"You're probably right. It was a close call with Dalavash last time and we might not be so lucky this time. Let's get some diamonds and magic weapons."Seldor is silent as he goes to Waterdeep, thinking about how unreasonable Sir Ursas was, prioritizing a likely suicide mission to the point where he refused to allow Eris to borrow it for one small task.
His obsession for the machine certainly didn't make him trust the so-called knight more and it only made him more resolved to take the panel back after they had collected the gems, by force if necessary.
"Oh! Right, right. Here we go! Buckle up, *****es!"Lucas says.
THE TEMPLE OF MOLOCH
The Temple of Moloch is an ancient site steeped in magic, and the former home of a legendary artificer. Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties. The artificers's mad plots, thirst for power, and pursuit of lichdom eventually left the temple a ruin long ago.
But, you now find yourselves at the temple in the past, when that definitely was not the case. Deep inside the Temple of Moloch, components of the Infernal Machine of Lum the Mad are sure to be found. According to Lucas, there are seven components inside.
"Time to do your job, ********!" he laughs. "In we go!"
A general bleakness hangs over the area, with only a few clumps of brush and tamarack sprouting here and there. Through this, a narrow causeway leads out to a low mound, upon which stand the outer walls of what must be the temple. The upper levels of the temple are abandoned and falling to ruin. Thessalar must be focusing his activities in the dungeon below. You see a causeway, and easily spot a stone staircase leading down. You are certainly in for a fun time in this ****ed up dungeon.
1. ENTRY CHAMBER- Stairs from the surface lead down to this damp vaulted chamber. The floor is strewn with bones and rubble. The ceiling is supported by arches meeting at the twenty foot high domed peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
You enter a natural cavern. Fresh cold water is fast flowing along a stream along it's western edge. The stream enters from the north along a tunnel, and exits to the south in the same manner. A cold wind blows from the south tunnel. Numerous barrels, casks, and buckets are stored here. It looks like they're used to collect the water.
POOL The stream forms a small pool 7 feet deep at it's center, in which you can see numerous harmless blind fish. An usual mineral formation occupies the bottom of the pool. What the heck could that be?
TUNNELS The tunnel to the north has no air space within it, so you're not able to see where it leads other than it's general direction. As stated above, you can feel a breeze coming from the south end.
PRO TIP Remember, Lucas has 19 charges of time travel goodness left. They do not recharge ever. Use them wisely. The flow of time is always moving, and now you can ride the wave forwards or backwards. It costs 1 charge to return to the future to Waterdeep. You can also spend them to go back to the past at a certain point, or alter time around you to discover additional clues about your surrounding, or really anything else you can think of.
For example, you see that skeleton in the pool? You could spend a charge or two to alter the flow of time, allowing you do possibly find something on it that might help you here in the future. You can also spend charges to redo an attack, or to redo your turn, or to save someone's life with a spell, for instance. You can also spend charges to affect time around you by a small amount, say, to have monsters or other things move so now the room you want to go in is clear. Going forwards or backwards in time will cost either 1, 2, or 3 charges depending on what you want to do, and you can use them any time, even if it's not your turn. You just tell Lucas what you want to do.
Seeing as they're underground, Kitsune is suddenly quite comfortable, finding ease in the darkness below. She'll tend to keep to the side of the group, hiding in the shadows where she's invisible (Gloom Stalker feature).
For now, directly in front of everyone (so they'll see her making the transition), Kitsune will cast Disguise Self on herself, making her look like a Kitsune-sized Owlbear.
She'll then peer into the pool at the mineral formations, trying to discern what they are (Perception: 9).
Hamdel, curious about the unusual mineral formation, summons a mage hand and sends it into the pool, attempting to grab any loose rocks among the formation for closer inspection.
A piece breaks off but it's going to take too long of a time to discern what it is this way. The rock is just too calcified. You still can't tell what it is that it once was before it entered the water.
This chamber resembles a larger version of the entry, with arches meeting at the twenty five foot domed peak of the ceiling. A nine foot tall wooden platform stands against the south wall, on which several bodies lie wrapped in funeral shrouds.
The wooden platform appears to being used as a dais for religious rites of some sort. There is no one in this room at the moment.
Hamdel would like to investigate to tell how the people buried here were killed (i.e., divine some sort of idea of how they were killed and perhaps why.)
Eris takes a general look around the area, deciding to help Hamdel in his investigation.
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Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
There are a few things that stand out with those rolls. The bodies currently upon the platform are lizardfolk who appear to have been killed. One of them appears to be a mystic of some sort. In addition, there are three well used knobs that are protruding from the south wall, like buttons of some sort. What sort of religion this all might be, you have no idea.
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"You're probably right. It was a close call with Dalavash last time and we might not be so lucky this time. Let's get some diamonds and magic weapons." Seldor is silent as he goes to Waterdeep, thinking about how unreasonable Sir Ursas was, prioritizing a likely suicide mission to the point where he refused to allow Eris to borrow it for one small task.
His obsession for the machine certainly didn't make him trust the so-called knight more and it only made him more resolved to take the panel back after they had collected the gems, by force if necessary.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Seldor taps Lucas on the head twice, like he's a computer that's loading slowly. "Hey Robo-Boy, take us to Moloch's temple."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
"Oh! Right, right. Here we go! Buckle up, *****es!" Lucas says.
THE TEMPLE OF MOLOCH
The Temple of Moloch is an ancient site steeped in magic, and the former home of a legendary artificer. Thessalar was a master alchemist and creator of monsters, whose own blood was said to possess dire magical properties. The artificers's mad plots, thirst for power, and pursuit of lichdom eventually left the temple a ruin long ago.
But, you now find yourselves at the temple in the past, when that definitely was not the case. Deep inside the Temple of Moloch, components of the Infernal Machine of Lum the Mad are sure to be found. According to Lucas, there are seven components inside.
"Time to do your job, ********!" he laughs. "In we go!"
A general bleakness hangs over the area, with only a few clumps of brush and tamarack sprouting here and there. Through this, a narrow causeway leads out to a low mound, upon which stand the outer walls of what must be the temple. The upper levels of the temple are abandoned and falling to ruin. Thessalar must be focusing his activities in the dungeon below. You see a causeway, and easily spot a stone staircase leading down. You are certainly in for a fun time in this ****ed up dungeon.
1. ENTRY CHAMBER - Stairs from the surface lead down to this damp vaulted chamber. The floor is strewn with bones and rubble. The ceiling is supported by arches meeting at the twenty foot high domed peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
Dalavash uses a ritual to cast Detect Magic. (Runs for 10mins, will keep it up unless events get in the way)
2. WATER ROOM
You enter a natural cavern. Fresh cold water is fast flowing along a stream along it's western edge. The stream enters from the north along a tunnel, and exits to the south in the same manner. A cold wind blows from the south tunnel. Numerous barrels, casks, and buckets are stored here. It looks like they're used to collect the water.
POOL
The stream forms a small pool 7 feet deep at it's center, in which you can see numerous harmless blind fish. An usual mineral formation occupies the bottom of the pool. What the heck could that be?
TUNNELS
The tunnel to the north has no air space within it, so you're not able to see where it leads other than it's general direction. As stated above, you can feel a breeze coming from the south end.
PRO TIP
Remember, Lucas has 19 charges of time travel goodness left. They do not recharge ever. Use them wisely. The flow of time is always moving, and now you can ride the wave forwards or backwards. It costs 1 charge to return to the future to Waterdeep. You can also spend them to go back to the past at a certain point, or alter time around you to discover additional clues about your surrounding, or really anything else you can think of.
For example, you see that skeleton in the pool? You could spend a charge or two to alter the flow of time, allowing you do possibly find something on it that might help you here in the future. You can also spend charges to redo an attack, or to redo your turn, or to save someone's life with a spell, for instance. You can also spend charges to affect time around you by a small amount, say, to have monsters or other things move so now the room you want to go in is clear. Going forwards or backwards in time will cost either 1, 2, or 3 charges depending on what you want to do, and you can use them any time, even if it's not your turn. You just tell Lucas what you want to do.
Seeing as they're underground, Kitsune is suddenly quite comfortable, finding ease in the darkness below. She'll tend to keep to the side of the group, hiding in the shadows where she's invisible (Gloom Stalker feature).
For now, directly in front of everyone (so they'll see her making the transition), Kitsune will cast Disguise Self on herself, making her look like a Kitsune-sized Owlbear.
She'll then peer into the pool at the mineral formations, trying to discern what they are (Perception: 9).
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Hard to tell. Just looks like a strange mineral formation.
Dalavash looks closely around the room, looking for any magical emanations...
Hamdel, curious about the unusual mineral formation, summons a mage hand and sends it into the pool, attempting to grab any loose rocks among the formation for closer inspection.
A piece breaks off but it's going to take too long of a time to discern what it is this way. The rock is just too calcified. You still can't tell what it is that it once was before it entered the water.
Hamdel pockets the piece for later scrutiny.
Hamdel inspects the barrels!
Just empty barrels and such for holding clean water.
Sweet.
Let's cautiously head down the hall towards chamber 3!
3. - EMPTY CEREMONIAL CHAMBER
This chamber resembles a larger version of the entry, with arches meeting at the twenty five foot domed peak of the ceiling. A nine foot tall wooden platform stands against the south wall, on which several bodies lie wrapped in funeral shrouds.
The wooden platform appears to being used as a dais for religious rites of some sort. There is no one in this room at the moment.
Hamdel would like to investigate to tell how the people buried here were killed (i.e., divine some sort of idea of how they were killed and perhaps why.)
Eris takes a general look around the area, deciding to help Hamdel in his investigation.
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Investigation: 24
Does Dalavash recognise the religion?
Religion: 11
There are a few things that stand out with those rolls. The bodies currently upon the platform are lizardfolk who appear to have been killed. One of them appears to be a mystic of some sort. In addition, there are three well used knobs that are protruding from the south wall, like buttons of some sort. What sort of religion this all might be, you have no idea.