FOURTHCORE TEAM DEATHMATCH

March 3, 2008

Exploring the Sanctuary

PLAY-BY-POST: THE LOST CROWN OF TESH-NAGA (Part 3)


The Sanctuary of the Sacred stone lies quiet, the sounds of the fireplace and your own breathing echoing across the stone walls. Blood and gore from the slain monks lies on the floor.



36 comments:

  1. Welcome back, dungeoneer!

    You are now in a situation that does not require fine tracking of time spent. Thus, everyone can post as you like with little restriction. I've removed the dungeoneer icons from the map to help foster an atmosphere of willy nilly exploration.

    Please, do be considerate about your rate of posting. If you have a lot you want to do, please be polite and post no more than one or two actions per day, allowing others with more limited internet access a chance to jump in and do something meaningful.

    Likewise, if you are stumped or otherwise have nothing interesting to add at the moment, don't be afraid to make a simple comment saying so. I'd much rather hear from you saying that you're character is watching from a distance, than to hear nothing and worry that you're bored with the game.

    Lastly, please do not restrict yourself via discussions. Talking in-character (via Comments, language emails) and hashing things out is a big part of this adventure. It's as roleplay heavy as I ever really get, enjoy it!

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  2. Mavarothix ignores the bodies and moves near the altar, trying to put some distance between the rest of the group but not attempting to flee or appear hostile. He looks over the area to see if there is anything of importance.

    [Tech]
    Perception +6, scanning Eastern area around statues and altar.

    If anyone else attempts a Perception check and they roll in single digits (below 10), use Careful Advice (encounter power) to give them a reroll. I can't use that on myself, so I might as well.

    And, if possible, I would prefer to use that before a short rest so it recharges like all other encounter powers. Use your discretion on that.

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    Replies
    1. The altar itself is about chest height (for your Kobold) and draped in a long, blue cloth. The material is some sort of grey stone, sharply chiseled.

      There are, as obvious from the map, two sets of doors on the north end of the room. The set of double doors is crafted from steel or iron. They have a small loop of metal protruding from each door acting as a handle. The craftwork is definitively Dwarven in style, as each door is edged with a decorative, geometric motif. These doors are completely absent of any signs of wear or damage.

      The single door is wooden, similar to the door used to enter the sanctuary from outdoors. It has brass hinges and is set on a 2-way swing. The hardware on the door is grimy and worn. There are numerous skids and scrapes along its surface, especially towards the bottom edge.

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    2. There is also a rug on the floor, wooden pews, and torches set into the walls (all as shown by the above map).

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  3. [Ghaaldar]
    Once the battle was won, Ghaaldar does two things, in order, after stowing his weapon. First, he checks the dead bodies for any interesting items. Hands riffle through pockets, boots and so forth.

    Second, once that's complete, he searches the walls for secret doors. He searches under the rug and among the pews. He checks the fireplace (being careful to not get burned). Hands on searching, except for the fireplace.

    OOC: Whew, this is going to take me a while! Also, my perception is crap, +1, so anyone else wanting to search, feel free.

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    1. Alas, Ghaaldar finds little among the items and areas described. The monks led a life of poverty, and have little of value. There is, however, a sterling silver gong that a young Dwarven whelp was pretty intent on ringing. It is unadorned and hangs from a small wooden structure, and accompanied by a small silver hammer.

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  4. [Ghaaldar]
    The knight asks to all, out loud, "Why ring the gong, it did nothing, helped them none. Drum-Haak, see if you can sense some mojo about the gong."

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  5. [Grimlock]
    Grimlock, battle rage subsided, lumbers over to the fireplace. He leans his maul against the stonework and sits down on the floor facing the flames.

    Fire feel good.

    He shakes the remaining snow from his fur and wipes bloodspray from this face and tattered hide armor. After getting thoroughly warmed, he begins to poke around for any tasty morsels.

    Dwarves make best beer an' meats.

    [TECH]
    Perception check on any cabinets, drawers or other places things might be hidden away.

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  6. Grimlock finds no cabinets or drawers, and he sees no places where anything could hide in this room, besides perhaps under the blue cloth on the altar.

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  7. [Drum-Haak]

    Drum-Haak cautiously moves about the room, attempting to use his knowledge of the arcane to detect any magical auras. The sage takes particular care to examine the gong, the altar, and the two doors (arcana +12, perception +1).

    He also lifts the blue cloth from the altar and stashes it away as a spoil of war.

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    1. Examining the gong, Drum-Haak detects the tell-tale signs of Conjuration magic placed upon this simple silver disk, but no more.

      The altar has a minor cantrip placed upon it, one designed to keep the altar impeccably clean, its features sharp, and its surface unmarred by incidental harm.

      Upon lifting the blue cloth, Drum-Haak finds that its surface has a set of sigils chiseled onto it (see new image above). He immediately identifies the repeating symbols as representative of the Draconic Zodiac, a simple way of representing the constellations as devised by ancient dragons from ages undreamed of.

      The wooden doors are unenchanted, however the shining metal double doors have an Evocation spell cast upon it. The details of the spell itself, however, remain elusive.

      [TECH]
      (4)+12 vs. DC 21; FAIL!!!
      (6)+12 vs. DC 13; SUCCESS!!!
      (3)+12 vs. DC 21; FAIL!!!

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  8. [Ghaaldar]
    Upon hearing of Draconic Zodiac symbols, Ghaaldar gives them a glance, then seems to get engaged by it. He's not an incredibly smart one, but sometimes he's intrigued by a good puzzle or riddle.

    It takes him a moment, then finally he points to the fifth line from the top (second from bottom) and says, "That line is different than the others. With the others, the symbols are all in the same sequence. Only with this line, these two symbols are in the wrong sequence."

    OOC: Ghaaldar focuses on that line. Are these constellations "readable" out loud?

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    Replies
    1. The symbols are of constellations, which have names, if that is what you are meaning. Each constellation is associated with a representative ancient great wyrm. Starting from the top row, left to right: Iron, Bronze, Copper, Silver, Gold, Platinum, Mithril, and Adamantium.

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  9. Ghaaldar mentally files away the sequence of the dragon colors, for later reference. :)

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  10. [Duurkala]
    After hearing and seeing his Dhaakani brethren interacting with the altar and gong, Duurkala walks over as well.

    "This gong probably summons their draconic guardians. The fact that they wanted to ring it meant it probably should stay unrung. We could melt it? Make some fine bracelets, good spoils of war!"

    He rests his hands on the altar and looks down at the zodiac sigils. He gestures at the two sigils that appear to be flipped.

    "Yes, yes, you do seem to be right Ghaaldar. Good catch, brother, a keen eye is important for our people." He turns and winks at Drum-Haak. "It is good to see such strength in you both. Your minds are sharp and..." He turns and kicks a dwarven corpse on the ground, "...you've more than adequately demonstrated your prowess in combat. Let us continue! Where do these sigils fit in the zodiac as we know it?"

    Tech
    History +10, Arcana +8, Nature(for the stars?) +5
    I'd also like to use my Skald aura on myself again to get a healing surge +1d6+5 back. Then I'd like to heal up the rest of the way if I could. Anyone using healing surges similarly and listening to me burble along about history and tales of the Dhaakani, may also regain a +5 to their HP they get back due to the my Song of Rest.

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    Replies
    1. The Draconic Zodiac is simply a different way of organizing the stars than most Dhakaani are used to.

      [TECH]
      Regain an extra (4)+5 HP

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  11. "Should have kept one of these cretins alive so he can talk!" Mavarothix snaps, kicking one of the bodies as he passes.

    "Silver and gold are swapped. Magic in the silver gong, there is. Shall I sound it from afar? You afraid of what may come in response?"


    OOC: If I'm permitted, I suggest everyone stand the hell away from the gong and let me ring it with an arrow from across the room. Unless anyone has a better idea... :)

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  12. [Grimlock]
    While poking around looking for food, Grimlock listens to the whimsical stories of Duurkala.

    [TECH]
    Spend Second Wind. Surge value of 11 + 5 from Duurkala' Song of Wind should put me at full HP

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  13. Kulimvorith will take a stab at studying the iron doors leading away from the room, perchance he notices something Drum-Haak doesn't.

    OOC:
    I will spend a surge as well, for 11 hp, to recover what I got hit for. Other than that, its Arcana +6 on the doors.

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    Replies
    1. Kulimvorith is baffled. Presumably, he has never been into the "book learnin'" type of spellcasting.

      [TECH]
      (2)+5 vs. DC 21; FAIL!!!

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    2. The baffled dragonborn is clearly staring hard at the symbols on the door, and decides they may not mean anything. "I suggest we move forward sires, it appears these dwarves were not much threat to us, nor very intelligent. Too focused on geometry it seems..."

      OOC: Damnit Ross! I will step back from the doors, perhaps Mava wants to take a looksey?

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  14. [Ghaaldar]
    Impatient with the lack of action, and motioning for others to back up so the death ray/arrow/scythe only gets him, Ghaaldar strides up to the iron/steel door, listens by it for a moment, and assuming no dangerous sounds, OPENS it.

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    1. Ghaaldar hears nothing on the other side of the door. Grabbing a handle with the hairy meat-hook he calls a hand, he spasmatically jerks open the door as bright flashes swarm over the steel door and arcs of lightning race up Ghaaldar's arm. Gritting his teeth, he pushes through the pain, gripping the door handle tighter.

      ZAP!!! ZAP!!! ZAP!!!

      Ghaaldar will suffer awful burns on his palm where his flesh has been seared. A horrid stench of burnt fur and flesh fills the air. YOU ARE SEARED!!!

      Ahead, all can see a 25 ft. long corridor with a set of stone stairs on the right hand side descending down. The corridor has some shadowy light spilled over from the main halls' torches, but teh stairs are wrapped in complete darkness.

      [TECH]
      CRITICAL HIT! for 21 lightning damage and dazed until the end of your next turn!

      (14)+7 vs. Endurance DC 13; SUCCESS!!! Ghaaldar does NOT instinctively let go of the handle.

      The door stays open until the end of Ghaaldar's next turn, long enough for all six other dungeoneers to get in a set of actions before Ghaaldar starts his next turn. If he continues to hold the door open for another round, he will be similarly attacked again.

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  15. Ghaaldar just growls with warrior fierceness, baring his fangs and holding the door open.

    OOC: Ha! Not even bloodied. As one of my players once said, "Take THAT, fourthcore!" #BeggingForPain #ItsTheCoffeeTalking

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    Replies
    1. Quite! Ghaaldar is down to only 22 HP. NOT BLOODIED YET!!!

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  16. [Duurkala]
    Barking at the smell of singed Dhaakani fur, Duurkala recognizes the window of opportunity they have been granted and rushes through the door frame, shaking his head as he passes his writhing companion.

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  17. Ghaaldar will hold the door open, saving the last action before taking further damage to pass through the door. Whomever is through is through.

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    Replies
    1. Well that certainly sounds like a time-sensitive action! Ghaaldar holds the door open until Monday night, real-time.

      The opening is only 1 square wide, hence Grimlock might need to squeeze to get through.

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  18. Grimlock springs up, grabs his maul, and heads for the door. He waves a giant hand, gesturing for his comrades to go before him. MOVE! He is also ready to catch the door should Ghaaldar need help.

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  19. Mavarothix sprints through the narrow gap in the door, saying a sarcastic "thank you" in Draconic and trying to suppress his joy as he passes.

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  20. Drum-Haak
    Thoroughly amused by his companion's shocking discovery, Drum-Haak moves past Ghaaldar with a smug grin on his face. "Oh, it's electrified; of course!"

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  21. [Black Lotus]

    Black Lotus winces and wrinkles his nose at the stench of burned fur and meat, but quickly darts through as well.

    "My appreciation, comrade."

    (OOC: Sorry, last night was RL D&D night.)

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  22. OOC: Nice hustle, everyone!

    Slightly panicked, all members of the party spring to action and push their way through the doorway. Grimlock sucks in his gut as best he can, but his considerable frame simply can't squeeze through without brushing against an electrified door. He is shocked! Lightning cracks and drifts of smoke puff into the air. Grimlock wrenches himself past the door and slams into the nearby stone wall, sweat beading down his forehead and his heart pounding in his chest.

    [TECH]
    CRITICAL HIT!!! for 21 lightning damage and dazed for a round.


    Stuck with few alternatives (see updated map above), the group descends down a twisting set of stairs into the darkness. Dry stone walls surround you, covered in a fine layer of dust. Fumbling around in the swallowing black, you find a stylized, round brass shield set into the ground (see new image above) at the bottom of the stairs. The metal disk has a thick handle in its center; as well as eight small, round knobs around its circumference (see new image of the handle above).

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  23. This comment has been removed by the author.

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  24. Kulimvorith dodges past Ghaaldar, stops, turns, and seeing the goblin dazed, raises a hand toward him. At the last moment, his fingers contort, and a shadowly claw appears behind Ghaaldar. The Claw rakes him across the back...

    OOC:
    Move through the door, two squares past Ghaaldar (D11).
    Standard Action: Acid Claw vs Ghaaldar. +9 vs Fortitude, 2d10+8 acid damage on a hit. the target will also take 3 acid damage on the start of its next turn.

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    Replies
    1. OOC: Well, there goes the neighborhood!

      With a few mystic words of power, a spell is unleashed from the burning soul of Kulimvorith. Ghaaldar, still hurt from his brush with the dangerous door, is able to bend his knees, get low, and resist the sorcerer's dark magic.

      [TECH]
      (4)+7 +2 {combat advantage} vs. Fortitude 17; MISS!!!


      Betrayal!!! Very time-sensitive actions are now occurring and I will be rolling initiative for everyone. You may follow that at the new post here: http://dmg42.blogspot.com/2012/02/betrayal.html

      [TECH]
      Mavarothix (17)+6 23
      Duurkala (14)+3 17
      Grimlock (9)+7 16
      Kulimvorith (13)+0 13 Roll-Off: (12)
      Drum-Haak (10)+3 13 Roll-Off: (2)
      Ghaaldar (4)+5 9
      Black Lotus (3)+5 8

      Mavarothix has won initiative, and thus has a full day to declare his actions or be delayed until after Duurkala. Since weekends are counting as one day, the time limit is 9:00AM EST on Sunday February 26th.

      Both Black Lotus and Drum-Haak, in fact, have the chance to take an opportunity attack on Kulimvorith if either wishes (Drum-Haak would take a -2 penalty due to cover). Either may do so at any point between now and when his turn comes up.

      Keep in mind that Ghaaldar and Grimlock have both taken 21 damage and are dazed until end of their next turn from their brush with the door.

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