to the voice.
1d20 + 5 ⇒ (14) + 5 = 19