FOURTHCORE TEAM DEATHMATCH

September 29, 2012

SND-02: ASHEN AMBULATORY

from grind4e.blogspot.com
Bone chandeliers dangle on rusted chains from the high vaulted ceiling of this long ambulatory.


Candles made from human fat burn perpetually in iron candelabrum set into the brimstone walls.


Canals of lava a hand’s width across run along the base of the walls, casting a deep red glow across the uneven marble floor. Caution! Hot!

The air is thick with soot. The sound of hacking coughs and gentle sobbing radiates from some unknown hollow beyond the walls.

Thou finds a kaleidoscope of magical effects both wondrous and dangerous. Many of these items will be great boons to your quest, but require a commensurate sacrifice on a spiritual level.

R24 - S24
Stairs leading up, back to the BLEAK SEMINARY.

T24 - U24
A full length mirror is set into the crackling brimstone walls here. The copper frame is etched with a proverb in the Abyssal script: “No beauty without envy, no love without jealousy.”

The full-length mirror is enchanted with a divination spell. A dungeoneer may incur 3 points of blight to ask thine own reflection to show any one object or creature in the Fane, even if they have not seen it before.

L19 - M20
The statue is of a six-armed, serpent-tailed demoness (pictured) that smells of lilacs. 

This marilith statue radiates paragon tier scrying and teleportation magic.

The Heart of Khaldun is placed upon the statue's cupped hands. Immediately, trident sigils begin glowing on the surface of the statue and all dungeoneers are whisked away, magically transported to THE MOTHERS' CLOISTER.

D20 - E21
An obsidian fountain in the southwest corner of the ambulatory, hewn from translucent lapis lazuli stone in which quivering organs (livers, etc.) are embedded.

Th fountain is imbued with necromantic spells. Dungeoneers may drink of this fountain to gain temporary hit points equal to their healing surge value, but each time they do so, they incur 1 point of Blight.

picture thanks to grind4e.blogspot.com
A10 - A14
A rusted iron portcullis blocks access through a wooden archway clutched by black vines. Chunks of petrified demon princes lie strewn before the gate. Beyond, a courtyard of dead trees is visible beneath the fiery underworld sky.

A casual inspection of this grate makes you think that this could be easily lifted.

I1 - J1
The upper body of an angel has been crucified to the wall here. Gore cakes the wall, and its spine hangs down like a long chain. Thick frost covers the entire grisly display.

Pulling on the angel's spine activates a mechanism to rotate the wall and leads to the PRISON OF FROZEN GODS.

EE1 - FF1
The image of a succubus has been painted onto the wall here. However, the wall is open, two halves rotated away at the center of the succubus painting revealing a short passageway and stairs leading up.

This passageway leads to THE PLEASURE CRYPTS.

X9 - AA12
The teeth of pit fiends float in the grey water of this fountain. A marble idol carved in the likeness of a hooded figure wielding a trident stands in the center of the water.

Dungeoneers may drink of this fountain to gain an action point, but each time incurs 2 points of Blight.

HH8 - HH11
A huge square of rusted iron is bolted to the wall here. An ochre portal that reeks of acid swirls within the square.

This ochre portal has been enchanted, unsurprisingly, with teleportation magic. The portal ends in DEATH WYVERNS' CRUCIBLE.

HH19
An hourglass-shaped keyhole is set into the otherwise featureless wall. Oros deftly opens the lock and gently pulls out a long steel drawer. The metal container is reveaed to contain the Hourglass of Time Stop.

69 comments:

  1. Before stepping into this ash cloud of a room, Kaddim lights up Brand with a spell and gestures the group forward. "Don't go falling down a well unless we need to see what's in it Brand".

    Kaddim then turns his magical senses onto the room, attuning himself to the myriad of different ghastly objects he spies from the stairwell...Arcana +13


    OOC: Casting the light spell on brand, but seems a bit pointless at this stage.

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    Replies
    1. [KADDIM]
      Thou finds a kaleidoscope of magical effects both wondrous and dangerous. Many of these items will be great boons to your quest, but require a commensurate sacrifice on a spiritual level.

      T24 - U24
      The full-length mirror is enchanted with a divination spell. A dungeoneer may incur 3 points of blight to ask thine own reflection to show any one object or creature in the Fane, even if they have not seen it before.

      L19 - M20
      This marilith statue radiates paragon tier scrying and teleportation magic.

      D20 - E21
      Th fountain is imbued with necromantic spells. Dungeoneers may drink of this fountain to gain temporary hit points equal to their healing surge value, but each time they do so, they incur 1 point of Blight.

      A10 - A14
      A casual inspection of this grate makes you think that this could be easily lifted.

      X9 - AA12
      Dungeoneers may drink of this fountain to gain an action point, but each time incurs 2 points of blight.

      HH8 - HH11
      This ochre portal has been enchanted, unsurprisingly, with teleportation magic.


      OOC: Whoo, lucky roll! [TECH] Arcana (19)+13

      Delete
    2. Kaddim, quite pleased with his arcane skill, moves into the room, most intrigued by the angels remains crucified to the wall. He heads towards the body, to get a better look and see if. This angel has any distinguishing features.

      OOC: hot tamale of mumbala, that's a nice roll! Move me towards the angel, gonna check him out: perception +4, history +13.

      Delete
    3. [KADDIM]
      Thou discovers a grisly contraption. The angel's spine is attached to a gore-covered chain descending into the floor.

      [TECH] Perception (13)+4

      Delete
  2. OOC: By the way, if any dungeoneers have any maps or other images they would like displayed here for everyone's use, please let me know and I wold be quite happy to post it up.

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  3. Gathering his wits, Nettle follows brother Kaddim into the Ambulatory. The intense heat makes him wonder if he accepted the right element from Lahuma's gift, though he presses on regardless.

    As he flies toward the Angelic contraption, he glances about looking for nefarious traps and hazards, particularly on the Angel itself.

    Tech:
    Perception +9

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    Replies
    1. [NETTLE]
      No other clues discovered.

      [TECH] Perception (1)+9

      Delete
    2. Nettle will draw out his pixie-sized ritual book, which he inherited from his grandfather Walnut. He flips through it for a moment, finds the arcane ritual he seeks, and begins to cast it.

      Tech

      Cast Speak with Dead on the angel's corpse.
      Religion 13+5 crusader=18

      Delete
    3. [NETTLE]
      Thine ritual succeeds and a magical haze is cast upon the crucified body. A translucent, whispy image of the angel, now restored to its whole and radiant form, bubbles forth from the surface of the rotting corpse. The insubstantial form speaks, a croaking whisper, but in a language unknown to any dungeoneer.

      Delete
    4. [TECH] Arcana (4)+18; Two Questions may be asked

      Delete
    5. Before asking his questions, Nettle will cast another ritual so that he may understand the answers.

      Tech:
      Standard: Cast Comprehend Languages on the language Nettle heard. (Speak with Dead lasts 10 minutes)

      Delete
    6. [NETTLE]
      A dropper of honeyed water is applied to the tongue, sprinkled with the dried and powdered remains of the exotic beshuuba moss.

      The spirits now slowly speaks to you in a language you can understand. Ask thy questions.

      OOC: Huzzah!

      Delete
    7. "Fair angel, thy glory shines through even in such a wretched place. Praytell, what is the nature of the contraption attached to your spine?"

      Delete
  4. Mikhail sweeps the eastern hall of the Ashen Ambulatory, and is the first to spot the succubus painting on it's far end. He approaches carefully, noting the other features of the room for further inspection later on, but the open wall has most caught his eye. He peers into the agape stone at the path beyond and cups his ear listening for what may be, thinking that this perhaps could be the entrance to the Pleasure Crypts.

    [Tech] Move to EE1, Perception +5

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    1. [MIKHIL]
      Thou sees the passageway leads to a large, open chamber, filled with smoky crimson light. The air coming from this chamber is heavy with the stink of perfume and fornication.

      [TECH] Perception (6)+5

      Delete
  5. OOC: For bookkeeping, note that Nettle is unable to cast any further rituals until he reaches a Milestone.

    [NETTLE]
    The chain attached to my spine is hideous device, a cruel mockery. It is the winch to a hidden chamber.

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    Replies
    1. OOC: Whoops, my bad. I just double checked the Player's Handout and you are all good to go. Sometimes I remember bits and pieces from other modules and playtest versions, etc.

      Delete
    2. OOC: No problem! I was worried I overlooked something crucial in my character design...

      Delete
    3. "We would see the hideous contraption dismantled. How can I safely use the device so I can end the disgrace to your corpse?

      Delete
    4. OOC: If I can hold off on this until Oros is done, that would be great. If not, no worries.

      Delete
  6. Oros will investigate the contraption to see if there is a way that it can disable or free the angel's corpse.

    Thievery +15

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  7. [OROS]
    Pulling the chain out of the floor completely will kill the angel and also rotate the section of wall it is impaled upon.

    [TECH] Thievery (4)+15

    ReplyDelete
  8. "Fair angel, what is the secret of the Merilith statue?"

    ReplyDelete
    Replies
    1. [NETTLE]
      Of this I know nothing. The statue was here and untouched since I was crucified.

      Delete
  9. OOC: Alright guys, back from the 3 day weekend, LET'S DO THIS!!!

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  10. Oros, Mikhil, take the point and lead on. And don't touch anything that looks sticky...


    OOC: I haven't heard any dissenters, so the party will descend into the pleasure crypts.

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    Replies
    1. With all haste, the party moves past the succubus painting door to reveal THE PLEASURE CRYPTS.

      http://dmg42.blogspot.com/2012/09/snd-02-pleasure-crypts.html

      Delete
  11. Lord Xann returns to the ambulatory, emboldened by the spoils of his hard-fought victory. The cannibalistic warlord strides up to the ochre portal and scans it momentarily. Waiting until the rest of the party has caught up to him, he boldy enters the portal.

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  12. Before entering the portal behind Lord Xann, Brother Mikhail laps up the grey water of the fountain of pit fiend teeth to regain an extra spurt of energy to save for later.

    Then he follows Xann's example and hops through the portal with a satisfied grunt.

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  13. Nettle follows closely behind, ready to intervene in case of a surprise attack on his allies.

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  14. OOC: I like the BALLS!

    Mikhail takes a quick drink, gains some darkness, and the whole crew is transported to DEATH WYVERNS' CRUCIBLE.

    http://dmg42.blogspot.com/2012/09/snd-02-death-wyverns-crucible_17.html

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  15. Lord Xann approaches the angel. A look of pity briefly flashes across the face of the warlord, but is then replaced with an expression of grim determination. He then grips the chain and gives it a mighty haul.

    Athletics +12

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  16. [XANN]
    With that mighty heave, the chains clank down and the entire wall rotates 90-degrees to reveal the ice-coated passageway leading to THE PRISON OF FROZEN GODS.

    http://dmg42.blogspot.com/2012/09/snd-02-prison-of-frozen-gods.html

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  17. Mikhail picks up the remains of the angel and places them in his bag before continuing into the frozen hallway

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  18. Much time has passed!

    After sojourning through the winding halls of the Fane, the dungeoneers return back here to the Ashen Ambulatory, missing their comrade Mikhail, but gaining a new warrior in their crusade: Brother Nelson.

    OOC: The group is now in a reprieve from the pulse-pounding action. Enjoy it while you can, mortals. Many dungeoneers are now in a sticky situation and will require some tough decisions to be made. I think it's worthwhile for everyone to post how they would like to use any healing surges and various features of the Ambulatory in preparation for the next chapter in your quest.

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  19. OOC: The dungeoneers (except Nelson) have also now completed a Milestone and thus gain 1 Action Point.

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  20. OOC; And there was much rejoicing! The Mystic Urn would bring Lord Xann all the way back up, shall we save him healing surges? Kaddim may drink from the fountain gain some more temps to keep me going for the next room/fight. Thoughts?

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  21. OOC: We could do that, and/or use Xann's ritual to redistribute surges. Ross, where did we appear out of curiosity?

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    Replies
    1. The dungeoneers emerge in the Ashen Ambulatory, stepping through the looking glass (squares T24 to U24).

      Delete
  22. Upon arriving through the mirror, Nettle will sit against the wall and attempt to recall inspiring tales of heroism in the face of adversity, to clear the consuming sense of horror in his heart. A family legend of a long-dead ancestor comes to mind--Honey-Tongued Hayseed, a jester in the Court of Stars, whose playful spirit helped turn the tide of a hard-fought battle against the aggrandizing forces of the Spider Queen. Heartened, he shares the tale with his injured allies.

    Tech: Majestic Word on himself during the short rest. Surge(12)+4+d6.

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  23. Still in shock from what he just saw, Kaddim pours the contents of the mystic urn down lord Xann's throat, reviving him from this latest of near death experiences. After he calms down some, Kaddish thirst gets the better of him, and he drinks from both fountains in the ambulatory. The taste is jarring, but he feels reciprocated afterwards.

    OOC:
    Use mystic urn on lord Xann, he gets to recover all his lost hp.
    Drink from obsidian fountain and the fountain of pit fiend teeth, gain 6 THP and an action point, respectively. Kaddim should now have 3 points of blight.

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  24. AFTER A BRIEF RESPITE, THE DUNGEON MASTER RETURNS.
    The Clock of Doom resumes its count, each passing moment bringing the dread Heresiarch closer to apotheosis.

    OOC: Did you know that bonus points are awarded for finishing the adventure more quickly? They are! I want you guys to BURY the other team.

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  25. OOC: Gingerbeard Man is out honeymooning, and has given us power of attorney over Oros. Hopefully we don't have to decide whether to pull the plug...

    Oros will head over and inspect the portcullis for traps, and also look through to the courtyard beyond and see if he notices movement or any sign of creatures.

    Perception: +11

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    Replies
    1. [OROS]
      Oros spies the brittle and dried vines forming the gateway to the courtyard and can see no mechanisms for traps.

      [TECH] Perception (16)+11

      Delete
  26. Nelson chuckles with a high-pitched laugh that bounces the babyfat on his cheeks. "Eh, so where's the gold fellas? Give that Heresiarch a run for his money, amiright?" He waltzes over behind Nettle and peers through the portcullis. "Petrified princes? Eh, I've seen worse! Ha-he-ha."

    He looks for a way to open the portcullis. "What do I just lift this thing?" He seems light on his feet and ready to hide.

    OOC: 27 perception from Nettle is pretty convincing for no traps...I hope. But I've been itching to post again so... Brother Nelson will open the portcullis if there is an obvious means to do so. Then he'll FLEETING GHOST a square or two inside and roll stealth to hide. (+12)

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  27. With an easy twist, Nelson breaks off a prong of the gateway leading to the ...

    [BLIGHTED GROVE]

    http://dmg42.blogspot.com/2012/10/snd-02-blighted-grove.html

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  28. Nelson has snuck back into the Ambulatory while Nettle and Kaddim engaged in conversation with the Medusa. "Talkin ain't my thing really." he says as he turns the corner and takes a glimpse at the hourglass keyhole. "Now keyholes on da othahand - thats my business."

    Tech:
    Stealth +12 to sneak back into ambulatory (if needed)
    Perception +8 to discern any tell-tale features of what the keyhole might require.

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    Replies
    1. [NELSON]
      Clearly, the keyhole needs an hourglass shaped key.

      [TECH] Dungeoneering (13)+8

      Delete
    2. Also, with Nelson's keen sense of skulduggery, he is able to determine that the lock could possible be picked, although it would be quite difficult.

      Delete
  29. Lord Xann and Oros return to the ambulatory, satisfied that there is no more to be done in the courtyard (for the time being).

    Retrieving his trusty tool kit, Oros sets to work, attempting to pick the hourglass keyhole.

    Theivery +15

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    Replies
    1. [OROS]
      With deft hands and the power of the gods guiding his actions, Oros takes a long, hooked needle and slides it into the keyhole. Beads of sweat, THE SWEAT OF MARDUK, drip down his face as all attention is focused on this most delicate task. A soft click, and the lock is picked. Oros gently pulls out a long steel drawer, all the while holding steady his tools to ensure that no other soft clicks should trigger. The metal container is reveaed to contain the HOURGLASS OF TIME STOP (see new image above).

      [TECH] Thievery (15)+15 +2 {Marduk sweat}
      Due to the nature of play-by-post, using this item will grant the dungeoneers a 15 DAY reprieve.

      Delete
  30. After bettling through the CHAOS MAZE, the dungeoneers return here to the ambulatory, stepping through the looking glass.

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  31. After bettling through the CHAOS MAZE, the dungeoneers return here to the ambulatory, stepping through the looking glass.

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  32. Nettle will lead the group once again to the Ambulatory, and proceed to examine the marilith statue further.

    Does the statue represent a particular figure that Nettle recalls?
    Is there a place in any or all of its hands to deposit an item, such as a heart for instance?

    Tech:

    History +13
    Arcana +13
    Perception +9

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    Replies
    1. OOC: What you see in the handout is what you get.

      Delete
  33. The weary group shall take a moment to recover, and Nettle will play a merry tune of valour and heroism in the face of overwhelming odds.

    Tech:

    Majestic Word on himself and anyone else who wishes it. Surge (9 for Nettle) +d6+4

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    Replies
    1. OOC: Vitals updated. I healed each dungeoneer to be within 10 HP of their maximum.

      Delete
  34. "Onwards boys!" Says Nelson as his wounds are healed by the buzzing pixie-man's melodies. "Where to?"

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  35. Nettle will draw the spyglass and look around the room for any hidden objects, creatures or doors.

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    Replies
    1. [NETTLE]
      The powers of the Spyglass cut through all illusions and magical deceptions, baring only the truth.

      This room holds no secrets.

      Delete
  36. Post resting, Kaddim takes another draught from the obsidian fountain, then moves to place the Heart of Khaldun in the hands of the Marilith Statue. "Ladies are always after a man's heart, afterall, aren't they?". He winches and braces for a magical rebuttal....

    OOC:
    Drink for 1 blight and 5 THP.
    Place the heart in her hands...seems LOGICAL.

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    Replies
    1. OOC: Kaddim's healing surge value (and thus temporary HP gained) is 8, not 5. Don't short-change yourself!

      [KADDIM]
      The Heart of Khaldun is placed upon the statue's cupped hands. Immediately, trident sigils begin glowing on the surface of the statue and all dungeoneers are whisked away, magically transported to THE MOTHERS' CLOISTER.


      http://dmg42.blogspot.com/2012/10/snd-02-mothers-cloister.html

      Delete
  37. Once back from the observatory a second time; Xann, Nelson, and Kaddim drink from the fountain of pit fiend teeth, to gain strength for the unknown trials ahead...But before drinking, Kaddim shuffles off to the Mother's cloister and grabs the crown of domination and the sacrificial pegasus.


    OOC: As per emails, lets get juiced and get on with it! Ross, as per my crusader card, I should gain 18 THP, +1 for every treasure card I have (8 surge value + 10 treasures). Man, that would have helped to reread the card earlier! Anyone want the crown? If not, I'll keep it.

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  38. OOC: FYI The pool pit fiend teeth grants action points, not THP.

    Nettle will have a drink from the obsidian pool to steel his nerves before the impending battle.

    ReplyDelete
  39. Oros joins his team in this pre-battle ritual and drinks from the Obsidian pool as well.

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  40. [DUNGEONEERS]
    After all preparations are made here and armaments equipped, the dungeoneers have decided to return to the WATCHTOWER and step through the swirling portal.

    Dungeoneers may still use the features of this chamber and trade with each other, but once you as Player have decided that your character steps through and you read this next post, you may not look at ANY Fane of the Heresiarch posts, aside from the ones directly linked in the next post. Scouts honor, people! I will be out most of the remainder of the day, so don't freak out if I don't answer your questions very quickly.


    STEPPING THROUGH THE PORTAL IN THE WATCHTOWER, YOU EMERGE IN THE
    DOME OF INTERROGATION
    http://dmg42.blogspot.com/2012/10/snd-02-dome-of-interrogation.html

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  41. Brand will take a drink from the Obsidian Fountain if it's not too late..

    (ooc: was driving in to work! D: )

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