FOURTHCORE TEAM DEATHMATCH

October 12, 2012

SND-02: WATCHTOWER

At long last your efforts to penetrate the Heresiarch's citadel have paid off. After stepping through the mystic red smoke outside of the Heresiarch's demense, you find yourselves at the apex of a watchtower jutting from a deep hole in the surface of the Underworld. Carrion birds circle feebly through the air, viewed from a distance.





image by grind4e.blogspot.com
This open-walled pavilion stands atop a 100 ft. tall tower. The low ceiling rests on top of a ring of brass pillars shaped in the likeness of mortal men whose necks have been crushed and broken by the ceiling’s weight.

The pavilion rises just above the rim of a deep, narrow hole in the lifeless gray surface of the Underworld. A sky of ruddy fire is visible, and from it great mouths vomit the corpses of the damned into distant city-sized funerals.


click image to get a larger view
A 10 ft. diameter standing circle of stone rises in the center of the pavilion (squares H5, I5). Intersecting geometric forms and glittering constellations have been embossed onto its surface.

A slightly raised floor tile in the southern quarter of the pavilion (squares H12 - I13) is inlaid with mosaic tiles that form an inverted trident. The tile casts off violet sparks.

An archway of sulfurous brimstone reeks in the air to the east.

Four planet-gems are found in the Heresiarch's deadly domain. When fitted into the stone diagram, a violet portal appears in the archway and a fifth slot open.

A fifth planet is discovered and placed, revealing a hidden sixth slot and the Staff of the Serpent Rider appears above the raised floor tile.

OOC: Greetings, mortals! Are you ready to die?

The game is not in a time-sensitive situation, such as combat, so please post actions via Comments below in a free-form style. If moving or interacting with an object, try to be a clear as you can.

When a dungeoneer perishes in the Fane (50 point penalty, or 75 point penalty due to death by Blight), that player may re-enter with another dungeoneer chosen from their starting roster (3 dungeoneers total per player). If a player chooses to do so, the new dungeoneer joins the party at the end of the current encounter, or immediately if the death occurred outside of combat.

A total party kill ends the game. The game is also timed. On Thursday January 17th 2013, 12:00pm (noon) Eastern Standard Time, the Heresiarch completes the final ritual needed to ascend to godhood and destroy all mortal life.
Are you a bad enough Elf to kill the Heresiarch?

58 comments:

  1. Moments after the red smoke clears, brother Kaddim slowlys steps out of the circle, ready for the heresiarch's guardians to attack immediately. Seeing no imminent threat, he moves to the stone circle and examines it to determine its meaning.

    OOC: move to H6 and examine the constellations. Arcana +13, history +13.

    ReplyDelete
    Replies
    1. [KADDIM]
      The silent warrior moves quickly, careful not to linger too long as he knows his brothers and sisters will be coming forth from the same path.

      Stepping up to the plaque, the geometric shapes are analyzed. Kaddim remembers something like this from the deep recesses of humanity's forgotten libraries. This shape, this diagram, of carved stone lines and rounded indentations represents the hellish worlds beyond the Astral Void from whence The Heresiarch came.

      [TECH] History check (19)+13

      Delete
  2. Blinking the crimson smoke from his eyes, Nettle pauses to examine his surroundings. Mixed feelings of caution, hatred, and curiosity are barely in balance within him as he slowly approaches the sigil of the reviled heresiarch. Concerned about magical threats, he turns an arcane eye to the raised platform.

    Tech:
    Fly to F10

    Arcana +13
    Perception +9
    Dungeoneering (?) +12

    ReplyDelete
    Replies
    1. [NETTLE]
      You are unsure of the magic involved here. Clearly this icon is supernatural in origin and linked to the Heresiarch, so it is dangerous, but how so? One wonders.

      [TECH] Arcana check (2)+13; Roll a 2, drink the hooch.

      Delete
  3. Waving off the smoke with her scimitar, Carefia stays put, feeling the death and the importance of the situation. She carves the blue rune of protection above her head, which also appears above those adjacent to her.

    "Stay near me, I will follow he who so desires. This rune can protect to a certain degree, but only at my side."

    ReplyDelete
    Replies
    1. Tech:
      Activate Rune of Protection (+2 resist all damage to any adjacent ally)

      Delete
  4. A column of flame erupts out of the red mist, leaving behind Brand. Opening his eyes to reveal burning embers, he attempts to gain clues from the sigil. Afterward, he turns his attention to the statues to determin any further detail from them.

    Arcana +13
    Perception +5

    ReplyDelete
    Replies
    1. OOC: Are you talking about the raised floor tile with glowing purple trident, or the vertical celestial diagram?

      Delete
    2. [BRAND]
      A brandished flame, the light of Mankind, appears beneath the dull ruddy smoke of the Heresiarch's Bastion of Lies.

      The floor tile clearly has a magical spell cast on it, more than the simple parlor tricks needed to create dancing purple stars. Its use is somewhat unique, however, and you are unable to ascertain its function.

      The statues are mundane granite, likely quarried from a Dwarven forced labor camp. The features of the men depicted on the statues is aquiline in nature, a strong jawline, a patrician nose. These statues are fashioned after the ancient First Men, known to have either died out or diluted their bloodline to obscurity many thousands of years ago.

      [TECH] Arcana check (8)+13 and Perception check (15)+5

      Delete
  5. Talon steps forth from the red mist unblinking and expressionless. He systematically scans the room without touching anything, looking intently for any signs of traps.

    Perception +15
    Dungeoneering +12

    ReplyDelete
    Replies
    1. OOC: All; for the benefit of those watching the proceedings whom have NOT spent the last month min/maxing this cabal of dungeoneers, please briefly describe little bits and pieces of your character's appearance when posting, if you don't mind.

      [TALON]
      A stone cold face betrays a blank slate despite the unholy cries of pain and anguish surrounding this nightmare-realm of pain and hatred. How cold beats the heart of Brother Talon?

      With calculating, methodical precision, he raises a hand to point at the faint outline of a trap door. "There. Stone hinges disguised as the surrounding floor. The first failure of the Heresiarch's citadel is upon us."

      [TECH] Perception check (17)+15; Talon has found a secret door in the floor of squares C8 to D9. The means to open said door are yet unknown.

      Delete
    2. Carefia Clay, the brunette half-elf in doppelganger armor, follows Talon's pointed hand towards the secret door with a quick step, the rune above her flickering electric blue as sweat begins to seep from her pores, smearing ink symbols on her eyelids. On one knee she examines the workings of the stone-hewn passage without touching.

      Tech: Move to E 10, examine the secret door for traps and/or other specific details (+8 Thievery, +6 Perception)

      Delete
    3. Carefia Clay focuses acutely on this primary task, long fingernails tapping and recalling her knowledge of stone trappings.

      Pre-tech: She activates her "Knack for Success" minor action encounter power for a +4 power bonus to this check.

      Delete
    4. [CAREFIA]
      Thou creeps along the floor, head low. Thine fingers squeeze and distort in a most unnatural way to find the edge of a hatch. Carefully, thou slides a dagger and thin tools into the gap, propping open a heavy lid.

      Before thine eyes stretches a spiraling stone staircase of great enormity. It arcs slowly around the perimeter of the Watchtower, descending into the depths of the Netherworld. The stone tower is completely enclosed, and thus pitch black.

      [TECH] Thievery check (16)+8 +4

      Delete
  6. Talon creeps over to the geometric forms. The joyless shadar-kai is draped in a badly faded cloak and grips a longbow, nocked and ready. The ranger-cleric is well travelled and has navigated many nights by the stars. He peers over the depicted constellations and attempts to identify them.

    Nature +12

    ReplyDelete
    Replies
    1. [TALON]
      The constellations are, as yet, unidentifiable. The positions and layout of the constellations have been noted in your journal, however.

      Delete
  7. Nettle will once again check the straps on his fine chain mail, then with hand on his dagger approach the constellation chart cautiously and search for any sign of magical energy. He will also consider his memory of the gods and their ken in his drive to understand the import of these stars.

    Tech:

    Arcana +13
    Religion +13

    ReplyDelete
    Replies
    1. [NETTLE]
      You do not sense any magical wards or enchantments on the granite slab with the carved astrological diagram.

      [TECH] Arcana check (10)+13

      Delete
  8. Oros emerges from the mist the red hue in his vision reminding him of battle and slaughter. With a tight grip on his trusty double axe he approaches Carefia looking for anything the others might have missed.
    Perception +11
    Dungeoneering +11

    ReplyDelete
    Replies
    1. [OROS]
      Thine eyes scan from horizon to foot; the secrets revealed are naught.

      [TECH] Perception check (11)+11

      Delete
  9. "home, sweet home, eh?" says the guant creature of make of elemental fire and lightning in regards to the constellations. While the others explore the room, he examines the constellations further, looking for a key or clue to why the heresiarch would leave this at the top of his citadel. He traces the orbits carved into the stone with his fingers, murmuring words of divination magic as he soaks in the scene and commits it to memory.
    When satisfied, he then turns his arcane sight to the rest of the room, wanting to be sure to not have missed something before they go forth.

    OOC: seeing that I've already had my history check on the constellations, let's examine it with dungeoneering, +11. Also, I would like to take a stab at detecting magic in the room, especially the trident-tile. That wasn't the one we came from, is it? The violet sparks intrigue me. Arcana +13.

    ReplyDelete
    Replies
    1. [KADDIM]
      The glowing purple icon displays the characteristics indicative of a particular teleportation spell, developed by the near-forgotten archmage Ziltoid the Omniscient.

      The constellation diagram is made of high quality granite, with very smooth hemispherical indents that have resisted the gnawing ravages of time quite well.

      [TECH] Dungeoneering (9)+11, Arcana (13)+13

      Delete
    2. OOC: forgotten archmage, why not zoidberg?

      Delete
  10. After peering down the staircase, Nettle gives an slight shudder. "Well dear brothers and sister, it seems we have reached the first impasse on our quest for vengeance. I for one am not fond of dark low places, but it seems to be the wisest course. Shall we proceed downward? Perhaps a light from Brother Kaddim?"

    ReplyDelete
  11. After much discussion, Kaddim agrees to light Talons bow, for the hunter to explore the uncovered stairwell. "is sigil intrigues me...why would the heresiarch leave this here if it didn't have a purpose?".


    OOC: cast light on talons bow for him to scout the stairwell. Kaddim Will stick by this sq. anyone dare me to touch it?

    ReplyDelete
    Replies
    1. OOC: I dare every dungeoneer to touch everything, always, ever.

      [KADDIM]
      A quick enchantment provides the way to see down this dark tunnel. The spiralling stairs descend many many feet into the depths, to end at a pair of brass doors and a solid floor of hardened earth.

      Delete
  12. Carefia crouches near the open passage to the netherworld staircase, the draft from below giving her goosebumps. "I will follow close behind he who enters with the light." She looks at Talon and gives a nod. "Be my guest"

    ReplyDelete
  13. "My thanks, wizard. I shall scout the descent; keep your distance." The disciple of the Lord of Storms speaks in a cold emotionless monotone.

    With his trusty longbow aglow, Talon begins to descend the ominous stairwell. Moving slowly and deliberately, one step at a time, the sharp-eyed hunter keeps an eye out for any irregularities in the stonework that could possibly spell his doom.

    Perception +15
    Dungeoneering +12

    ReplyDelete
    Replies
    1. [TALON]
      Thine eyes keep vigil, but find no hint at betrayal. Step by step, Brother Talon leads his congregation of heretics into the bowels of the Netherworld 'neath this darkened tower. Footprints are left in the dust covering the stairs as dried cobwebs are burned away by smoking torches.

      At the end of the stairs are a pair of shining, polished brass doors. Emblazoned upon each of their surfaces is an image of a hooded man wielding a trident and riding a three-horned scaled beast. A pair of door handles lies where they meet.

      [TECH] Perception check (18)+15

      Delete
    2. Nettle will attempt to descry any magic on the door, and recall anything he may know about the image on it.

      Tech:
      Arcana +13
      History +13
      Religion +13

      Delete
    3. [NETTLE]
      The doors are not magical. The image is evocative of the art styles produced when the Heresiarch first came to the world and depict a great warrior from the homelands of the Heresiarch.

      [TECH] Arcana check (1)+13; Religion check (12)+13; History check (13)+13

      Delete
  14. Nettle draws himself up, brushes of his wings and prepares to follow the mage and holy hunter down. "I will also do my part to protect your descent." Eyes scanning the staircase and the void below, Talon follows his companions in.

    Tech:

    Occupy Carefia's square, stealthily if possible , and follow him and Talon down the staircase.
    Ready Virtue of Prescience to interrupt an attack made against an ally within 5 (Talon first) for a +4 to the defense targeted by the triggering attack.
    Perception: +9
    Dungeoneering: +12

    ReplyDelete
  15. Carefia examines the art on the brass doors from over Talon's shoulder, racking her brain for what that three horned-scaled beast might be, or even better yet, if she can determine what it may be depicting.

    [Tech]: Religion +8 History +8 to determine any further details about the art emblazoned on the doors.

    ReplyDelete
  16. Talon will study the door, searching the seams and hinges for any signs of mechanical malice.

    Perception +15
    Thievery +12

    ReplyDelete
    Replies
    1. [TALON]
      The brass door is well-oiled and shows little wear. It appears to be of an overly simplified design, two double-bolted hinges on either side holding up doors with easy-to-see through gaps, with no evidence of foul play.

      Thou smells fire and smoke upon yonder side of doors.

      [TECH] Perception check (17)+15

      Delete
  17. Talon then cups his ear to the door, attempting to discern any noise originating from the other side.

    perception +15

    ReplyDelete
  18. Squinting his eyes towards the hidden passage, Brand descends through the passageway behind his allies searching for any more hidden secrets. At the bottom, determined to do things on his own, he also checks the door for any arcane origins before (if none found still) venturing to the front of the group to open the door.

    Perception +5
    Arcana +13

    ReplyDelete
  19. Sticking to the shadows Oros follows his companions down the hall way keeping a wary eye and ear out for any dioabolical suprises the Heresiarch may have in store.

    Stealth +12
    Perception +11

    ReplyDelete
  20. Sensing no danger, the door is opened and the next room is revealed: BLEAK SEMINARY.

    http://dmg42.blogspot.com/2012/08/snd-02-bleak-seminary.html

    ReplyDelete
  21. After arriving back in the ambulatory, three planets in hand, Kaddim and co return to the watchtower. Once there, his intent is to see if the planets somehow fit into the standing circle they originally found.

    OOC: Are the planets each of various size, do they seem to fit into the black spots on the constellation? Kaddim will hold them close but not place them yet. Arcana +13 Perception +11 if necessary.

    ReplyDelete
  22. [KADDIM]
    After going through a few combinations, thou discovers the exact place wherein each of the three planets (Jade, Onyx, Diamond) fit into the standing stone; leaving a fourth, empty socket. The planet-stones stick into their orbits as some sort of magnetic or otherwise attractive force grips them tightly.

    OOC: Score updated, CRUSADERS!

    ReplyDelete
  23. The corridor in this room has been nagging at Nettle's curiosity since they descended to the depths of the tower.

    Motioning to his allies, Nettle will skulk over and investigate.

    Tech:

    Fly towards the sulfurous archway, 1 square up.
    Search for traps and magical auras.

    Stealth +12
    Perception +9
    Arcana +13

    ReplyDelete
    Replies
    1. [NETTLE]
      The stretched facial flesh of dozens of humanoids have been nailed to this brimstone archway at the top of a balcony off the eastern edge of the tower. Many babble in an unknown language.
      The faces are cut from forsaken shells, an undead monster common in the netherworld.
      The archway radiates very faint teleportation magic that grows in power with each planet fitted into the standing stone.
      Thou detects no signs of immediate danger.

      [TECH] Arcana (15)+13, Perception (18)+9

      Delete
  24. peering at the constellations and the locations where planets are aligning in the stone slab, Brand will recall the constellations from the observatory, and see of any of the placed planets now call one or any of those constellations home. Brand will also attempt to make any connection he can between the planet's constellations, and the "out of place" constellation

    tech:

    History +13

    ReplyDelete
    Replies
    1. The gems fit into sockets previously seen. No new information has been presented, nothing has changed.

      Delete
  25. Kaddim leads the party away from the seminary for the moment, focused on bringing these latest planets to the watchtower to add one of them to the constellation. But which one? He asks cackle, who refuses to answer his master in any meaningful way. Of course he does, useless flameskull. With no clues to the contrary, Kaddim places the emerald planet into the fourth and final slot of the constellation.


    OOC: Ross, Xann removed some blight from me, but its not reflected in the vitals tab, FYI.

    ReplyDelete
    Replies
    1. [KADDIM]
      The emerald planet is sucked into the indentation and held firm. Immediately, a swirling violet portal appears in the archway in front of the shrieking faces.

      In addition, a small piece of the standing stone diagram sucks inwards on itself, forming a new fifth socket.

      Delete
    2. Kaddim then slowly adds the sapphire planet to the diagram.


      OOC: If a sixth socket pops up, I'm smacking myself across the head. Not that we'll be able to do anything about it though...

      Delete
    3. OOC: Prepare for .. The Smacking. Vitals and Score updated.

      [KADDIM]
      Again the planet is fitted and AGAIN a new, hidden socket appears where once was naught but flat stone.

      In addition, the Staff of the Serpent Rider (see new image above) materializes in a cloud of violet sparks, hovering above the raised floor tile.

      Delete
    4. Kaddim loudly smacks himself on the forehead, knowin they've missed something! He grabs the staff of the serpent rider and hands it to nettle, the healthier, more mobile magic user. Now they have another weapon to fight the heresiarch, but will it be enough?

      OOC: SMACK. The search for the sixth planet begins!

      Delete
  26. Fed up with this roundabout searching, Kaddim removes the censer of communication from his pack and lights the small silver brazier with flint and steel. He sits in front of the censer, cross-legged, and ponders the question to ask. Minutes pass before he asks confidently aloud:

    "Will solving the mystery of the observatory's crystal plaque lead us the location of the sixth planet we seek?"

    He closes his eyes once more and awaits an answer from the omnipotent being the censer calls too...

    ReplyDelete
    Replies
    1. [KADDIM]
      Kaddim's eyes close and his consciousness rolls away under a cloud of premonition. The smoke clears and a bright blue, disembodied hand remains. Its clenched fist opens to reveal a shining blue pearl.

      [TECH]
      Yes.

      Delete
  27. As the premonition clears, Kaddim grabs the blue pearl, and hurries the party down to the prison of frozen gods, and to the entrance portal we know for sure leads to the observatory...

    OOC: Excellent news! now we just have to figure out how to solve that damn puzzle and collect our planet.

    ReplyDelete
    Replies
    1. OOC: The blue pearl was like a metaphor, man. The hand holds the next planet! Its all in Kaddim's incense-filled mind.

      Delete
    2. OOC: Ross, why do you kill my dreams??!?! Next you'll tell me the white rabbit wasn't real either! I got the metaphor, just excited. We're sooo close to finding something AWESOME, I can feel it (could also be the whiskey).

      Delete
    3. LOL he grabbed the metaphor. This just keeps getting better.

      Delete