By venerating his General, I honor the Fallen One as well. Malgrim reassured the woman.
Lets be about it then... Malgrim said softly. His posture was tense, but his eyes flared. He had been itching to put his skills to the test. Inaction did not suit his nature.
A set of stone stairs leads down, through an archway and into an unfurnished chamber beyond. Inscribed upon the archway in the common tongue is: “Deception is a tool. Self-deception is death. Deceive always thy enemy but never thyself.” The room beyond is lit by a small oil lantern hanging from the center of the chamber. There is a doorway east.
Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic
"Oh, this brings back memories!" Damien grins, like the whole thing is a child's game.
With a snap of Damien's fingers, bright floating lights appear, moving about the room at his command, and assisting the lantern in making the room brighter.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Taciturn as always, Johan listens to the Cardinal and his companions, then follows Tiadora down to the basement. Self deception eh?. He agrees with Malgrim's assessment of the rooms warning and begins slowly searching the room, prodding the walls and floor with the tip of his spear.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Johan points out the concealed doors he notice to the others
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Wheh! that was a good pit to not fall down! Just waiting on a map update I guess. Where are the concealed doors? Also, is it possible to put the link for the map up at the top like the other ones were? That was much more convenient.
Johan gives Eldred a crooked grin as the other man dusts himself off. He nods his head to one of the concealed doors. How about you try that one next?
A secret door hidden in the north wall conceals a small niche.
Inside that niche is a small pedestal that holds a jewel that glows with pale blue light. It is cold to the touch. There is another inscription: “Thou hast seen through deception to uncover a useful tool.”
Appraise DC 15:
This ‘jewel’ is a cleverly crafted bit of sealed quartz. Inside the quartz is alchemist’s ice. If thrown the jewel breaks and explodes exactly as alchemist’s fire but instead inflicts cold damage.
The south wall conceals a secret door. This door leads to a passage to the next chamber.
The short passage from the north ends in a wooden door with another inscription: “Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.”
Eldred:
There's nothing in the corridor and no trap at the door.
Room 2 description:
Inside the stone chamber, there are four doors – each facing a cardinal direction. The entire chamber seems strangely cold. The ground is dirty and dusty.
This room is also lit with a small oil lantern that hangs from the ceiling. There is a small amount of frost on the lantern’s glass panes.
The western door is covered in a strange pulsating violet mold.
You guys are using the Iron Circlet? if yes, are any of you disguesed of anything?
AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Anyone know what this crystal thing is?, he says holding it out.
Looking down at the passage and its inscription he stops to mumble Fear not their icy derision. Instead, fear only thy Infernal Lord, and then approaches the lantern for a closer look.
Added note to map - what is the light level in general? Dim?
Eldred, you notice that when you get close to the door with the mold, it gets colder. Maybe that mold is the source of the cold.
You have no problens with light in this room. The lanter sheds a light equivalent to a torch in the entire room.
Johan:
Johan, you can try a DC 15 Knowledge(dungeoneering) to discover what the mold is.
Its... an alchemical substance. Like alchemist's fire, but more like alchemist's ice. Throw it against a target and it works in much the same manner. A few of the greatest of Hobgoblin war-crafters were said to be able to make this. I imagine its more common in Talingarde...
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Stubborn and defiant, Johan believes he has nothing to hide, especially here in the basement of a remote manor, so no, not using the iron circlet.
Johan moves into the room alongside Eldred. Hmm, first we are rewarded with a 'useful tool' that creates cold, then presented with a room that is already cold. He takes out a handful of trail ration and tosses it at the mold.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
Leary of things he does not understand (which is admittedly a lot given his limited upbringing, he's just too stubborn to admit it ), Johan lights a torch from his backpack a tosses it at the base of the door. Maybe we can burn the stuff off.
Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic
Oh god. That action makes perfect sense from a character standpoint, but if that mold is what I think it is, that was exactly the wrong thing to do, hah.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
As soon the torch comes closer to the mold, it grows. Fast. You reckon it doubled the size. The room is a lot more colder. The cold is almost hurting. And the torch has no fire anymore. Just a iced piece of wood.
Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT
I thought you had it :>
ELDRED CROFTER wrote:
Anyone know what this crystal thing is?, he says holding it out.
Johan nods, understanding slowly dawning on him. Ah, it feeds on heat, so the, uh, alchemist's ice will starve it. Go ahead Eldred, he says, also moving out of the room and behind the other man. Give it a try. I'll stand over here and, um, watch your back. Just in case.
AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Eldred waits for the mold to finish crumbling and dying then, using one of his arrows, carefully clears any remnants off the door, then checks it for traps and being locked.