THIS IS SCENE #7 IN A PLAY-BY-POST D&D GAME
Many elements of it are unique and innovative, with several key twists that will catch the players by surprise. The adventure is deadly and devious, with victory going only to those clever enough to take it. Though it may not be a traditional Fourthcore deathtrap dungeon, I assure you, dear reader, that it holds many of the ideals of Fourthcore close to its heart.
I will keep these posts easily collapsible, so that readers may easily skip past them if they wish. Although, really, you'd be missing out.
As a motley pack of adventurers, you make your way through the long, winding halls and up some stairs, trying to forget the horrors of your recent Far Realm run-in. As the corridor turns, however, you see a discotastic flashing light coming from the wide opening on the left. Creeping up to examine this closer, you see that it comes from a nearby cylindrical room.
The room itself is made of polished granite blocks and the ceiling soars high overhead to a dizzying height. In the center of the room atop a raised portion of the floor is a great brass gate with two floating brass rings madly spinning about its center. The metal is embossed with an etching that makes the surface seem like the scales of an ancient dragon.
As the rings spins about at high velocity, they create a brilliant blue wormhole that pulses with light and sends rippling waves of distortion through the air in the room. The entirety of the room reverberates and vibrates in tandem with the chaotic patterns of the spinning arms.
The decomposing body of an unidentifiable woman lies twisted, distorted, and mutilated at the base of the eldritch machine. A shining silver crown rests on the bottom of the floor just at the edge of her outstretched hand. The spinning metal arms of the deadly machine miss touching it by mere fractions of an inch.
Before jumping right in to get a closer look, you glance up to see the tips of a razor sharp adamantium portcullis of impalement protruding down from the archway just a few inches into the room. The portcullis is clearly visible from inside the room. The steel grate is held in place up high by a chains wrapped around a series of gears. The chain leads down to the floor and is loosely hooked onto a solid handle on the floor (square S41).
You feel the psychic pull from The Crown, and know immediately that it is an artifact of great power. Your heart skips a beat as your eyes gaze at the long-sought object of your quest.