“That would still be my preference as well. Remember, as part of this business thing we find ourselves in, there may be a way to utilize this place and even that girl. Thinking a song and dance and dinner kinda deal here. And who knows the potential value of those crystals in that cavern. I don’t think we stopped to take a full look.”
“Well I don’t know about a treasure hoard, but I do know besides the girl, there was a giant electric eel down there that didn’t seem to bother her none.” Shieldbiter says.
(OOC I believe the gold was maybe mentioned in the chat thread but not actually seen or noticed by the characters. I went back and reread our posts here—-around of 32-34—and didn’t see any mention of gold?)
You head South... Reposting the description of the hall...
This is a spacious, vaulted hall, weathered and cracked from the ravages of time. The walls are charred and scored. Scattered around the floor are several stone statues of baboon-like creatures, chipped and tipped over. The remains of a few once-living baboons, partially eaten, lie nearby, with fungus covering their corpses.
As the area is further penetrated, it is discerned that this was once a processional hall. Little remains to identify its past purpose except for a carving etched in the center of the worn floor that depicts a silver sun with a single eye.
As you continue South you come to...
:
A ramp slopes gently down from north to south. Set in the floor at two-foot intervals are smooth stone cylinders that apparently function as rollers.
A large block of stone is pushed out of the hall ahead. It doesn’t seem to have been a part of the original construction, for its composition is more sandy than the stones that make up the walls of these ruins. It was pushe dout of the way by the group and is not blocking the path forward at this point.
Continuing onward...
A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army of clay statues, in what must have once been an impressive array. Now, half of them are fallen and crumbled. Near the door are spear-wielders, perhaps twenty of them, outfitted only in scraps of leather now. At their feet lay obsidian spearheads and bits of rotted wooden shafts. Behind these figures are archers, in a scattered formation. Few of them remain standing. Their arrows are gone, but they hold laminated bows, dried and worm-eaten.
Farther into the room are figures of warriors with war clubs and handaxes, wearing scraps of lacquered leather, sandals, and caps. Beyond all of this in the north end of the chamber are a group of statues that must have been an honor guard. These warriors wear feathered robes and headdresses and are armed with pitted bronze spears. Each of these figures wears a breastplate of shells. They are standing near a domed structure. The stuccoed dome has been broken open.
On the east wall of the room are two carved stone columns flanking the remains of a covered sedan or litter, with statues of attendants standing nearby.
Going through the bronze doors again...
This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is the stylized head of a coyote, and across from the hallway going west is the head of a grinning bear. Near the south end of the corridor, the head of a bison is mounted on the east wall.
At the north end of the area, on the west wall, is what appears to be the head of an eagle, with its beak broken open.
(This is the first place you can pick a different path. You can continue South, or go East, where you have not been yet. Also, if you have anything you wish to do in a previous room, from above, let me know.)
Having not been in any of these rooms yet, Hvitserk will investigate them as he passes through.
(OOC, I'm gonna through an investigation and perception roll for each room. DragonDenn, hopefully you'll take the best of each one lol)
Room 1:
Perception: 6
Investigation 20
Room 2:
Perception: 15
Investigation: 10
Room 3:
Perception: 18
Investigation: 13
As you travel southward, you take care to check out the rooms as you pass through. Along the prominade you find several small spores that are all that remains of the gas spore the group defeated ont heir way through, but nothing much else of interest.
On the ramp down to the lower level, you see scrapes from where the stone was previously pulled back down the ramp, to clear it out of the way for the group to move up it previously.
Int he statue-filled room you find...
Covered Sedan. Inside the curtained portion of the litter are the skeletal remains of a human, his arms are shackled to an arm of the sedan. In his rib cage can be found three arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each.
Zubin follows behind Opal Fire, expecting the cartographer will know what's what better than he Along the way the sheathes his swords and nocks an arrow to his bow, keeping it ready. He peers around the rooms as they continue through, searching for anything interesting they might have missed along the way.
The wall at the end of this corridor has a bas relief sculpture of a warrior armed with a spear and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shield’s surface are runes in Olman script.
Instead of being part of a solid carving, the shield has a seam that a character can discover with a successful DC 15 Wisdom (Perception) check. Chips around the seam suggest that the shield can be pivoted. Experimentation thereafter reveals that the sundial marker is movable. When it’s in its current position, leaning to the right, the secret door is closed. If the marker is pushed to the left, the shield pivots, and the exit opens.
Having come through here previously, the group is able to activate the secret door and open it.
The floor of the area beyond the door is 8 feet lower than the floor in the corridor.
After climbing down you find...
This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and receiving the guidance of the gods in their battles to keep their homeland free from invasions. In the center of the wall is a painting of a pyramid with a temple atop it and the sun shining over the land.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow.
Moving to the doors, you continue southward...
Stairs lead down into an l-shaped hall. Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery.
As you come up to the next door you know you are about to enter the area with the woman you met previously...
A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.
(OOC: you can give perception checks for this part of the trip back, but there is nothing to find, unless you wish to inspect something specific. Please don't just throw out perception or investigation checks unless you have something specific called out that you are checking out. I will ask for them when I need them otherwise.)
This post has potentially manipulated dice roll results.
"Hold up," tha half-elf calls. He's in the corridor with the animal statues. Recalling the loot from the eagle, he examines the bear, bison, and coyote in turn.
"Hold up," tha half-elf calls. He's in the corridor with the animal statues. Recalling the loot from the eagle, he examines the bear, bison, and coyote in turn.
Investigation: 9
you do not find anything in the other animals, none appear to even have an option for opening their mouth.
This post has potentially manipulated dice roll results.
Shiledbiter will make his way back into the room and look at the crystals to see if there is anything unique or of value to them. He will completely ignore the girl since he is unable to communicate with her.
The room is lit by a soft light that reveals a section of rocky beach. Beyond the beach is a pool of glowing water, filling half the room and framed by a crystal cavern. Green fronds can be seen in the pool. Light seems to flow from everywhere, the pool and walls glistening like soft moonlight. On the far side of the pool is a set of doors carved with a sun symbol.
Water covers more than half of the cavern. The floor drops off sharply, creating a pool that is 12 feet deep. A ledge runs from the southern wall to a set of doors that lead east. Above the ledge, the water is only 2 feet deep, but the area counts as difficult terrain.
A tunnel lead west.
The woman speaks in that strange language
The waters begin to heave and boil, and the watery form of a human with an elephantine head, wearing an elaborate headdress and holding a trident, rises up.
Roll initiative.
Woman: 6 Giant Eel: 14
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
"Ah, eels, not gold, very well then. Still, I say we head back the direction we came from in order to fully uncover what we possibly left behind."
“That would still be my preference as well. Remember, as part of this business thing we find ourselves in, there may be a way to utilize this place and even that girl. Thinking a song and dance and dinner kinda deal here. And who knows the potential value of those crystals in that cavern. I don’t think we stopped to take a full look.”
Sinsil nods and begins wall walking South.
nope, no gold seen with the hussy.
You head South... Reposting the description of the hall...
This is a spacious, vaulted hall, weathered and cracked from the ravages of time. The walls are charred and scored. Scattered around the floor are several stone statues of baboon-like creatures, chipped and tipped over. The remains of a few once-living baboons, partially eaten, lie nearby, with fungus covering their corpses.
As the area is further penetrated, it is discerned that this was once a processional hall. Little remains to identify its past purpose except for a carving etched in the center of the worn floor that depicts a silver sun with a single eye.
As you continue South you come to...
:
A ramp slopes gently down from north to south. Set in the floor at two-foot intervals are smooth stone cylinders that apparently function as rollers.
A large block of stone is pushed out of the hall ahead. It doesn’t seem to have been a part of the original construction, for its composition is more sandy than the stones that make up the walls of these ruins. It was pushe dout of the way by the group and is not blocking the path forward at this point.
Continuing onward...
A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army of clay statues, in what must have once been an impressive array. Now, half of them are fallen and crumbled. Near the door are spear-wielders, perhaps twenty of them, outfitted only in scraps of leather now. At their feet lay obsidian spearheads and bits of rotted wooden shafts. Behind these figures are archers, in a scattered formation. Few of them remain standing. Their arrows are gone, but they hold laminated bows, dried and worm-eaten.
Farther into the room are figures of warriors with war clubs and handaxes, wearing scraps of lacquered leather, sandals, and caps. Beyond all of this in the north end of the chamber are a group of statues that must have been an honor guard. These warriors wear feathered robes and headdresses and are armed with pitted bronze spears. Each of these figures wears a breastplate of shells. They are standing near a domed structure. The stuccoed dome has been broken open.
On the east wall of the room are two carved stone columns flanking the remains of a covered sedan or litter, with statues of attendants standing nearby.
Going through the bronze doors again...
This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is the stylized head of a coyote, and across from the hallway going west is the head of a grinning bear. Near the south end of the corridor, the head of a bison is mounted on the east wall.
At the north end of the area, on the west wall, is what appears to be the head of an eagle, with its beak broken open.
(This is the first place you can pick a different path. You can continue South, or go East, where you have not been yet. Also, if you have anything you wish to do in a previous room, from above, let me know.)
Shieldbiter continues his way back to the lady
Sinsil will follow Shieldbiter.
Having not been in any of these rooms yet, Hvitserk will investigate them as he passes through.
(OOC, I'm gonna through an investigation and perception roll for each room. DragonDenn, hopefully you'll take the best of each one lol)
Room 1:
Perception: 10
Investigation 11
Room 2:
Perception: 23
Investigation: 13
Room 3:
Perception: 4
Investigation: 10
Magnus M-019: Warforged Juggernaut Fighter, Level 1
As you travel southward, you take care to check out the rooms as you pass through. Along the prominade you find several small spores that are all that remains of the gas spore the group defeated ont heir way through, but nothing much else of interest.
On the ramp down to the lower level, you see scrapes from where the stone was previously pulled back down the ramp, to clear it out of the way for the group to move up it previously.
Int he statue-filled room you find...
Covered Sedan. Inside the curtained portion of the litter are the skeletal remains of a human, his arms are shackled to an arm of the sedan. In his rib cage can be found three arrowheads. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell worth 1 cp each.
Zubin follows behind Opal Fire, expecting the cartographer will know what's what better than he Along the way the sheathes his swords and nocks an arrow to his bow, keeping it ready. He peers around the rooms as they continue through, searching for anything interesting they might have missed along the way.
Hvitserk will collect the beads and arrowheads, stuffing them all into a pouch on his pack, before continuing on with the group.
Magnus M-019: Warforged Juggernaut Fighter, Level 1
Moving to the South you come up to...
The wall at the end of this corridor has a bas relief sculpture of a warrior armed with a spear and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shield’s surface are runes in Olman script.
Instead of being part of a solid carving, the shield has a seam that a character can discover with a successful DC 15 Wisdom (Perception) check. Chips around the seam suggest that the shield can be pivoted. Experimentation thereafter reveals that the sundial marker is movable. When it’s in its current position, leaning to the right, the secret door is closed. If the marker is pushed to the left, the shield pivots, and the exit opens.
Having come through here previously, the group is able to activate the secret door and open it.
The floor of the area beyond the door is 8 feet lower than the floor in the corridor.
After climbing down you find...
This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and receiving the guidance of the gods in their battles to keep their homeland free from invasions. In the center of the wall is a painting of a pyramid with a temple atop it and the sun shining over the land.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow.
Moving to the doors, you continue southward...
Stairs lead down into an l-shaped hall.
Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery.
As you come up to the next door you know you are about to enter the area with the woman you met previously...
A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.
(OOC: you can give perception checks for this part of the trip back, but there is nothing to find, unless you wish to inspect something specific. Please don't just throw out perception or investigation checks unless you have something specific called out that you are checking out. I will ask for them when I need them otherwise.)
"Hold up," tha half-elf calls. He's in the corridor with the animal statues. Recalling the loot from the eagle, he examines the bear, bison, and coyote in turn.
Investigation: 19
you do not find anything in the other animals, none appear to even have an option for opening their mouth.
What is everyone else doing?
I thought we were heading for the room with the singing female.
Oh, Sinsil is going to raise a skeleton from on of The corpses on the way back.
Shiledbiter will make his way back into the room and look at the crystals to see if there is anything unique or of value to them. He will completely ignore the girl since he is unable to communicate with her.
Perception 9
Investigation 4
Larry will follow along Shieldbitter...
As you move into the room with the woman again...
The room is lit by a soft light that reveals a section of rocky beach. Beyond the beach is a pool of glowing water, filling half the room and framed by a crystal cavern. Green fronds can be seen in the pool. Light seems to flow from everywhere, the pool and walls glistening like soft moonlight. On the far side of the pool is a set of doors carved with a sun symbol.
Water covers more than half of the cavern. The floor drops off sharply, creating a pool that is 12 feet deep. A ledge runs from the southern wall to a set of doors that lead east. Above the ledge, the water is only 2 feet deep, but the area counts as difficult terrain.
A tunnel lead west.
The woman speaks in that strange language
The waters begin to heave and boil, and the watery form of a human with an elephantine head, wearing an elaborate headdress and holding a trident, rises up.
Roll initiative.
Woman: 6
Giant Eel: 14