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.
Xanrym finds two things of interest in the rubble. A set of two arm wraps inscribed with glowing glyphs, and a belt with a grotesque head depicted on the buckle.
Afterwards, you open the western door and leave the room, the hum dissipating as you do so. You enter a narrow hallway heading north. Four doors line the western side, and one more door sits on the eastern side, at the end of the hallway.
Xanrym finds two things of interest in the rubble. A set of two arm wraps inscribed with glowing glyphs, and a belt with a grotesque head depicted on the buckle.
Xanrym quickly grabs the items and stuffs them in his backpack to examine later. He was expecting to find something more like a potion bottle or a (metal) weapon. He's surprised that the arm wraps and the belt survived the destructive magic of the mausoleum, but he optimistically thinks that the fact that they were intact in that room may indicate that they are magical! He'll ask Theldrin to Identify them later, once The Company finds some place relatively safe within the Necromancer's Spike.
Xanrym says happily, "Well, we're through the first obstacle! The good news is that it seems like no one from House Dusklorn or any of the other factions will be able to follow us into the Necromancer's Spike. If we believe what the Dusklorn guard said, it sounds like Fadheela must have been sneaking through that mausoleum and using something like the Obsidian Ring that Es Sarch gave us. And, to sneak into the Spike, I guess that she must have been alone or with a small band of followers whom she could escort through the mausoleum. Therefore, I don't think we'll run into another large band of assassins or Xeron's cultists in the Necromancer's Spike. On the other hand, the Necromancer may have left behind other nasty surprises: more magical traps or undead guardians."
Coriana votes for the southernmost door to the west, then the north and east door in a ranked choice situation.
Xanrym concludes, "Therefore, I think we'll have plenty of time to explore without being disturbed by House Dusklorn or the Inheritors or the Assassin's Guild! But we need to be cautious! Unless Fadheela is sleeping in one of these rooms," indicating the doors in this N-S hallway, "then I recommend that we move slowly, quietly, and check for traps as we go."
Since he's standing right by the southernmost door on the west side of the hall, Xanrym puts his words into action and checks that door for traps. Perception: 9 (in game log) If he doesn't find any traps, he'll check to see whether he can open the door or whether it's locked.
(OOC: @drumdigby - I can't remember which skill you use for checking for traps, but Xanrym has the same bonus in [Tooltip Not Found], so the same roll works for either one.)
Syllen takes a moment as the feeling of dread from the room fades. As the party enters the room Syllen will look back and attempt to summon Nav to a space hidden from the guards so that it can listen.
‘Let me know if they speak to each other about anything’ Syllen telepathically tells Nav.
Syllen nods in agreement at Coriana’s plan.
“As good a plan as any.”
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
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."
Coriana follows.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Xanrym finds two things of interest in the rubble. A set of two arm wraps inscribed with glowing glyphs, and a belt with a grotesque head depicted on the buckle.
Afterwards, you open the western door and leave the room, the hum dissipating as you do so. You enter a narrow hallway heading north. Four doors line the western side, and one more door sits on the eastern side, at the end of the hallway.
Which door/s do you open and check?
Coriana votes for the southernmost door to the west, then the north and east door in a ranked choice situation.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin will take a knee and have a listen at the southernmost door to the west.
Perception: 22
Xanrym quickly grabs the items and stuffs them in his backpack to examine later. He was expecting to find something more like a potion bottle or a (metal) weapon. He's surprised that the arm wraps and the belt survived the destructive magic of the mausoleum, but he optimistically thinks that the fact that they were intact in that room may indicate that they are magical! He'll ask Theldrin to Identify them later, once The Company finds some place relatively safe within the Necromancer's Spike.
Xanrym says happily, "Well, we're through the first obstacle! The good news is that it seems like no one from House Dusklorn or any of the other factions will be able to follow us into the Necromancer's Spike. If we believe what the Dusklorn guard said, it sounds like Fadheela must have been sneaking through that mausoleum and using something like the Obsidian Ring that Es Sarch gave us. And, to sneak into the Spike, I guess that she must have been alone or with a small band of followers whom she could escort through the mausoleum. Therefore, I don't think we'll run into another large band of assassins or Xeron's cultists in the Necromancer's Spike. On the other hand, the Necromancer may have left behind other nasty surprises: more magical traps or undead guardians."
Xanrym concludes, "Therefore, I think we'll have plenty of time to explore without being disturbed by House Dusklorn or the Inheritors or the Assassin's Guild! But we need to be cautious! Unless Fadheela is sleeping in one of these rooms," indicating the doors in this N-S hallway, "then I recommend that we move slowly, quietly, and check for traps as we go."
Since he's standing right by the southernmost door on the west side of the hall, Xanrym puts his words into action and checks that door for traps. Perception: 9 (in game log)
If he doesn't find any traps, he'll check to see whether he can open the door or whether it's locked.
(OOC: @drumdigby - I can't remember which skill you use for checking for traps, but Xanrym has the same bonus in [Tooltip Not Found], so the same roll works for either one.)
Syllen takes a moment as the feeling of dread from the room fades. As the party enters the room Syllen will look back and attempt to summon Nav to a space hidden from the guards so that it can listen.
‘Let me know if they speak to each other about anything’ Syllen telepathically tells Nav.
Syllen nods in agreement at Coriana’s plan.
“As good a plan as any.”