Good enough! You get it up high enough for everyone to enter the room. It's not going to stay up on its own, though.
The chanting stops as you enter this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood. You cannot see the top of the altar from where you stand, though.
This post has potentially manipulated dice roll results.
Perception: 8
As Kif looks for a way to hold up the gate, Barnaby sends Tulip to circle the room looking first in the water and then up on the altar. Barnaby clutches the wall for balance and his eyes roll back in his head as he takes over Tulip's sight and hearing. Tulip stealth: 21 Tulip perception with advantage: 322
It appears to be holding, about a foot and a half off the ground. Not high enough for a quick exit, but you're probably better off than if you had to try to force it out of the floor.
Kif, I moved you to where the rubble is, just so you'd know. If you *really* want to know what was on the wall back where you'd put yourself, I will tell you that it appears to be a solid wall.
Barnaby will go up to the altar and inspect the skeleton (Medicine: 16 + another 4 if nature is more appropriate) and the knife (Arcana: 18 or for value, Investigation: 13).
Barnaby climbs the altar, and a couple of things are going to happen.
1. The skeleton appears to be that of a human child. Neither it nor the blade, inlaid with polished woods and festooned with ghouls and vampires - garish, morbid, and cheap - appear special in any way, other than the ways in which they add to the story of this place.
2. The axes collapse and the portcullis crashes to the floor with an echoing "Bang!"
3. As Barnaby climbs the steps and begins to inspect the altar, the voices return and spirits appear. Thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch’s fire is black and seems to draw light into it. Where you’d expect to see faces are voids.
One must die! they chant, over and over. One must die! One must die!
You are all placed more or less where I thought you would be when this happens, but feel free to move yourselves around in the room if you want. I see Fope is with us now.
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It's a strain for the mystical hand, but the portcullis does come up about 18 inches. Roll a Perception check, all.
If you roll a 12 or higher, read the following:
You can hear something in the mechanism failing.
16
Kif is going to grab the bottom of the gate and heave upwards
16 athletics
Good enough! You get it up high enough for everyone to enter the room. It's not going to stay up on its own, though.
The chanting stops as you enter this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais. The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood. You cannot see the top of the altar from where you stand, though.
Is there a way to lock it using the crank Barnaby had turned or failing that a way to jam it open using on of my hand axes?
Perception: 8
As Kif looks for a way to hold up the gate, Barnaby sends Tulip to circle the room looking first in the water and then up on the altar. Barnaby clutches the wall for balance and his eyes roll back in his head as he takes over Tulip's sight and hearing. Tulip stealth: 21 Tulip perception with advantage: 322
Tulip perceives that the wall is partially caved in on the far side of the room, and there may or may not be accessible space beyond it.
Kif, give me a Survival check, and that will determine your success in rigging open the gate with your hand axes.
Tulip does indeed see something small and inanimate on the altar. Nothing living (or animated) up there.
13 survival
It appears to be holding, about a foot and a half off the ground. Not high enough for a quick exit, but you're probably better off than if you had to try to force it out of the floor.
Tulip will move towards the object on the altar so that Barnaby can identify it.
Circling in the dark, Tulip perceives a ceremonial blade laying on the altar, and the skeletal remains of a small creature.
The room is silent.
Barnaby stops looking through Tulip's eyes.
I think we may have found the family baby. How horrible. What is wrong with people?
Perhaps Tulip saw nothing in the water, but it is freaking Barnaby out and he will try to see into the soup with his own eyes. Perception: 20
Kif is going to go up on the ledge and walk around to where I put him, trying to get a look into the hole in the wall
15 perceptin'
When I said man-cave and wet bar this stinky hell chamber certainly wasn't what I had in mind, no demon baby so far
Barnaby cannot even see his own reflection in the water with his darkvision, and Kif sees nothing but rubble filling what appears to be a cave in.
The water is as cool as you would expect given that you are underground, but not deep. Maybe 8 inches.
Kif, I moved you to where the rubble is, just so you'd know. If you *really* want to know what was on the wall back where you'd put yourself, I will tell you that it appears to be a solid wall.
Well I guess there's nothing to see here folks, lets get the Hel out of here
Barnaby will go up to the altar and inspect the skeleton (Medicine: 16 + another 4 if nature is more appropriate) and the knife (Arcana: 18 or for value, Investigation: 13).
There is something of a cave over there, but I doubt it is of men.
Barnaby climbs the altar, and a couple of things are going to happen.
1. The skeleton appears to be that of a human child. Neither it nor the blade, inlaid with polished woods and festooned with ghouls and vampires - garish, morbid, and cheap - appear special in any way, other than the ways in which they add to the story of this place.
2. The axes collapse and the portcullis crashes to the floor with an echoing "Bang!"
3. As Barnaby climbs the steps and begins to inspect the altar, the voices return and spirits appear. Thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch’s fire is black and seems to draw light into it. Where you’d expect to see faces are voids.
One must die! they chant, over and over. One must die! One must die!
You are all placed more or less where I thought you would be when this happens, but feel free to move yourselves around in the room if you want. I see Fope is with us now.