The drow guard look at you confused, but do not hinder your entrance into the Spike. You walk through a pillared entrance hall and stop just before the next room, noting another drow guard hiding behind a pillar looking confused at you all; and even more confused at the giant snake formed from Coriana's staff. A green haze obscures the next chamber, giving it a strangely aquatic look. The floor is tiled with slabs the color of bone, and the walls are crowded with what appear to be hundreds of vault doors, each bearing the crude likeness of a humanoid. Drifts of gray dust are mounded here and there, but they pile thickly in each corner. A chill radiates from the chamber, oddly penetrating and portending death.
Xanrym suppresses a shiver at the sepulchral sight and at the thought that the "gray dust" is the ashen remains of those who tried to make it through this mausoleum before them. But waiting here won't help them. The Company has the obsidian ring, and Xanrym imagines that they'll face no resistance in this first room since Es Sarch mentioned that even undead are affected by the destructive magic of the room. Trying not to be overheard by the Drow, he suggests, "Let the ring-bearer go first, and we'll follow. We need to find an exit quickly and move through it, out of the room." That way, they can be sure that the ring is working before the whole Company is in the room.
Khessa shivers in turn at the sight of the dust of the fallen. She sends Anator to the safety of his pocket dimension, just in case the power of the ring is lessened if shared by more creatures. But she is then ready to enter.
The blonde arcane warrior has one more reason, since last night, to take action for a better Pedestal. A Berei-blessed city, where drow and assassins have no more the power to slay, enslave or torture at will. The memory of both the former and the actual Blue Knight warms her from the inside and strenghten her unyielding resolution.
You head into the haze filled Guardian Chamber, and the drow watching behind you tense up in preparation for your untimely deaths. However, all you experience is a low hum coming from the ring. One of the drow whispers to the other about having heard that sound a couple times recently while on guard duty here.
Two doors lead out of this room, on inspection the one to the west has been used multiple times recently, while the one to the east is decorated far more austerely.
Not wanting to spend any more time than necessary in the room,Theldrin quickly points towards the west, "This way? Looks like it's been used recently..."
Not wanting to spend any more time than necessary in the room,Theldrin quickly points towards the west, "This way? Looks like it's been used recently..."
Xanrym follows after Theldrin but suggests, "Though that might also mean that it is better guarded than the other way."
Xanrym does not want to linger in this deadly room, but he scans the floor as he walks and pokes at the piles of "dust" with his spear if he can reach them while crossing the room. He was thinking that if the destructive magic only kills creatures, perhaps it left intact the possessions of those who previously tried to enter the Necromancer's Spike.
Perception: 19 - not stopping to do a thorough search. Just looking for any obvious gear that has not been destroyed or decayed here.
"Perhaps—but the other way could as well be a dead end," Khessa replies "and wasting time could be fatal. Let's go, and if there are guards," she shrugs "we'll just fight."
The blonde arcane warrior hurries to open the west door—and, if there's no one beyond to prevent it, leads the party inside.
Avery prepares for close combat, switches to his sword.
Coriana summons Asclepius early.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The drow guard look at you confused, but do not hinder your entrance into the Spike. You walk through a pillared entrance hall and stop just before the next room, noting another drow guard hiding behind a pillar looking confused at you all; and even more confused at the giant snake formed from Coriana's staff. A green haze obscures the next chamber, giving it a strangely aquatic look. The floor is tiled with slabs the color of bone, and the walls are crowded with what appear to be hundreds of vault doors, each bearing the crude likeness of a humanoid. Drifts of gray dust are mounded here and there, but they pile thickly in each corner. A chill radiates from the chamber, oddly penetrating and portending death.
Do you still want to enter this room?
Xanrym suppresses a shiver at the sepulchral sight and at the thought that the "gray dust" is the ashen remains of those who tried to make it through this mausoleum before them. But waiting here won't help them. The Company has the obsidian ring, and Xanrym imagines that they'll face no resistance in this first room since Es Sarch mentioned that even undead are affected by the destructive magic of the room. Trying not to be overheard by the Drow, he suggests, "Let the ring-bearer go first, and we'll follow. We need to find an exit quickly and move through it, out of the room." That way, they can be sure that the ring is working before the whole Company is in the room.
Xanrym is ready for the party to enter the room.
Theldrin nods that he's ready to move into the room, though his characteristic scowl deepens as he sets his jaw and shakes off the chill.
Khessa shivers in turn at the sight of the dust of the fallen. She sends Anator to the safety of his pocket dimension, just in case the power of the ring is lessened if shared by more creatures. But she is then ready to enter.
The blonde arcane warrior has one more reason, since last night, to take action for a better Pedestal. A Berei-blessed city, where drow and assassins have no more the power to slay, enslave or torture at will. The memory of both the former and the actual Blue Knight warms her from the inside and strenghten her unyielding resolution.
Avery is ready
Syllen is ready for the party to enter the room.
(OOC: It is my two-year-old's birthday party today so I might be MIA until tomorrow.)
You head into the haze filled Guardian Chamber, and the drow watching behind you tense up in preparation for your untimely deaths. However, all you experience is a low hum coming from the ring. One of the drow whispers to the other about having heard that sound a couple times recently while on guard duty here.
Two doors lead out of this room, on inspection the one to the west has been used multiple times recently, while the one to the east is decorated far more austerely.
Which one do you go through?
Not wanting to spend any more time than necessary in the room,Theldrin quickly points towards the west, "This way? Looks like it's been used recently..."
Xanrym follows after Theldrin but suggests, "Though that might also mean that it is better guarded than the other way."
Xanrym does not want to linger in this deadly room, but he scans the floor as he walks and pokes at the piles of "dust" with his spear if he can reach them while crossing the room. He was thinking that if the destructive magic only kills creatures, perhaps it left intact the possessions of those who previously tried to enter the Necromancer's Spike.
Perception: 19 - not stopping to do a thorough search. Just looking for any obvious gear that has not been destroyed or decayed here.
"Perhaps—but the other way could as well be a dead end," Khessa replies "and wasting time could be fatal. Let's go, and if there are guards," she shrugs "we'll just fight."
The blonde arcane warrior hurries to open the west door—and, if there's no one beyond to prevent it, leads the party inside.
Theldrin agrees wit Khessa with a nervous nod, "I'm more concerned about staying longer in this room than any possible guards in either direction..."
Avery says, "Speed is security, let's move quickly."