After the fight, the alter
Subject After the fight
Salix will do as Harp orders regarding searching the room, using all pertinent skills to help find the last key or any secret doors or such.
At some point when Harp isn't otherwise preoccupied, Salix will approach him quietly and say:
"I must admit that when the door was flung open and I knew we'd have to face all those trolls without being able to close the door and prepare fresh prayers, I thought we were dead for sure. As you can see, those were definitely not creatures to be trifled with. My first instinct was to try to run to the previous door and shut them inside. But you kept your cool and through your leadership we were able to keep them contained. We didn't have to fight them all at once, or run and re-group. Now they are dead and we are all alive. You led well, Harp."
From: Mark
Subject After the fight
Where is that butt kissing emoticon when you need it? ;)
From: Mark
Subject Mund
I think his brother is having a moderating influence on him.
From: Kevin
Subject After the fight
Harp watches with relief as Mund and Ran cut down the final troll, dispatching it to whatever hell is would suffer in. Two of their group had almost lost their lives in this encounter, and had it not been for Ragnar, Kal and Ran would surely have died from their wounds. Even Harp was feeling somewhat worse for wear after fighting those things. Harp heads over to the doorway, and starts clearing body parts out of the way so the rest of the group could more easily make it into the next room. As he finishes the work, he says to Surin " OK, my friend, your turn. Go take a look in there and see what you can find. Salix, will you and Allistair help him?"
"Ragnar, lets you and I take a look at Kal. He still seems a bit out of it. Ran, would you and Mund search those troll bodies. I doubt they have anything worth anything, but we have to look."
OOC: Harp will sacrafice a 2nd level for cure wounds of the same level if needed. Mark, I assume someone has succeeded in their spot checks to see the brown thing in the middle of the room.
From: Mark
Subject After the fight
Believe it or not eveyone failed their DC5 spot check and not a single person sees the very large wooden alter in the middle of the room. :)
I will write up something at lunch time.
From: Kevin
Subject After the fight
Can Harp make a listen check to see if he can hear the altar?
Let me know how he rolls.
From: Derek
Subject After the fight
Mund is still excited from the heat of the battle. He punts one of the severed heads across the room, and then wipes the green blood off his axe. "Now THAT was a battle! That golug got in the way, but those things showed him how stupid that was even better than I could have done."
Mund then turns to Ran as they start inspecting the bodies of the trolls (OOC they're not clothed or anything, right? Nothing to search on them, is there?) "Doesn't look like these guys have much besides they're appetites. You wanna cut one open and see if it has anything in it's stomach?"
Allistair follows the rest of the group into the room, carefully stepping over the pile of troll bodies in the doorway. He first examines the wooden altar in the center of the room.
From: Mark
Subject The alter
As tensions ease the rest of the party enters the room, stepping gingerly over the headless forms of the trolls. Allistair jumps when a hand twitches a little, but a more careful look shows that it is just left over death spasms. Harp, starting to clear the bodies out of the door way, starts organizing things. "Surin, your turn. Take a look around. Salix and Allistair, give him a hand. Don't touch anything yet, but see if you can find the key. Ragnar, let's you and I take a look at Kal. He still seems a bit out of it. Ranthir and Mund, would you search the trolls. I doubt you will find much, but we have to look."
A few minutes later the trolls are moved out of the way. "Not even clothes or food on them" Mund reports. "No key visible" is Surin's report. He looks at Allistair and the mage speaks up "However, the large wooden alter in the middle of the room is a likely place to look. That thing is huge." The alter in question looks to be made of some odd wood and is 10 feet wide by 20 feet long. It is intricately carved and parts of it stand over 15 feet high. Surin looks up at Harp. "Let me guess. Time for the little guy to go first?" he say with a smile.
From: Kevin
Subject The alter
"Unless you want Ragnar or me to look first?" Harp says with a smile. "But, maybe we should have Allistair see if ther is anything unusuall about this thing. Allistair, do you have the ability to see if that thing is magical or normal?"
OOC: Harp knows that this whole place radiates magic, but is hopeful that Allistair will be able to get a reading on the alter specifically.
From: Kevin
Subject The alter
OOC: Also, Mark, does any one recognize any of the carving on the alter, or is it just indeterminate decorative carving (i.e. no obvious religious item showing)?
From: Derek
Subject The alter
Allistair is willing to use a detect magic to see what he can on the altar.
From: Mark
Subject The alter
No one has gotten close enough yet to check out the fine detail work, but there are no large religious symbols that anyone recognizes.
From: Derek
Subject The alter
Is there any kind of writing or script in the carvings?
From: Mark
Subject The alter
Again no one has gotten within 5 feet or so yet. There is no obvious large writing or script.
From: Mark
Subject The alter
Allistair wants to take a closer look at the altar. "Do you think it's alright if I take a closer look, or do you want Surin to check it out first?"
Allistair also asks his familiar if he can smell (or otherwise sense) anything strange in here besides the troll corpses.
From: Mark
Subject The alter
The little snake slithers out of the mage's robes and wraps itself around his wrist. Tongue flicking back and forth, it hisses at Allistair and then returns the the warm folds of the robe.
From: Derek
Subject The alter
Allistair shakes his head. "He doesn't sense anything specific, just the magic of this whole place. Sysyphys also thinks the trolls smell yucky. I agree with him."
From: Kevin
Subject The alter
"Go ahead and look , but don't get too close. I want Surin to take a look for any traps before any of use get too close."
From: Kevin
Subject The alter
Harp laughs at the comment from the small snake. "Tell him they did not feel too good, either. They won't be botherin us any more."
From: Jason
Subject After the fight
ooc/
A: 43/48
H: 26/58
K: 13/37
M: 45/59
Rg: 45/47
Rn: 46/53
Sx: 26/39
Sn: 27/27
/ooc
Ragnar looks up from his work just in time to see Ran finishing up the other troll in the same manner. Almost eagerly he looks around for more foes, and is almost disappointed to see there are none left. Truly this day he had demonstrated the might of Heironeous and his people. The adrenaline pumps through his veins, and he nearly misses Harp's order to join him in seeing to Kal. Still, he does not look to Kal immediately; the foolish elf may have jumped in where Ragnar himself would have been better suited, but the he was already safe from any serious danger through the grace of Heironeous. Instead he quickly scans all his companions for injuries, taking note of the most injured. He notes that Harp himself seems to be the worst off of all his companions. He then follows Harp's lead in seeing to those wounds, insisting however that Harp allow him to heal him as soon as he has finished with Kal.
/ooc Ragnar will follow Harp's lead for healing, but he'll at least insist on a CSW (Searing Light) for Harp and CMW (Spirit Weapon) on Mund (assuming also that Harp casts his CMW on Kal.)
From: Kevin
Subject After the fight
Harp agrees with Ragnar's suggestion (including sacraficing his 2nd level for a CMW on Kal. Harp will be hesitant about Ragnar sacraficing another 3rd level on him. He would rather save that grace until they have a better idea of what is left in this room. He will, however, give in if Ragnar pulls rank within the Order. Harp may be the lead on this mission, but Ragnar is of a higher rank within the Order.
From: Jason
Subject After the fight
Honestly, "pulling rank" wouldn't even occur to Ragnar in this situation. He'll be as insistent and as persuasive as he can, but if Harp tells him to wait, then he'll do it.
From: Mark
Subject The alter
I just realized that I did not state the obvious.
No key was found in the general search of the room.
From: Kevin
Subject The alter
If that is the case, Harp will have Surin search around the alter for traps, then let Allistair and whomever else wants to examine it do so. He will then ask Surin to serach the angle wall for any secret doors, allowing him to take his time.
A closer look, up close and personal, traps
Subject The alter
Salix will join Surin in checking out the Altar. (Please use any knowledge checks that apply.)
From: Mark
Subject a closer look
As Ragnar and Harp take care of the wounded, Salix, Surin and Allistair move a bit closer to the wooden alter. When they get about 15 feet from it Allistair stops. "This is close enough. Let's see if this thing is magical." He chants the cantrip of detecting magic and concentrates on the alter. Already prepared for the overpowering prescence of the Testing Grounds, Ally squints at the alter, taking in the different auras in the room. It goes quickly. "No, I don't think that there is any magic involved with the alter. There is a slight tinge to it, but I would bet that that is from just being in this place. Hell, I bet we'll glow when we get out of here." He signals Surin to go ahead.
The party watches from around the room as the halfling moves around the alter, keeping about 5 feet from it on his first pass, mumbling to himself the whole time. A half hour passes and he comes back to report. "Nothing around the alter. Give me a few minutes and I'll go check the alter itself."
OODM: More later.
From: Karl
Subject A closer look
Salix will wait for the promised "more" which is to come "later".
From: Mark
Subject up close and personal
Surin relaxes for a few minutes, streching and trying to keep loose. He figured that if the alter were trapped, it would likely be a dozzy. He just hoped he would realize if he set something off and could get out of the way before it killed him. At least he didn't have to worry about any magical traps. Those things were a bitch to find and even harder to get around.
Cracking his nuckles a final time he looks up. "I think it best if the party wait in the other room. That way if I set something off it won't take out all of us. No need to give Mama Bitterroot any company at the funeral."
As the other leave Surin approaches the alter again, this time concentrating on the alter itself. Confindent that the area around the alter was not trapped, his mind focuses on the large wooden structure. Allistair, Ragnar and Salix had all looked at it and not recognize any particular religious symbols or any writing that the recognized. Allistair thought that some of the fancy scroll work could be writing of some sort, but he had not been able to decipher it.
For the next 15 minutes Surin walks slowly around the alter, his flipping back and forth in his hand. Every now and then he reaches out with the blade, gently tracing fancy design work a carving, tracking something in his mind (Multiplie search checks, taking 20, success). The halfling absent mindedly walks over to the door where the party is.
"Yep it's trapped. More than one too. Got to think about this. They seem interconnected and interrelated. Who ever set this up was really devious. I'd like to meet him. Or her."
OODM: Any comments or actoins.
From: Derek
Subject Up close and personal
Allistair speaks up. "If you don't feel confident enough to disarm the traps, I can use my magic to move items from a distance up to 40 feet. I could perhaps set off the trap while we are safely away, or something similar."
From: Derek
Subject Up close and personal
Mund scoffs at Surin's last comment. "You probably don't want to meet him, since it was probably made by the same power-tripping god that made the rest of this place..." Mund looks for an approving nod from Salix, and ignores anything that Harp or Ragnar might have to say in defence of their god.
From: Karl
Subject Up close and personal
Can Salix offer to help? Does he have any skill that would lend a synergy bonus or anything?
From: Karl
Subject Up close and personal
Salix gives Mund a look that, while not quite an "approving nod", clearly shows he agrees with Mund's assertion.
From: Mark
Subject Traps
I am contacting Ashley so that she and I can work out how Surin will handle the traps.
From: Josh
Subject Kal
OOC: I'm in the city for the rest of today and most of tommorow.
Mark or Kevin can take over Kal if need be.
From: Kevin
Subject Traps
OOC: Mark, Harp will offer to pray for guidance for Surin as he attempts this. It is a 0 level cleric that will give a +1 bonus on one skill check. It is what he has to offer.
From: Derek
Subject Traps
Allistair has another idea. "There is another brute force method we could try. This altar is wood, so we could just blast it with a fireball or two from a distance. If the key is inside it, it should be undamaged."
From: Porter
Subject Traps
"I reckon we're not going to try to fight anything else today, right? We might as well try your fireball. Go ahead and do it."
Surin talks
Subject Traps
"Hold on Mund. I'll let Surin decide how we proceed. When it comes to swinging an axe, you know what you're doing. When it comes to playing with tricks and traps, Surin knows what he's doing. If he thinks burning this thing down will help, then Allistair can throw as many as he wants. But Surin will decide that, not you. We have come too far and been through too much to have the final test destroyed because we wanted to blow something up."
From: Kevin
Subject Traps
OOC: I have to do some site visits this am, so I will not be able to continue any conversation with Mund. Harp will want Surin to take his time and do what Surin thinks best, using whatever skills the rest of the party has (magic or otherwise). Only if Surin thinks it will help/work as a last resort will Harp agree to throwing a fireball at this alter.
From: Porter
Subject Traps
Mund makes a sligtly dismissive gesture and turns his back on the yammering "leader".
"So, Surn -- tell me about these traps. Do you think we can just set them off by poking them, throwing stuff at them, burning them or blowing them up? I've got a cool thunderstone in my pack that we can use if you think that fire is bad. Which do you reckon would be safer, trying to set off the traps from a distance or having you try to disarm them yourself?"
From: Mark
Subject Surin talks
As the party discusses how to handle the traps Allistair voices an idea. "I have a couple of fire ball spells left. The alter is made of wood. Maybe another brute force approach is called for?" Mund picks up on the idea immediately. "Hey yeah. We probably ain't goin to be fighting no one else today. Go ahead Ally, throw a couple of those fire things in there."
Harp holds up a hand before Surin can reply.
"Hold on Mund. I'll let Surin decide how we proceed. When it comes to swinging an axe, you know what you're doing. When it comes to playing with tricks and traps, Surin knows what he's doing. If he thinks burning this thing down will help, then Allistair can throw as many as he wants. But Surin will decide that, not you. We have come too far and been through too much to have the final test destroyed because we wanted to blow something up."
Mund makes an almost rude gesture and turns his back on Harp.
"So, Surin -- tell me about these traps. Do you think we can just set them off by poking them, throwing stuff at them, burning them or blowing them up? I've got a cool thunderstone in my pack that we can use if you think that fire is bad. Which do you reckon would be safer, trying to set off the traps from a distance or having you try to disarm them yourself?"
Surin thinks for a bit before talking. "The fireballs might work. In fact they might work too well. I didn't recognize the wood the alter was made of and neither did Allistair or Salix and that worries me two ways. First, if it does catch fire, it could burn really hot. That needs a lot of air and could make a lot of smoke." The halfling looks around, "Not much ventilation in here. Not sure what the results would be. Also, I know some woods can be poisonous when burned. Let's save the fire for a last resort. Ally's spells aren't going anywhere, right?"
"Ally, you offer of your spell that you can move things with is a nice gesture but most of the work I am probably going to have to do will be by touch? Does your spell let you feel what you are doing or do you have to see it?"
"Ok here is what I found when I looked over the alter. There are two traps that spring something else. One is tied in to the ceiling, the other into the floor. I am not sure exactly what they do, but I would expect it to be nasty. The other one is some type of substance smothered on the latching mechanism that should open the hidden compartment on the alter. There is an intricate latching system that has to be manipulated to release the compartment, and most of the releases have to be done by touch."
OODM: I am still waiting to hear from Ashley to see how she wants Surin to handle this.
From: Ashley
Subject Traps
"You probably wouldn't want to poke this one" Surin says, carefully gesturing toward a spot on the altar. "It's laced with poison. I wouldn't want to risk spreading it around by trying to destroy it. Do any of the spellcasters have anything that can work against poison, just in case? The other ones..." he traces an imaginary line across a spot of floor, and then up towards the ceiling "...are set to drop from the ceiling, or from under your feet if you cross them. If something goes sour I can probably move pretty quick."
Tricky fingers
Subject Traps
Mund is still all for blowing the thing up. "Well, if you're worried about poison getting into the air, then have Ally throw in a fireball and then close the door. Come back tomorrow after the dust has settled and it'll probably be OK."
From: Mark
Subject Turn
I will be getting a turn out later tonight. I have heard from Ashley but have something to do after work and will not be home until about 9.
From: Mark
Subject Tricky fingers
As Surin prepares he pulls out a small case and opens it up. "What's that?" Mund asks. "Oh these? Useful tools if I need to open a lock or some such. Just a gift from a cousin. . He was the black sheep of his family. Liked fighting more than "Liberating". He could be an evil bastard but he made me laugh. Last I heard he had joined up with some guy who was heading off to kill a lich or something. Not sure what ever happened to him. Probably dead by now."
Surin motions that he is ready and the others move towards the door. Before he goes, Harp approaches the halfling. "Surin, if you will permit, I have one blessing I can give you. It will assist you in one action for the next minute. I hope it will help." The 1/2 orc starts to lay hand on Surin and chant when the halfling stops him. "Great idea. Let's get a little closer to where it might do more good." Harp blushes a bit but follows Surin as he approaches the alter. When Surin is in place he nods at Harp "Ok go ahead, but high tail it out of here when you're done." Harp chants his blessing (Guidance) and lays a hand on Surin's shoulder. As soon as he is done Harp turns and hustles to the door, his armor making a racket.
Surin, his tools in his hand, turns to the section of the alter with the first trap. Gently sliding in a flat piece of metal in to a slot on the alter, he starts to work the other tools into the almost hidden openings he had found on the alter. Straining in concentration Surin manipulates the picks, looking for the catch hidden in the alter. He had rarely seen a trap this complex He has an option of turning the latch left or right to lock it and starts to turn it left. Just as his hand is about to move he gets a vision of darts flying out of the floor, points covered in a viscous liquid. He stops himself and turns the latch to the right. The hidden catch locks in place (Disable device,DC26, 12+14=26, success). The halfling lets out is breath. Almost half a minute has passed.
After recovering his tools, Surin moves around to the second trap. Again he uses the odd shaped pieces of metal and a few hooks to locate the latching mechanism. Deftly maneuvering the picks, he is able to lock this trap into place in a little less time (Disable Device,DC20, 7+13=20, success). The halfling breaths another sigh of relief when he hears the faint click of the trap locking in safe mode.
"I've got the first two done. I'm going for the third" the halfling shouts to the others. Moving to the middle of the alter, he can see the "hidden" compartment fairly easy. To easy. It was meant to look inviting. Just grab the handle and pull. And die. The poison was not that obvious, at least not to the untrained eye. He knew better though. He bent down, just a little and sniffed. There was an oder. It seemed familiar. He had just smelled something like it in the past couple of days. Where had he smelled this? Think Surin. Oh hells. The dragon. He had smelled something like that when the dragon had died. There had been some liquid oozing out of the things stomach from one of the cuts that Mund or Ran had made.
Pushing the thoughts to the back of his mind, he searches for the pressure points he knows have to be there somewhere. It barely takes him 15 seconds before he has found them. (Disable Device, DC16, 10+13=23, success). Pressing three sections of the alter at one time, the hidden compartment springs out of the alter. "Gotcha." Surin spends a few seconds looking for a fourth trap but finds none. He picks up the platinum key with the emerald and moves back to the party, showing them the key. "Got the last one. Let's go open some doors."
OODM: I need actions. Just a couple of comments. Surin's master work tools saved the day on both of the first two traps and the Guidance also saved the day on the first trap.
Checking out the rest of the room
Subject Checking out the rest of the room
Harp lets out a sigh of relief. That should be the last key. He gives the little halfling a quick squeeze on the shoulder and says "Quarion was right to pick you to join us on this adventure. Thanks for your help. I was afraid we were going to have to burn the thing down like Mund suggested. Is it safe to go in now?"
If Surin says yes, Harp will enter the room and take a closer look at the alter trying to see if he recognizes any of the carvings or symbols. He will then ask Allistair to come in and take out the map. The last time they had an angled wall like in this room, there had been a secret door.
Harp call out to Surin "Surin, if you are up to it, will you take a look at this wall and see if there is anything hidden here. Allistair, will you and Mund stay here with me and Surin. Ran, will you take the others back to the main room and start getting our gear ready. We may be going home still today. We will be back there shortly."
From: Mund
Subject Checking out the rest of the room
"I'll believe it when I see it. For all we know, that stupid doorway thing is on the other side of the world by now. I think I hear a god laughing at us."
OOC: Remind me again -- why are we here, and what were we supposed to accomplish here?
The search goes on
Subject The search goes on
Harp quickly organizes a search of the room. After consulting with Allistair, he has the party concentrate on the angled wall. Even though Surin promises them that the alter is safe, most of the party gives it a wide berth. The search takes over half an hour and the party finds nothing but a solid stone wall. When they are done Ragnar, Harp, Salix and Allistair move closer to the alter, seeing if the recognize anything on it. They notice a re-occurring motif in the art work, a large club. Ragnar sits down for a few minutes and finally snaps his fingers. "Cuthbert. The alter is dedicated to Cuthbert. Why would an alter in this place be dedicated to him?"
Harp looks around at the others. "Just one more mystery for this place. Are we satisfied that there are no secret doors here?" Most of the rest of the party nods agreement, with Kal and Mund not giving any indication either way. "Ok, I will take that as agreement. I guess our next step is back to the main room and start using the keys. Do we want to rest first or just go on?"
OODM: I need a decision on what the party will do next. Also, is anyone going to answer Porters question?
From: Josh
Subject The search goes on
Kal recalls his teachings and recites: " St Cuthbert of the Cudgel, The Lord and God of Retribution. Punishes with vegence those who transgress the law." he then says, "I am not at all surprised to see his sigil in this place. My suspicions seem to have truth, I am more certain than ever that this is a place where the unjust have been sent to be punished, and we have been honored to act as the gods' hand."
Being judged?
Subject Being judged
'I wonder, Kal, how we will end up being judged. Well, we've done what we've done, now it's time to finish this thing. Lets head back to the main room and decide how we want to go forward."
OOC: Mark, when we get back to the main room, Harp is going to have the whole group stand in front of the writing we encountered when we first entered. I want to make sure we read that.
Resting and purpose
Subject Turn
I will be writing up the next turn tonight. If any one wants to say or do anything before then, you have until then to do it.
From: Kevin
Subject Resting
Harp will suggest that the pack their gear up, use what healing potions or scrolls are left, leaving their spells in case they are needed during the doors. He will want Surin and Mund up front, followed by Ran and Harp, Kal and Allistair, Salix and Ragnar taking the rear. Harp will caution Surin to be REALLY careful - they are too close to fail now.
Anyone else have any idea? Want to sleep again or move on?
From: Karl
Subject Resting
Salix is pretty spent. If there is any likelihood of further combat, he's all for sleeping before opening the doors.
From: Kevin
Subject Purpose
"Mund, we are to survive the Testing grounds of Bresied Valorshield, the founder of my Order. If we do, we are supposed to get an item, a shard of sometype, that is of great value to the Order and was foretold by the Prophecy. These grounds were "created" by his friend and advisor Lothnar, and I would be willing to bet that Lothnar was a follower of St. Cuthbert."
From: Kevin
Subject Purpose
We are looking for one of the eight gems that go into the crown of Bresied Valorshield, the founder of the Order Harp and Ragnar are members of. He was also King of Schon at one point. We need to collect the 8 gems in order for it to provide us with a way to overcome the evil minion of the opposing side.
From: Derek
Subject Purpose
Really? I had totally forgotten. Honest.
From: Kevin
Subject Purpose
I did spend lunch time going back to last July and August postings at Sakerive to read it. I did not remember the specifics.
From: Josh
Subject Purpose
OOC: We've been in this place for a year?
From: Josh
Subject Resting
Kal goes to Harp and speaks to him quietly:
"If need be, I could survive another round of combat.", he then adds, "But in truth, friend, I could use some healing and a night to replenish my spells."
From: Mark
Subject Purpose
The party did not actually enter the dungeon until 10/9/05 but the prophecy was read on 7/27/05, so this adventure has been going on for the better part of a year.
From: Kevin
Subject Resting
" I understand. I'm not feeling to great myself. Lets see what the others have to say, but my gut feeling is to rest again and take on this next challenge fresh, rested and ready to go."
OOC: Mark, if it helps the narative, you can use the above as Harp's expressed desire. If any one is concerned about the entrance moving, Harp will remind them the the person/being that created this place would be more than powerful enough to put them somewhere where they can get back to Schon easily enough. And, if the do get out where they came in, they are going to want to be rested and with full spells in case they get surprised when they get out.
From: Mark
Subject The main room again
As the party makes its way back to the main room they discuss whether to continue on or to rest and regain their spells and blessings. Kal approaches Harp and talks quietly to the 1/2 orc. "If need be I could survive some more combat" he holds up his hand as Harp starts to protest "but in truth, friend, I could use some healing and a night to regain my spells." Harp holds in a small smile, knowing what it took for the elf to admit to this small weakness. "Don't worry Kal, I want to spend some time resting as well. If this is the final task of this place, I want us at full abilities."
Once back in the main room Harp speaks up. "I know several of you are eager to move on, as am I. However, I do not want to jeopardized our mission by rushing head long into the unknown. So we will spend time resting and regaining our spells and gods blessings. Ranthir, I know you are concerned that the door we entered may not be there if we take too long. That actually does not worry my too much. I have faith that if we succeed then we will find a way to get home that will not take months. So all of you, rest, prepare to leave tomorrow."
Harp then asks Ragnar, Salix and Allistair to join him next to the south wall, where the writing is. "Guys, study this. See if there is anything that we are missing our should be planning for. Let me know." He then calls for Surin and leads him to the door in the middle of the north wall. "Surin, my friend. Take your time. Take a good long look at this door and the lock. You have the keys. Study them. If anything strikes you as unusual, let me know. You and Mund will be on the front line tomorrow, so it will be your own skin you save as well as the rest of ours.
During the next hour Harp, Ranthir, Mund and Kal work together cleaning up camp, packing away things and getting dinner ready. Ran and Mund work together while Harp and Kal work together. Harp uses one of the scrolls that creates their food and they eat a filling if not too tasty meal. While they eat the other 4 report in.
"Well, the copper key obviously fits into the copper key set on the first door. There is something funny about the lock. I think the door is trapped to go off or do something if the key is not used. I could probably open it with out the key anyway, but since we have it why risk it. Other than that I can't tell much else about the door." The other three have not much more to report. "The writing has not changed, and we have not gotten any new insights as to what it might mean." He recites the inscription again, even though everyone, except Mund, can read it.
13 Doors, 1 way out, 1 way in. 11 keys, 11 doors.
Without the right key, beware the floors.
After the maze and the doors,
You will leave here, if still alive, with mores.
Many creatures protect the keys.
But if you succeed, be on your knees
When you meet the master, he that sees.
Harp sighs. "I had was hoping you guys would be able to figure something out. Well lets sleep on it. Standard watch schedule. Turn in everyone." As the party gets ready to sleep Ragnar and Harp go around assessing how everyone is doing. They heal up as many wounds as they can, even using the next to last of the scrolls.
Every one seems to sleep well. The nights rest does many of them much good and when Harp, who seemed to pull a double watch, calls for them to start packing, they do so with a little bit lighter heart.
OODM: I need to know if anyone is doing anything before the party opens the door. I need spell lists updated on Sakeriver. I have already done the healing of the spells and the sleeping. Everyone please check in.
Checking in
Subject Checking in
I'm updated.
From: Karl
Subject Checking in
Salix is updated.
From: Kevin
Subject Checking in
Harp is updated.
Harp will let Surin know that he will be able to give the little halfling the same blessing of insight as before but that he could do it 2 different times. He will also tell him that he may be able to see a short way into the future to see if an action they were about to take would be a good or bad decision. (2 Guidance and 1 augury).
From: Derek
Subject Checking in
Allistair's spells are ready.
After taking another look at the inscription, Allistair remarks, "Well, since we have all the keys now, I'm guessing we don't have to worry too much about traps any more, though of course we should be careful. It doesn't seem to have any hidden meanings, although we won't know for sure until we're out of this place."
From: Porter
Subject Checking in
I am back, but I don't have anything to say right now.
From: Karl
Subject Checking in
"No," Salix agrees. "In fact, it sounds very literal indeed. I wonder how literally we should take the 'on your knees' part. Probably best not to take changes if we run into the maker of this place."
From: Randy
Subject Checking in
Ranthir is ready to proceed and will take up position near the front.
From: Porter
Suject: Checking in
Mund is ready to go.
From: Ashley
Subject Checking in
I almost forgot -- Was Surin able to find his hatchet under the dead troll mountain?
From: Mark
Subject Checking in
Yes.
It is too late tonight, so I will write something up tomorrow.
From: Jason
Subject Checking in
Ragnar is ready to go; spell list is also updated on sakeriver.
Doors, doors everywhere
Subject What's behind door number 1
When everything is packed up and ready to go, the party members take their assigned positions and prepare to move on. The tension is high, with everyone hoping that this would lead to the way out. "Ok Surin, let's do this" Harp says. The halfling nods and inserts the copper key into the first lock.
The key turns soundlessly and a muted click is heard. The party is quiet and on edge. Surin slowly pushes the door open until it stops against the wall to the right. Twenty feet away there is another door, this time with a lock set made of copper with small jewels set into it. "Surin, take a look. Take your time." The halfling nods and moves slowly through the open door. He spends the next 15 minutes or so making a detailed search of the floor. He stops once but soon continues on. When he gets to the other side he turns to the party. "Stay back a few feet from the door." When everyone backs up a few feet Surin presses a normal looking stone on the wall and there is a sudden rush of air.
At the feet of the party, just inside the door, a pit opens up. Surin edges close to the lip and looks down. "It's not that bad. Only 20 feet or so. Hold on while I reset it." The halfling goes back to the same stones and presses them again. The fake floor moves slowly back into position. "That is what would have happened with out the key. Let me take a look at the next door. You guys can come on in if you want. I am fairly sure that the floor is safe now that I have reset it and the door is open. Just don't close it and try to reopen it.
Over the next 3-1/2 hours Surin searches each door in turn. After the copper clad door, there is the copper and jewel door, the brass door, the brass and jewel door, the silver door, the silver and jewel door, the electrum door, the electrum and jewel door, the gold door, the platinum door and the platinum and jewel door. Each lock set gets more and more intricate and involved. "Not sure I could have done those last two, even with my cousins "tools". The pits get nastier and nastier as well. The last one looked to be over 70 feet deep with spikes on the walls and floor and some type of material on the spikes.
The party gets to the last door. This hallway is 30 feet long, 10 feet wide. Surin inserts the platinum and emerald key in the lock set and turns the key. The door swings open into a dimly lit hallway. It goes ahead for 4 0 feet and opens on the left. Surin peeks a head in. After a quick look around he turns to the rest. "I think we are in the maze part now."
OODM: How do you want to handle the maze? Updated map tonight.
From: Karl
Subject Door number 1
Salix will follow Harp's lead.
From: Kevin
Subject Door number 1
OOC: Any suggestions? Send Surin out looking while we sit and have lunch? Form a human bread crumb line with a person staying at each intersection until we hit a dead end? Harp is open to suggestions.
From: Porter
Subject Door number 1
When the orc mentions the possibility of sending Surin out, Mund pipes up "I don't think that's a good idea. At least let me watch over the little guy. I'm quick on my feet and good at avoiding traps, and I can hopefully protect him long enough to let him get away.
From: Karl
Subject Door number 1
Pssst! "OOC" means "Out of Character". Harp didn't really suggest anything.
Kevin is asking for input. ;-)
From: Derek
Subject Door number 1
Allistair thinks for a few minutes, reviewing the poem.
13 Doors, 1 way out, 1 way in. 11 keys, 11 doors.
Without the right key, beware the floors.
After the maze and the doors,
You will leave here, if still alive, with mores.
Many creatures protect the keys.
But if you succeed, be on your knees
When you meet the master, he that sees.
"I can think of two likely possibilities. One is that of these eleven doors, only one leads to the exit. The other is that some or all may lead to the exit, albeit some ways being much more difficult than others. Either way, it stands to reason that the more difficult to obtain keys would grant a higher reward, i.e. the exit."
"However, the fourth line of the poem suggests that there is treasure to be found here, and it would also stand to reason that each door could have some sort of treasure at the end, with the final door being the exit. I know that Mund would find this adventure much more worth his time if he found a magical weapon he could use, and I'm confident the rest of us feel similar, if not quite so vocal."
"Being methodical might not be the quickest way out of here, but it assures that we haven't missed anything."
From: Porter
Subject Door number 1
"If there's a chance of making this gods-damned prison worth my while, I'm taking it. We've been here forever and all I've got to show for it is this stupid shield and this unknown potion which keeps looking tastier and tastier every day."
From: Karl
Subject Door number 1
OOC - he should get in a conversation with Salix. He can detect poison if he prepares it (so it wouldn't happen today) but he could at least rule it out for you (on the potion thing, I mean).
From: Karl
Subject Doors, doors, everywhere
If I'm not mistaken, we've already passed through the 11 doors. Those are the ones we just opened with the 11 keys we won. Now we're at the maze. Your post below seems to imply that we have 11 doors in front of us, still. I think the confusion is because the word "doors" appears after "maze" in line three, but I suspect that was just to allow the rhyme in line four.
Someone correct me if I'm wrong. It wouldn't be the first time. :-)
From: Mark
Subject Doors, doors everywhere
I think Derek's comments were meant to be said before the doors were opened, since he copied the turn from a couple of days ago when Harp asked for thoughts on the writing on the wall.
From: Porter
Subject Doors, doors everywhere
I'm confused about the doors we opened -- were they in series or in parallel?
From: Derek
Subject Doors, doors everywhere
No, I think I just don't understand what is going on. I thought after getting the eleven keys, we entered a big room with eleven doors side by side. But it seems that instead the doors were sequential all in a row. I somehow missed that from Mark's description. I guess if we had an updated map it wouldn't have been a problem. Well, just ignore/delete Allistair's comment then.
From: Mark
Subject Doors, doors everywhere
They were in series, heading north, from the one door in the middle of the north wall that had the copper lock set on it. The party is now in a hallway approx. 250 feet north of the main room. The map I send out tonight will make it clearer, but my map program stuff is at home.
There were a series of doors, one after another, each with a lock set that matches a key that had been found.
From: Porter
Subject Doors, doors everywhere
I just know that if Mund gets his hand on a magic dagger, kopesh, girly rapier, or something like that, we'll never encounter anything again that requires magic. But if he can't get it, we'll keep running into them time and time again.
From: Mark
Subject Back to the begining
Here is the original description of the main room when the party entered it.
Harp signals for the rest of the party to make it way across the pit. It takes several minutes for everyone to either climb down or make the leap.(Those with even or better bonuses, take 10 and make the leap. The others climb down and up the other side.) Soon every one is in the new room. This room is 50 feet east/west and 40 feet north/south. The door they just came in from is in the extreme SW side. There are no doors on the south wall but there are doors every 10 feet along all the other walls, for a total of 13 doors, including the one the party came in from.
And then after Surin's search of the main room.
It takes Surin only a couple of minutes to make his search of the doors. He lets every one know his findings. "First, only one door is locked, and that is the one in the middle of the north wall. That door is bound in copper and iron and the lock is made of copper. All the other doors are unlocked and not trapped as far as I can tell."
From: Karl
Subject Doors, doors everywhere
Ah, silly me. I didn't read what he was replying to.
From: Kevin
Subject Doors, doors everywhere
OOC: Mark, I noticed that they keys were in sets of a type of metal and then the same type of metal with a gem. With one exception - the gold key did not have a matching gold key with a gem in it. I am sure one of our more intelligent members (Allistair, Kal, Surin or Salix) would have noted this.
From: Kevin
Subject Doors, doors everywhere
I am heading out to meet my college room-mate, and will not be able to check in. Harp will suggest that they let Surin and Mund move forward, slowly, while the rest of the group follows 30 or so feet behind, trying to keep the map as updated as possible.
If anyone has a better way to map out this thing, pipe up. Mark, if someone proposes a good way, go with that.
From: Josh
Subject Doors, doors everywhere
"I suggest I go with Surn, instead of Mund." Kal says "Mund is certainly a fierce warrior, but we will need more than just brawn to get through this maze, I imagine. I've been trained to deal with a multitude of situations, and I've prepared some non-battle spells today as well. If it does come to combat, well, that won't be a problem."
From: Porter
Subject Doors, doors everywhere
Mund lets out a laugh at this. "Until you get hit once, then you're down like a sack of spuds. I swear, my brother's tougher than you, and he doesn't try to pretend that he's a fighter."
From: Josh
Subject Doors, doors everywhere
Kal looks at Mund and smiles. He turns to Harp and says "Your call."
From: Mark
Subject Updated map
Attached is the updated dungeon map. I have show what Surin can see with out going too far into the next section.
The X's are the traps that the party bypassed.
From: Ashley
Subject Updated map
Surin rolls his eyes. "Honestly you two. Why not just flip a coin? You both got skill enough. God forbid you both come along and try to work together."
From: Josh
Subject doors, doors everywhere
"If we're sending two people with you, it'd probably be best to send Mund and Allistar. Allistar's more trained in magic than I am, and my sword arm would just be redundant."
Kal continues, "If we're sending only one, I believe I'm the best choice to go."
From: Josh
Subject Doors, doors everywhere
"Actually, Harp and Allistar would probably the best choice if two are going."
From: Kevin
Subject Party animal
Just got home, do not have time to think of a good response. Will send more tomorrow AM.