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Ruuz tightens his pack and grab a hold of the ring. "OK the time and range are limited so lets get ready to move."
Holding the ring Ruuz pictures the ring Mishelle described and activates the spell.
Range of the spell is 520 feet and will last 3 minutes.
Drums roll, anticipation builds, and as soon as i get the map drawn out, stuff happens...

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So you guys can plan...
Ruuz develops the unnatural sense that Jyra is nearby, somewhat above you and beyond the wall leading through the door you have yet to explore.
Once you are through the door you immediately see two giant sized stairwells spiraling upward. One on the left and another on the right. You now sense that Jyra is directly above you.
Cut subtley into the edge of the giant spiraling stairs are the ubiquitousslave sized stairs, laid perfectly for the feet of elves.
It appears that both sets of stairs lead to the same location.

Beren Kemble |

Beren strides forward, bow in hand and arrow at the ready, "Sari and I should go first, each taking opposite stairs. You all right with that Sari? Hey, let's keep an eye out for traps." Beren then performs a careful scan of the floor leading up to the stairs and then the stairs themselves.
Listen Check (Roll 2+5=7), Spot Check (Roll 6+7=13), Move Silently Check (Roll 2+7=9), Survival Check (Roll 6+9=15), Search Check (Roll 7+6=13)

Merreck Greenbottle |

I nod and say "Alright, since we're splitting up Brick should be with one group and I with the other, that way both groups will have a healer for when things go south. Also, I have a spell that could prove useful. It allows the caster to send a whispered message across a distance of about a hundred feet. The only problem is that it can't go through stone, although it can go through the corridors as long as the path it takes is less than a hundred feet. Just thought I'd inform you of that. Also, what are we doing with the prof and his 'student'?"

Brick |

I nod and say "Alright, since we're splitting up Brick should be with one group and I with the other, that way both groups will have a healer for when things go south."
"Why can't I go with both groups? Why are we going south?"
Note that Merreck said 'when', not 'if'. Let's split up, gang.

Merreck Greenbottle |

I look at Brick and say "You can't go with both groups because you can't be in two places at once." with a chuckle I add "Unless of course you've suddenly become an incredibly powerful mage or a demi-god that is."
"We aren't going South, or maybe we are, I really don't know but anyway, when people say that something "has gone south" it means that something's gone wrong, and something will almost certainly go wrong." under my breath I add "Everything has so far on this little expedition has, why should this be any different?"
I draw my crossbow and while reloading it and checking it say "Who should go with which group? I'll go with Sari's group and alert the other group with my spell if we encounter anything unusual, or at least more unusual than the rest of this damned place. Each team should have a healer, a fighter and someone who knows how to track. Ruuz should probably go with one team and Valessa with the other since they're more likely to be able to identify and disable any traps we come across." while I speak I seem more commanding and used to be in control but as I realize that I've sort of taking control and notice the odd looks I get I say "Uh, as long as that sounds good to you. I'm just thinking out loud here. Does that sound like a good idea to everyone?" looking a little embarrased and staring at my boots.

Brick |

I look at Brick and say "You can't go with both groups because you can't be in two places at once." with a chuckle I add "Unless of course you've suddenly become an incredibly powerful mage or a demi-god that is."
"We aren't going South, or maybe we are, I really don't know but anyway, when people say that something "has gone south" it means that something's gone wrong, and something will almost certainly go wrong." under my breath I add "Everything has so far on this little expedition has, why should this be any different?"
"I can make things better for people, you know. It's what I'm supposed to do. Things haven't been going wrong, they've just been. Going. I can see them. It won't go wrong. I know it. I'll just go where I go."

Merreck Greenbottle |

"Right, that's why you should go with one group, so you can make them better when things go wrong." I say, looking at you curiously. "Is there something he can do that he's not telling us?" I wonder, growing more curious about our mechanical companion and his past.
More and more Brick reminds me of River.

Beren Kemble |

Beren nods to Valessa, “You as well.”
Then the Shifter turns to Ruuz, “How do those steps look to you? Can you detect any traps?”
Finally he turns to Ghorkin and his assistant, “You two should stay here until we confirm that the next level is secure, then we will come back for you.”
Then looking over his companions once more, “Brick, I guess you’re with me and be ready to use that club. Merreck, with that spell of yours, can we communicate back to you? Rokko, any preference on team? Just pick one and stay in the back for support unless you think it better to discuss Morgrave positions with the good Professor here.” Beren gives Ghorkin a silent snarl at this last comment before turning back to his companions, “We ready?” Then he nods and makes his way to the stairs on his left. His bow is out and ready for trouble.
Team 1: Valessa, Merreck, Sari ; Team 2: Beren, Ruuz, Brick ; Rokko currently in limbo

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Here is the link to the maps. Can everyone see them?
The room is quite large, each tier rasing up 5'.
The entry points are the 2 2x4 areas outside the grey map area. They are landings at the top of the spiraling stairs.
I also need marching orders for each group.
Barring something from Aubrey, put Rokko with Valessa, Sari, and Brick.

Sari d'Deneith |

Sari looks towards Beren team , " Good luck and be careful." Sari then turns towards her group, "Look for traps and watch your step the last thing we need is more trouble." Sorry we've been gone. Will have to wait a bit on my spot and listen checks, IC is down and I don't have a clue where dreamweaver or the kids put our dice at

Valessa Marr |

Valessa will walk beside Sari on the way up the stairs, searching the stairs ahead carefully for traps - not trusting their quarry one bit.
When they reach the top she will draw her bow and fall back, letting the heavier hitters take the lead.
Search:15+9 = 24

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To each side, the sairs rise up and slowly circle around. Those of you ith a numeralogical bent notice that there are exactly 13 giant sized risers, and exactly 13 slave stpes per giant riser.
The spiral ends just beyond a full rotation, so you enter what you can only assume to be the control room at this point.
Several tiers of podiums and seats adorn each side of the room. The tiers closest to you are 15 feet wide, and happ appointments fitting for the smaller bodies of the slaves, while the upper tiers are wider, made to fit giants.
In regards to the oversized builders of this place, a total of nine giant skeletons lay about on the floor. Several wear armor, like the skeleton you saw earlier, the rest are simply naked. Apparently they died at their posts.
In the middle of the chamer, a octagonal column rises up, a long ramp leading to its apex. At the very top of the column you can see a giant sized altar, just above and ahead of the altar floats what must be the key. Shining with unnatural light, and covered in runes and dragonshards it floats in midair, tiny bolts of multicolored ligtning arcing from it to the altar at irregular intervals.
The rear wall of the chamber is covered from end to end with a massive mural depicting the history of Eberron. Both ends seem to be a reflection of eachother, and major events are layed out in agonizing detail. From the rise of the primogenitors to the daelky invasion, every major event in the history of eberron can be seen. At the very center of the rear wall, the carving shimmers and swirls, as though recording history as it passes.
You can see images rising and falling in the mural, recognizale moments from the rise of Galifar, the Last War, and others you don't understand. Watching the mural it takes a moment to realize you aren't looking at a painting, but a carving etched deep into the single largest piece of mithral any of you have ever imagined.
The entire chamber seems to focus the attention of any inside of it onto the wall above your heads. The geometry of the place kets you know that behind you, at the center of their attention is the central spherical chamber.
Finally, as the awe of the place is beaten down by the punding of your own hearts you hear voices already inside the chamber. You see Jyra, wearing only blood red pants, standing on the upper tier of the gallery, her attention focused on the peak of the column. Her naked torso is covered in jagged red tattoos, the color of fresh spilled blood.
She is looking at another creature at the very peak, meer feet from he glowing key. A creature of nightmare, as though someone had replaced a mans head with a live squid. Its voice is a clicking, slashing chatter as it speaks to Jyra.
"You are too late, Jyra Khyber-born, the key is mine!"
Knowledge: Nobility DC 15 or Arcana DC 20
The marks on Jyra are Aberrant dragonmarks, and quite powerful given their extent.
Please roll initiative:
Oh, and Valessa's group gets to watch Valessa disappear...
Valessa:
As you approach the top of the stairs, something catches your eye. A carving on the wall just at your eye level is an exact likeness of your family crest. Suddenly it flashes, and you feel yourself be flipped inside out for an instant.
When the disorientation passes, you are in the same place, but you know instictively the wrong time. A middle aged elf sees you, and leaves his place in the first tier of seats, using his robe to make sure the giants behind him do not see you.
"Turn around, and go down the stairs, or the masters will have you killed." he says to you. It is a heavily dialected form of elven, with far more of the giant roots prevalent, but you seem oddly comfortable with it, and you wonder if their is magic at work.
Valessa has just discovered why her picture is on the wall... Please keep your responses in spoilers until you are returned to the group. You will get to influence the fight, just from thousands of years in advance. MU, wa, ha ha, hehee he, tee hee, hack hack, wheeze...

Brick |

Initiative: 9 + 3 = 12
Brick hasn't a clue what is going on, but the general sense of 'wrongness' permeating the bizarre scene drives deep into his soul.
You can almost see the switch within him switch into the *on* position.
The warforged's eyes flare to life as the light returns. Not softly, this time. Burning. Searing. Pure energy.

Merreck Greenbottle |

I smile slightly as I realize the number of steps "13 slave steps to each giant step; 13 giant steps." I say "Isn't it fascinating how the number 13 seems to show up everywhere in our world. More commonly, is the number 13 with one lost. There were 13 dragonmarked houses but the Vol line died and now there are twelve. There were 13 moons but one vanished and now there are twelve. Isn't it a fascinating pattern? It...oh dear.", my dissertation on numerical patterns interupted when I notice Jyra, standing half-naked before a hideous creature on the podium.
Initiative 4 (2+2)
I raise my crossbow, ready for a fight. I try to remember what the crreature might be as I say "Careful; stay away from those skeletons. The last thing we need is for them to rise and give us even more problems."
Bardic Knowledge 22 (19+3)
Can I use Bardic Knowledge In place of the Knowledge checks? If so Bardic Knowledge nat20! total, 23

Ruuz |

As Ruuz tops the stairs next to Beren he takes a quick look around and when his eyes land on Jyra he stops. Oooo she is half naked, this day improved a little. Ruuz thinks to himself and then he notices the strange mark on her torso.
Arcane 17+5 = 22
He is about to share his insight when he notices the squid headed creature talking to Jyra. Damn, that sight just ruins the rest of the view.
Ultimately distracted by naked flesh Ruuz ends up with an Init of 3+2 =5

Beren Kemble |

Beren turns from the spiraling stairs and enters the room. He is initially amazed at the dynamic forces along the walls. Then he looks up along the ramp to the center column. First seeing Jyra, half-naked and tattoo covered, he is shocked at her appearance but otherwise oblivious to the meaning of her designs. He loses interest quickly though when he notices the aberration next to the ex Morgrave student.
After hearing the creature speak, Beren lifts his bow and quietly says to himself, “Actually, the Key is ours.”
Initiative (Roll 7+4=11)
How high is the octagonal column and far away are we from the top along with the distance from the giant skeletons?

Valessa Marr |

"Doesn't appear to be any traps," Valessa whispers to Sari as the group nears the top of the steps. She steps back and nocks an arrow to her bow, letting the warrior go on ahead into the chamber above.
As Sari and the others step past her - and gasp in surprise or shock at the contents of the chamber above - Valessa turns her head to the side. For an instant, her mouth and eyes widen in surprise - before she abruptly vanishes.
Dragonmann:
Valessa is almost beyond being surprised, but she does note with scientific detachment that her accent and verbage seems to match the elf's archaic language.

Sari d'Deneith |

As Sari and the others step past her - and gasp in surprise or shock at the contents of the chamber above - Valessa turns her head to the side. For an instant, her mouth and eyes widen in surprise - before she abruptly vanishes.
Sari listens to Valessa and the info on the traps as she pushes past her. After reaching the top of the stairs Sari stops and gazes at the sight in front of her. She sees Jyra and mutters to herself "Ruuz should be happy about that" Sari turns as she hears a gasp escape Valessa's mouth but turns and realizes that she is gone. "What the! Where did Valessa go!" Sari says as she steps back to where she was last seen. Hold your breath....Spot: 3 Listen: 4

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I need to know where the 6 players are located, each group is set up in the smal 4x2 areas off the ottom of the map. These are landings at the top of the stairs.
I am working on a map with coordinates, dividing the main floor into sections...
Holidays + flu = getting elss done than planned

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New map with locs: [url=http://picasaweb.google.com/Vlad.DeRosa.MPS/Maps/photo#5153887360196456210]HERE
[ooc]I separated the map into a few areas, labeled I, II, III, and IV. That let me use the huge room. The central column is 50' high, or 25 feet above the upper tier.
Mind Flayer is located in II-Y19 and Jyra is in II-Y4