|GM Litejedi - RotRL|
The placing of the two coins into the tiny slots causes a click as a mechanism is activated, and the complex shakes a little, dust discharging from the ceiling, as the pillar grinds slowly into the floor, leaving a passage into the next room.
The next room is a skewed 'T'-shaped room, the walls carved and built in a similar way as the 'L'-shaped room that the party is in. There appear to be three stone doors from the room, one north, one east, and one to the south. The northern and eastern doors are unremarkable. The southern doors are made of stone but bear no handles. An indented outline of a seven-pointed star, its shape covered by hollows and slits, graces the spot where handles should be.
"Well, I guess gold is gold," says Krovek, surprised that it worked. "I'm guessin' ya didn't come this way last time you were here?"
Krovek checks for any signs of tracks or recent activity in these parts. The fact that the door was a little dusty when opening makes him think that these might be undisturbed portions of the ruins, which would truly be remarkable.
Survival, Guidance: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
"Never noticed the coin slots," Shaedeen admits sheepishly. "I may have been distracted by what I thought were thousands of pieces of gold."
Shae stays near the front, scanning for traps when the party moves forward (using Trap Spotter ability).
Lunal is happy to bring up the rear, intermittently switching between taking notes of the peculiarities of the ruins and keeping a wary eye out for any dangers, although it is quickly becoming more and more apparent that their vanguard is capable and strong.
Lunal will mostly follow along quietly, but will throw out detect magic at regular intervals to scan areas. How tall are the ceilings in here?
"Looks like nobody's been here for a looooong time," says Krovek, staying close to Shae and keeping his eyes peeled. Kazaht sniffs around for any trouble. Scent.
Hollie gasps as the coin wall opens to reveal a hidden door. ”No...this is definitely new,” she answers, excitement mixed with anxiety in her voice.
After looking over the next chamber, she says ”Unless one of you see something, let’s work our way around, North, then East, then figure out this Southern door last. Maybe one of the other two rooms will have a clue to how to get through that weird door.”
|GM Litejedi - RotRL|
Kazaht's voluminous nose smells plenty of things, but when asked about the nature of the sniff, Kazaht merely grunts and picks up his ears, wiggling them around. He blinks a bit, but stays near Krovek.
Krovek has no idea what Kazaht is thinking about. :D
1d20 ⇒ 13
1d20 ⇒ 15
1d20 ⇒ 20
Shaedeen's trap spotter sense doesn't go off, and even her labourous checks of the cracks around various doors doesn't give an indication that there are any traps.
At Hollie's direction, the party opens the northern door. This barren room contains an upraised dais on which sits a marble throne. To either side stand statues of a man clutching a book and a glaive. A ghostly figure seems to be seated in the throne, an image of the same man who appears in the statues. He seems to be addressing an audience as he moves his hands about, his fingers decorated with hooked rings, but the words issuing from his phantom mouth are difficult to make out and in a strange language.
"...is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you..."
This figure is the same one that was found by Jessa, Hollie, and Shae. Other PCs may attempt a DC 30 knowledge (history) check to identify the figure (Jessa, Hollie, and Shae cannot because it's the same one they saw before).
Hearing the ancient tongue of Thassilonian, Cator searches his memory for any relevant information.
Cator casts heroism and heightened awareness on himself
knowledge (history): 1d20 + 12 ⇒ (16) + 12 = 28
|GM Litejedi - RotRL|
Draxtherian notes, and will explain, that the room smells very old, but mostly of stone. There is a spiced scent coming from the phantom creature in the room to the north, like a pleasant perfume, but it is faint. The scent is odd though, and seems to repeat itself somehow.
After a moment, the message repeats itself as well, as if on a loop.
"Wow, what is that thing?" says Krovek, watching the ghostly figures. Krovek translates for the group. "He' saying, somethin' somethin' ... is upon us, but I command you remain. Witness my power, how Alaznist’s petty wrath is but a flash compared to my strength. Take my final work to your graves, and let its memory be the last thing you... somethin' somethin'."
Krovek tries to figure out what he might know but comes up well short. "Whoever he is, guess he don't like mister Alaznist too much."
Knowledge (history): 1d20 + 11 ⇒ (20) + 11 = 31
Lunal's active mind goes blank as it recalls the most obscure details about this statue.
|GM Litejedi - RotRL|
Lunal thinks to theirselves for a moment and realizes that they learned something about this in an obscure book they read in Magnimar while doing research with Krovek and Cator. They realize that this is none other than an image of Runelord Karzoug, the final runelord of greed and ruler of the Thassilonian realm of Shalast in the Age of Legend. Alaznist was the last Thassilonian runelord of wrath who ruled for many years over her realm of Bakrakhan. Karzoug and Alaznist were bitter foes.
Lunal also realizes that the image is likely a powerful illusion of some type.
I forgot to mention that the lanterns that were burning in the halls on the way down are not present here, so I assume someone has brought light into these ancient areas. Someone asked a question about the height of the ceilings. Most ceilings have been 8' through the first and second levels of Thistletop. The ceiling here in the lowest level is a little taller, at about 10' above the ground.
The new adventurers note something upon entering the lower levels of the complex: Air quality in these chambers is surprisingly good, despite the fact that many of the rooms here have been sealed shut for a long, long time. The temperature never varies from a comfortable 60º F. When Lunal or anyone else detects magic, they find this lowest level is suffused with a slight amount of permanent transmutation magic.
They also realize there's a slight slope down from east to west as if the floor is pitched down.
"That...that is a runelord." Lunal looks shocked, then excited. "Runelord Karzoug to be precise, the final runelord of greed and ruler of the Thassilonian realm of Shalast in the Age of Legend. Alaznist was the last Thassilonian runelord of wrath who ruled for many years over her realm of Bakrakhan. They were bitter foes." As they concentrate to search for a magic, a skeptical frown appears. "There is a powerful illusion here as well..."
Will to disbelieve: 1d20 + 6 ⇒ (11) + 6 = 17
Spellcraft for illusion and transmutation auras: 1d20 + 10 ⇒ (15) + 10 = 251d20 + 10 ⇒ (18) + 10 = 28
Krovek lit up a piece of his stone plate armor for the benefit of those who can't see in the dark.
"Runelord of greed, guess that explains the big ol' pile of gold at the door. And I guess it's Miss Alaznist, not Mister. So hard to tell sometimes," he says with a smirk.
"Maybe that Alaznist is the angry woman whose statue we found in the tunnels beneath Sandpoint," Shaedeen comments to Hollie before remembering that the two aren't talking at the moment. ;D
"That kinda makes sense," speculates Krovek at Shae's suggestion. "Wonder why someone would've put this message on repeat? Maybe it's a big moment in Thass'lonian history?" He starts to methodically search the room for any more secrets. Perception Take 20=29.
”So, a moving picture of a long-dead man. Interesting, but no clues to our problem barghest,” Hollie says as she turns and heads for the eastern door.
After she and Drax check it over, she will open it and look inside.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24 +2 for the successful Aid for 26.
Drax Perception Aid Another, Scent: 1d20 + 6 ⇒ (11) + 6 = 17
Noticing the same magical effects as Lunal, Cator attempts to see through the illusion in place, as well as better identify the magical effects in place in this room.
will to disbelieve: 1d20 + 6 ⇒ (9) + 6 = 15
knowledge (arcana) for illusion: 1d20 + 19 ⇒ (17) + 19 = 36
knowledge (arcana) for transmutation: 1d20 + 19 ⇒ (12) + 19 = 31
|GM Litejedi - RotRL|
Cator still sees that the image is real, but he realizes that it's an illusion effect while using detect magic. He also picks up on the fact that there is a minor effect throughout this lower level that sets the temperature at a cool, but comfortable level, and keeps the air fresh despite being closed-off. Both effects are extremely old.
The Eastern Door
This room contains three low tables, their tops covered with a strange and chilling selection of tools, saws, long-bladed knives, and objects whose purpose is not readily apparent. A strange collection of bones lies near the southern table—too many to be one skeleton, but too few to be two.
Drax smells nothing, other than the fresh (if a little dusty) air.
The tools on the table seem to be a comprehensive set of surgical tools, still sharp, that might be of value to either an antiquarian or a healer. In addition, sitting on the easternmost table is an object that, upon closer examination, isn’t a tool at all. It appears to be a silver and-gold seven-pointed star; one surface is studded with nodules and blades, and the other features a thin, curved handle.
2d4 ⇒ (2, 3) = 5
1d20 ⇒ 8
1d20 ⇒ 1
1d20 ⇒ 7
1d20 ⇒ 13
Shae doesn't notice any traps in the room, and other than the transmutation aura everywhere, nothing in the room is magical.
Following on to the next room, Krovek tries to figure out the uses and value of the surgical tools, saws, knives, etc.
Heal?: 1d20 + 9 ⇒ (8) + 9 = 17
He also checks out the bones, seeing if there was something he could discern about their state. Though he spends quite a bit of time just observing before he touches these, half expecting the bones to crumble to dust upon contact.
Heal?: 1d20 + 9 ⇒ (3) + 9 = 12
"Hey Hollie--Remember that weird goblin with the extra arm we fought in the tunnels beneath Sandpoint? Maybe it was made here."
Forgot again that they're not talking.
Shae shrugs. "Maybe by that Kargoof guy."
Cator picks up and examines the sihedron, and noting the handle and blades, suspects that it might serve as a key and searches for somewhere the sihedron might fit into.
Cator takes 20 on perception for 30
|GM Litejedi - RotRL|
The tools appear to be tools one would use to perform medical procedures: scalpels, stitching tools, a chest cracker, etc. They could also be used for dissection, or vivisection were one inclined. They would be possibly worth at least 50 gp due to their age and nature, possibly more if appraised by an expert of Thassalonian relics.
The skeletons to Krovek are just various bones, without any discernible rhyme or reason.
When Cator picks up the Sihedron... nothing happens. A thorough examination of this room reveals no keyholes that would fit an object like this.
Cator remembers the southern door and brings the sihedron over to determine whether it fits.
"Ancient medical tools, could be worth a pretty penny to the right buyer." Krovek carefully wraps the antique tools and puts them in his bag.
He las less understanding of what the bones are, though he's glad they didn't come to life. "Can't tell what the deal is with these bones, anyone else wanna look?"
He suspects Cator has the right idea when it comes to the sihedron object.
"Unfortunately the nature of necromancy is such that the effect is often not persistent, and is not detectable. But nothing is stopping you from smashing some of the bones to see if they get up to fight back." Lunal suggests helpfully.
Cator yells to the group "hey, i think this is a key for the south door. I bet whatever is behind here is important and dangerous. Let me know when you are all ready for me to open it."
Cator casts mirror image
Cator replies "yes, seriously, look at this thing. The bargheast is probably behind here, or something equally dangerous. Do you think Thassilonian runelords created keys like this for where they kept their puppies?"
Shaedeen follows Hollie and Drax, her rapier at the ready. Just to be safe, she gives a more thorough examination of the door to see if it's trapped.
Shaedeen Perception (find traps): 1d20 + 9 ⇒ (8) + 9 = 17
|GM Litejedi - RotRL|
Draxtherian handles the "key" with aplomb, inserting it into the "keyhole" nimbly, and twisting. With gradual movement and the sound of stone on stone, the doors swing inward on invisible hinges, moving until they lay flat against the inner northern walls.
This room is lit primarily by a 10-foot-long pit of flickering fire that fills the room with a strange humid heat and the smell of burning hair. This smell is most immediately obvious to Draxtherian and Kazaht, though it had not been present in the hallway until the doors opened. The south the wall bears an immense carving of a seven-pointed star.
The fire pit is only a few inches deep, but the fire within gives off some actual, palpable heat, noticeable from the doorway.
Cator mutters "an eternal flame hidden in a secret room in a
Thassilonian ruin, nothing to see here" and immediately casts detect magic.
knowledge (arcana): 1d20 + 19 ⇒ (18) + 19 = 37
"Huh, smells like burnin' hair. Maybe a place where sacrifices are made?"
Krovek looks for any signs that someone has been through this place recently.
Perception, Guidance: 1d20 + 10 ⇒ (11) + 10 = 21
Survival (tracks), Guidance: 1d20 + 10 ⇒ (15) + 10 = 25
|GM Litejedi - RotRL|
The floor is stone, so that's hard ground (DC 20), so Krovek can tell that no creatures have walked through this threshold in the last 5 days. He sees, hears, and smells, nothing in the room beyond the fire, crackling in the center.
Got a further update from Litejedi.
"This place's still bein' used. Big four-legged creature, small four-legged creature, and a small two-legged creature came by in the last few days." He points to some very faint signs. "Don't see tracks in this door, so makes me think there's another way in or outta here."
Want to walk in but want to let others post first.
"Must be the source of the temperature regulation in here...a powerful trick for a bit of comfort. We should remain wary of powerful spellcasters in here, especially with the reference to the Runelords we already saw." Lunal does not look particularly cautious or afraid, despite the words of warning.
"unless Thassilonians enjoy the smell of burning hair I suspect this is something more than just a comforting fire. Unfortunately I have no idea what" Cator says to Lunal.
Hollie stops once she reaches the eastern wall and looks back across the room. She freezes and readies her blade as she says ”There...there is an evil presence on the other side of the room. West side.”
Draxtherian braces for combat and growls, baring his teeth.
Hollie then adds ”Show yourself, foul creature!”
Shaedeen enters the room, circling the fire pit before moving west.
"Where? I can't see anything!"
Double move. Left a clear path for the heavy-hitting druid.
Just coming in the door, Lunal would probably start detecting magic to see if they could learn anything about this source of foul-smelling fire, which will take at least 3 rounds. Lunal will bring up the rear of the group, but will follow along closely with wherever the others go.
"Don't need to see it to hit it!" insists Krovek. He steps into the room and chants words in Orcish. A burst of light flashes in the west side of the room! (Affected area drawn in blue.)
5-foot step, cast Burst of Radiance along the northwest corner. Should hit a total of 6 squares.
Burst of Radiance damage vs evil: 4d4 ⇒ (3, 1, 1, 3) = 8. Reflex DC14 or blinded for 1d4 ⇒ 4 rounds.
"Kazaht, come. Detect!" says Krovek in Orcish. He ushers his animal friend to move in front of him and see if Kazaht can find anything. Kazaht moves to a square that the burst of radiance affected, but only after Krovek casts the spell. Then uses scent to try and pinpoint an enemy.