| Farrukh Al-Khatel |
"Well, the unworked metal is toxic, but this should be safe. In and if itself, anyway. It could be enchanted with a death curse or something."
| Eben MacTeague |
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"Huh. So it's safe to touch? We can check if Allustan recognizes the symbol," Astraden asks.
"Old man. We want to know something. Tell us. Now." Eben says, doing a fair approximation of Astraden's voice.
| Carina Viera |
"Maybe you could let me ask him, then?" Carina offers, brushing off some dust from her chain shirt.
| Astraden Limhaare |
"Hmm. Maybe Allustan can check that for us," Astraden says as she withdraws her hands.
| Eben MacTeague |
"Well, if it's not magic, we don't even need to touch it..." Eben ruminates a bit further, then extends his hand towards the metal.
Casting mage hand. If it's nonmagic and weighs less than 5 pounds, I float it into my backpack. If it's magic (or heavier), then it just sits there mocking me. Just realized this means I have ghetto detect magic!
| Dungeon Kobold |
Astraden detects magic.
Shield me from harm through harsh lessons.
After seeing this, she discovers one major catch in the bracers: Although they prevent any physical damage, the wearer still feels the pain of every almost-hit. On the bright side, she believes they have the power to offer a small moment of enhanced clarity when this happens.
Bracers of armor +5. Once per day, when an attacker misses your AC by 5 or less, you can choose to reroll any single d20 roll made in the next round. You can choose not to take the reroll if you want to wait and hope for a better opportunity.
| Dungeon Kobold |
Gark just went to bed, so assume the characteristically honest Astraden conveys everything up there.
| Carina Viera |
"Ooh!" Carina eyes the bracers with interest when Astraden describes them. "That sounds pretty cool, actually. Who'd like 'em?"
| Tanith 'Kordson' Creed |
"We can probably figure that out later, in the place with ale and cushions", the big Kordite offers before shoving the ancient magical bracers in his pack with the same care he does the rest of the relics the party comes across.
"Let's check out that opening near the river and get out of here. I feel like we've been exploring these caverns for weeks."
| Farrukh Al-Khatel |
"Yeah, we've spent way too much time here. But I mean, a sparkly waterfall passage is too interesting to just bypass."
| Astraden Limhaare |
"By the way, Robin - I'm really glad to see you're unharmed. Dunno if we remembered to say that," Astraden says, proffering a hand to help the dazed hunter up. "You can feel free to tag along, or else we can leave you with Eben's arrow and you can just get the heck out of here. Bermintrude's in Diamond Lake's only surviving stable, back in town."
After casting her spells and explaining the loops' function, Astraden starts heading back towards the waterfall. "I don't need 'em, Carina. I think you and Rodrigo will have to fight over them."
As the group walks and climbs back down to the falling river, Astraden lays out some ideas. "Sounds good, Rodrigo. You cast the spell on Carina, Farrukh, and yourself, and Tanith and Eben can climb. Eben's got the ring so if he loses grip he'll be fine."
When she sees the strange section of cavern again, Astraden points it out to Farrukh so he can get to work.
| Eben MacTeague |
Eben looks down the shaft. "Actually, if I fall back into the lake with the hungry sea serpent again, I doubt I'll be fine. Maybe I can fall-float and one of the fliers can just... push me along in midair."
| Carina Viera |
"Actually, I still have an extract of fly if you'd like it, Eben."
| Eben MacTeague |
"Will drink!" Eben says, practically snatching it out of Carina's hands and snarfing the extract down. "Thanks. Er... Tanith, you're good monkey-barring it down again right? good workout and all that. You can wear my ring as backup."
| Tanith 'Kordson' Creed |
"Not a problem at all. My lats could use the workout."
| Carina Viera |
As it turns out, I checked my inventory and I have two potions of fly that I had lying around. I'm not sure if I brewed them or if I found them somewhere.
| Astraden Limhaare |
"Well, you fall slowly enough that if you slip, one of us can catch you. That's all I meant," Astraden says after a few moments, apparently transfixed by the rushing water.
| Dungeon Kobold |
The party returns to the Falling River. The caverns are quiet this time, and they reach the location Astraden and Farrukh found without incident. Further down, they can just make out the pale greenish glow of Moreto's strange lantern.
Farrukh flies beneath the pounding mist. His vision and hearing are both obscured, and for a moment he's reduced to grasping around the wet stone. Then he finds the levers. It takes both hands to pull each one—they are immense rocky protrusions, and as Farrukh pulls them into plain view, the others can see wind-like curly inscriptions all over.
A bright glow illuminates the outline of the vast gates as the stone swings inward, inviting the adventurers within. Beyond is a long, steep staircase leading upwards for about seventy-five feet. The staircase ends in a blank stone wall.
It looks like this is the end of the line. There's nothing left.
Dead end.
That's all.
No point in searching this. This is clearly everything there is to see.
After searching it, Farrukh finds a secret door.
The walls and floor of this cave have obviously been partially finished by stoneworkers. More impressive by far are the massive, fifty-foot-tall doors to the north. These dull black doors are carved with both gigantic and tiny runes, some at eye level and others much larger. The metal of the door seems pristine and freshly forged.
"Unworthy ones, dare not enter the tomb of Icosiol, Duke of Aaqa, Wandering Duke, and Bearer of the Rod of Law. What lies within is not meant for this Age of Mortals that has now begun. His righteous peace and glorious memory are best left to the ages, and his enemies are best left forever slumbering."
Many of the party feel extremely uncomfortable around the doors. The urge to leave at once appears unbidden in their minds.
If anyone but Farrukh (or Robin, on the off-chance he's with you) goes near the doors, make a Will save.
Map updated.
| Tanith 'Kordson' Creed |
Tanith waits for Farrukh to do his thing to the doors before venturing any closer.
"How many secret doors deep are we at this point?" he asks aloud. "After a certain point they had to think it was enough."
| Astraden Limhaare |
"There's a bunch of runes against chaos here. And Icosiol's symbol . . ." Astraden says. "This here says, 'Unworthy ones, dare not enter the tomb of Icosiol, Duke of Aaqa, Wandering Duke, and Bearer of the Rod of Law. What lies within is not meant for this Age of Mortals that has now begun. His righteous peace and glorious memory are best left to the ages, and his enemies are best left forever slumbering.'" The priestess shifts from one foot to the other in midair, clearly uncomfortable.
"Not sure I trust a bunch of oligarchs to have the best judgement on who uses their weapons. Go ahead and open it, Farrukh - we'll stay back here."
| Rodrigo Dantares |
Sounds valuable...
"Holding off on the cushions and hooch was a good idea after all. Yes, Farrukh, please go open it."
Rodrigo stands ready to summon a bevy of lantern archons should the inevitable tomb guardian deign to show itself.
| Eben MacTeague |
"I don't know, we're all flying, so it wouldn't be too hard to just leave here and grab a couple of pints..." Eben says, staring trepidatiously at the door.
| Carina Viera |
Carina nervously fingers her bombs, glancing all around in case something leaps out and tries to kill them.
"That's assuming Diamond Lake will have open taverns by the time we come back..."
| Farrukh Al-Khatel |
"I've been looking for a secret door in this place the whole time, and I'll be damned if I'll just leave before opening this one." Farrukh says, and opens it.
| Dungeon Kobold |
The doors with the inscription aren't secret, for the record. Just huge and made of dark metal.
Farrukh tugs on the doors. They don't open it. Come to think of it, there's no lock or handle on them. He's not sure how this opens.
| Tanith 'Kordson' Creed |
"Push harder!", Tanith shouts from a distance. "Did you try sticking the Seal in it?"
| Farrukh Al-Khatel |
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"Good idea!"
Farruk then turns to the door and grabs the Seal from whoever had it.
"Open up in the name of the Law!" he orders it.
| Dungeon Kobold |
Nothing happens when Farrukh speaks the words. However, as he holds the Seal aloft, he hears a voice in his head.
Um, I don't speak that language, Master. I've never even heard it before. Do you want me to open up, though?
| Astraden Limhaare |
Whoops, I had this written for like three hours and forgot to post it.
Astraden begins to examine the structure with one of the few senses Farrukh lacks. "Ilmestys."
Detect magic on doors. Spellcraft: 1d20 + 11 ⇒ (5) + 11 = 16
| Farrukh Al-Khatel |
Nothing happens when Farrukh speaks the words. However, as he holds the Seal aloft, he hears a voice in his head.
Um, I don't speak that language, Master. I've never even heard it before. Do you want me to open up, though?
Farrukh thinks hard back at it.
Yes. Can you hear me?
| Dungeon Kobold |
Of course, Master. You bear the Seal. If you want me to open, you just have to speak the passwords to lower the defenses.
| Astraden Limhaare |
"It's super magical," Astraden tells Farrukh. "You gonna do something with that seal, or . . . ?"
| Farrukh Al-Khatel |
"I'm talking to the Seal. Or the door, not entirely sure which. It says I just need to speak the password and it'll open right up. So, uh, what's the password?"
| Carina Viera |
"Did you try saying 'password'?"
| Farrukh Al-Khatel |
"That's a good suggestion, and we'll table that one for later, but for now I think we'll explore other options, just in case getting it wrong is very, very bad."
| Carina Viera |
"And if it actually works, I don't think it'll reflect well on the Wind Dukes..."
| Eben MacTeague |
"Well, there's the passwords we know you have to say to pick up the seal. Which you obviously said before taking it from Astraden, otherwise genies would be trying to kill you. (Again.) And since you just said, them I'm sure I don't need to remind you they're Pesh, Aaqa, Icosiol."
| Astraden Limhaare |
"Or maybe it's the reverse. Loisoci, Aqaa, Hsep? Rolls off the tongue about as easily," Astraden says.
"I'll see if the seal could be doing it." She listens to the seal with her magic-detecting spell, as well.
Spellcraft if the seal is magical: 1d20 + 11 ⇒ (15) + 11 = 26
| Farrukh Al-Khatel |
Farrukh mentally replies with the magic words.
Is it Pesh, Aaqa, Icosiol?
| Dungeon Kobold |
"Well, there's the passwords we know you have to say to pick up the seal. Which you obviously said before taking it from Astraden, otherwise genies would be trying to kill you. (Again.) And since you just said, them I'm sure I don't need to remind you they're Pesh, Aaqa, Icosiol."
As the others mumble to themselves, the doors swing open.
Welcome, Master, to the Rising Path.
The chamber ahead contains seven stone columns, each slightly taller than the next, rising slowly from the entrance to a small platform at the far end of the room before a second set of enormous doors.
No floor is visible—in its place is a pit filled at a depth of eighty feet with glowing blue fog. Swirling patterns of wind and lightning dance and howl along the walls and ceiling of the chamber, filling the room with a tumultuous roar.
Each of the seven columns appears slightly different.
The closest column's top is level with the ground in the entrance room.
The next column's top is two feet higher.
The third rises up to the ceiling forty feet above.
The fourth is three feet higher than the first one, but rotates slowly in place.
The fifth column's upper surface seems to be covered in a strange blue tar- or gel-like substance, and is about one foot higher than the third column. To Astraden's eyes, it seems to be glowing very faintly.
The sixth column, to the left of the main row, is nearly twice the diameter of the rest. To Astraden's eyes, it seems to be glowing very faintly.
The seventh column is two feet higher than the previous one but is made of a lighter colored stone.
This chamber was built to impress upon both visitors and tomb robbers alike the true power and strength of the wind and lightning at the Wind Dukes' command. Take care that your companions know not to cheat, Master!
Map updated.
| Dungeon Kobold |
"Or maybe it's the reverse. Loisoci, Aqaa, Hsep? Rolls off the tongue about as easily," Astraden says.
"I'll see if the seal could be doing it." She listens to the seal with her magic-detecting spell, as well.
[dice=Spellcraft if the seal is magical]1d20+11
The seal is most definitely magical, but not magical enough to contain sentience. It's just a key with some pretty symbols.
| Farrukh Al-Khatel |
"The voice is telling me to tell you guys to be very, very careful not to 'cheat' while you're in here. Stand still while I ask him what that means."
What do you mean by 'cheat'? I'm guessing we have to traverse these platforms on our own? Without the aid of magical flight or something?
| Dungeon Kobold |
Oh, yes, you simply mustn't fly. It would completely defeat the purpose of the room otherwise.
| Eben MacTeague |
Now that Farrukh has 'properly' opened the doors, do the rest of us still need to make saving throws to approach?
| Dungeon Kobold |
As the doors open, the others feel a pressure on their minds lift. Suddenly, they can approach again.
| Eben MacTeague |
Suddenly less filled with the urge to go back to Diamond Lake and have a few pints, Eben edges forward to check out the new room. "So... hopscotch across the first two, jump and climb up the side of the third one, then more hopscotching across? And that gel might be slippery to jump on. Would using the magic rope to climb number three be 'cheating'?"
| Farrukh Al-Khatel |
"Yeah, like I thought. Basically: No flying. We need to hop on these platforms to get to the other side. So...don't break the rules, or else. He mentioned 'the true power of wind and lightning'."
"Rope is fine, he says."
With that explained, Farrukh starts hopping platforms.
I can take 10 on the first two easily. Does the third look like it has handholds or something?