"That I can easily do. I make no promises of my artistic abilities, but so long as we aren't fighting for our lives I'll happily teach you all the proper command words for the stuff in this place." Velyra glances at the two other exits from the room. "Which way first?"
Looking through the open doorway on the left, you see a short hallway that leads into another length room. From this angle, you can make a feature stone statues depicting knights. Quickly walking over to the other, it is a bit longer, and corners to the right eventually.
As the others seem ready to move on, Kal nods towards the longer hallway. "Shall we try down there first?"
“That was seems as good as any,”Usul replies saying the phrase silently to himself. As he walks towards the door Dib quietly flits off his shoulder and down the corridor to scout ahead.
Dib flits from the gnome's shoulder, flapping his wings silently and disappearing around the corner of the corridor. The small owl flies into a much larger room, soon followed by the rest of the party. Rows of wooden pews line this space, simple blue carpet rugs covering the walkway between them. They face a raised platform, with stone steps leading up either side. At the base of the platform is a marble statue of a knightly figure. The sculpture is rendered in extreme detail, down to the rivets in the plate armor and the long helmet plume that falls down to the side of one shoulder. It was painted at one point, but you can see most of it has chipped away. There are hints of blue in helmet plume, and traces of white along the hilt of a guardless longsword it holds.
Ontop of the stage is a single podium, with two candles burned down to almost nothing. The remains of a leather bound book sit on the podium, but the text has long since been rendered unreadable by the weathering of time.
Two long dark corridors lead out from the "north" of this room, though both you can see are unpassable beyond about 20 feet or so due to collapsed rubble.
Similar wall braziers to the other rooms line the walls, basking the room the a blue glow. Stained glass artworks hang from the walls as well, depicting figures in the same armor as the statue in different poses. In one in particular, the knight's longsword glows with a radiant light, fending off an encroaching black void. A pale, fey-like woman with dark raven stands behind them, a glowing hand outstretched towards the sword.
Kal takes a close look at each of the stained glass pieces, occasionally looking back to the statue of the knight. "Do prisons usually have churches in them?"He asks, looking to his companions. Afterwards, he walks down one of the tunnels, to see if there's anyway to get through or see through the rubble.
Silthras laughs, "Perhaps in some kind of Elven utopia..." he says, glancing at Verlya. "But in the real world...not likely. This..." he waves his arms to include all the rooms they have seen so far, "...is much more than a simple prison. That may be one of its functions, or it may be a function that it gained before....or after...whatever befell it."
This post has potentially manipulated dice roll results.
Kal Investigation - 10
Looking down either of the hallways, it doesn't seem like there's a way through. You hold your hand up to the rubble piles, looking for any hint of a draft or light bleeding through, but find none. It seems as if the entire corridor is collapsed from this point on.
((At this point, it looks like some of you go back to the room with the shelves?))
Back in the room you just came from, Usul rolls out his lock picking tools and attempts another locked shelve. Again, it seems as if he might get close to breaking through the lock, but just as he's about to succeed it begins to glow with a faint arcane aura. Wiser this time, Usul pulls his tools out before it shocks him.
Silthras speaks the words into the air of the room, but nothing happens. Looking over the parchment, Velyra wouldn't find anything pertaining to these locked shelves.
((14 cabinet/shelves total in the room. Each has 4 equally sized square doors on it, and 2 wider rectangular doors that travel the entire length on bottom. So. 98 locks in total.))
Silthras looks at the others and back to Usul. "I'm game, but it might take a while..." he says, gesturing at all the cabinets. "Even if we only get a few, they might contain valuable clues."
Rejoining the others back in the room with the map table, Kal raises an eyebrow as the begin planning to go through all of the locks. "That sounds like it will take quite a while."
He meanders over to the other side of the room, towards the shorter hallway they haven't yet explored."I'm going to poke my head over. Start yelling if you let something terrible out."
With that, he'll step into the next room, taking a look around, but not wandering too far.
“These are tough!” Usul says. “Normally locks don’t give us too much trouble. We are a bit stubborn to quit though, and, Sil, your help is getting us closer. But... do we have the time to spend?”
Silthras looks between the anxious Knight and the locks, "Lets try a few one more, very carefully...and see what we see. I doubt our quarry came this way. And as Velyra says, this room should provide a refuge at night. We have a surfeit of mysteries to contend with. I'd sooner try to unravel at least one before we delve further."
While Usul, Velyra, and Silthras combine their skillsets and abilities to get to work on opening one of the cabinet locks, Kal meanders through a short walkway - about ten feet in length - into the next room. He emerges into a grand hall, about fifty feet long and twenty feet wide. Torches bearing blue fire line the walls, making the marble inlay design on the floor sparkle with icy blue points of light. An arrangement of statues line either side of the wall, five each, with a much larger and more ornate facing down the hall on the far side. At first, they appear to be the same, but upon taking a closer look, Kal would notice subtle differences. They all bear the exact same sword - but there are minute differences in the armor they wear, and more noticable differences in their overall figure. Some are tall and broad, others slightly more lithe.
At the foot of each, a stone sarcophagus, decorated with carvings of warlike scenes are the base. The only exception being the larger statue at the end of the hall, which stands without a sarcophagus.
Back in the other room, Usul carefully works on one of the locked cabinet doors. After a few more shocks, he becomes aware enough of when he's messed up to avoid the arcane feedback, pulling his tools out before the spark. Each time he goes back to work on the lock, he gets further and further without having to start over. After fifteen minutes, there is a definitive and relieving clank as the lock finally disables. The gnome opens the door, revealing a locker-like space, with evenly spaced shelves. On the bottom shelf rested a large and thick cord bound book, with wooden covers and yellowed parchment for pages. A gold eight-pointed sun is painted onto the cover, with a silver snowflake overlaid on one of the points.
The middle shelf, oddly enough, contains fairly mundane items. A set of tattered farm clothes, sized for a youth, and a few crudely carved wooden figurines.
The top shelf holds two large red scales, a steel bull horn shattered at the base, a silver ring(like a simple wedding band), and palm sized blue sapphire, cut like a teardrop.
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Silthras nods, "Perhaps make notes as we pass through doors then. No need for everything in one sitting."
"That I can easily do. I make no promises of my artistic abilities, but so long as we aren't fighting for our lives I'll happily teach you all the proper command words for the stuff in this place." Velyra glances at the two other exits from the room. "Which way first?"
As the others seem ready to move on, Kal nods towards the longer hallway. "Shall we try down there first?"
“That was seems as good as any,” Usul replies saying the phrase silently to himself. As he walks towards the door Dib quietly flits off his shoulder and down the corridor to scout ahead.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Silthras nods, sketching notes quickly before they depart, noting the relative positions and sized of rooms and corridors.
Dib flits from the gnome's shoulder, flapping his wings silently and disappearing around the corner of the corridor. The small owl flies into a much larger room, soon followed by the rest of the party. Rows of wooden pews line this space, simple blue carpet rugs covering the walkway between them. They face a raised platform, with stone steps leading up either side. At the base of the platform is a marble statue of a knightly figure. The sculpture is rendered in extreme detail, down to the rivets in the plate armor and the long helmet plume that falls down to the side of one shoulder. It was painted at one point, but you can see most of it has chipped away. There are hints of blue in helmet plume, and traces of white along the hilt of a guardless longsword it holds.
Ontop of the stage is a single podium, with two candles burned down to almost nothing. The remains of a leather bound book sit on the podium, but the text has long since been rendered unreadable by the weathering of time.
Two long dark corridors lead out from the "north" of this room, though both you can see are unpassable beyond about 20 feet or so due to collapsed rubble.
Similar wall braziers to the other rooms line the walls, basking the room the a blue glow. Stained glass artworks hang from the walls as well, depicting figures in the same armor as the statue in different poses. In one in particular, the knight's longsword glows with a radiant light, fending off an encroaching black void. A pale, fey-like woman with dark raven stands behind them, a glowing hand outstretched towards the sword.
Current Room:
Map so far:
Kal takes a close look at each of the stained glass pieces, occasionally looking back to the statue of the knight. "Do prisons usually have churches in them?" He asks, looking to his companions. Afterwards, he walks down one of the tunnels, to see if there's anyway to get through or see through the rubble.
Silthras laughs, "Perhaps in some kind of Elven utopia..." he says, glancing at Verlya. "But in the real world...not likely. This..." he waves his arms to include all the rooms they have seen so far, "...is much more than a simple prison. That may be one of its functions, or it may be a function that it gained before....or after...whatever befell it."
Silthras looks at the unopened boxes, "Before we go much further, did we want to try some other locks?"
“Mr. Kwiz always loved finding really old things. Let’s see if there is anything we can find,” Usul says, pulling his thieves’ tools out.
Lock pick: 16, if help: 27 + guidance? 1
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Silthras tries speaking the phrase Velyra used on the door, and asks her if there are others associated with this room that might apply to the boxes.
Kal Investigation - 10
Looking down either of the hallways, it doesn't seem like there's a way through. You hold your hand up to the rubble piles, looking for any hint of a draft or light bleeding through, but find none. It seems as if the entire corridor is collapsed from this point on.
((At this point, it looks like some of you go back to the room with the shelves?))
Back in the room you just came from, Usul rolls out his lock picking tools and attempts another locked shelve. Again, it seems as if he might get close to breaking through the lock, but just as he's about to succeed it begins to glow with a faint arcane aura. Wiser this time, Usul pulls his tools out before it shocks him.
Silthras speaks the words into the air of the room, but nothing happens. Looking over the parchment, Velyra wouldn't find anything pertaining to these locked shelves.
Silthras reassesses the situation, checking how many locks there are. Would be nice to know what these contain.
(( Are there a few locks, or dozens? Or somewhere between... ))
((14 cabinet/shelves total in the room. Each has 4 equally sized square doors on it, and 2 wider rectangular doors that travel the entire length on bottom. So. 98 locks in total.))
Silthras looks at the others and back to Usul. "I'm game, but it might take a while..." he says, gesturing at all the cabinets. "Even if we only get a few, they might contain valuable clues."
Velyra looks around at all of the cabinets, grimacing. "That's quite a few to try and get through..."
"If you think we've the time to spare."
As much as she can, she'll use Guidance as they attempt pick the locks.
Rejoining the others back in the room with the map table, Kal raises an eyebrow as the begin planning to go through all of the locks. "That sounds like it will take quite a while."
He meanders over to the other side of the room, towards the shorter hallway they haven't yet explored. "I'm going to poke my head over. Start yelling if you let something terrible out."
With that, he'll step into the next room, taking a look around, but not wandering too far.
“These are tough!” Usul says. “Normally locks don’t give us too much trouble. We are a bit stubborn to quit though, and, Sil, your help is getting us closer. But... do we have the time to spend?”
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Silthras looks between the anxious Knight and the locks, "Lets try
a fewone more, very carefully...and see what we see. I doubt our quarry came this way. And as Velyra says, this room should provide a refuge at night. We have a surfeit of mysteries to contend with. I'd sooner try to unravel at least one before we delve further."While Usul, Velyra, and Silthras combine their skillsets and abilities to get to work on opening one of the cabinet locks, Kal meanders through a short walkway - about ten feet in length - into the next room. He emerges into a grand hall, about fifty feet long and twenty feet wide. Torches bearing blue fire line the walls, making the marble inlay design on the floor sparkle with icy blue points of light. An arrangement of statues line either side of the wall, five each, with a much larger and more ornate facing down the hall on the far side. At first, they appear to be the same, but upon taking a closer look, Kal would notice subtle differences. They all bear the exact same sword - but there are minute differences in the armor they wear, and more noticable differences in their overall figure. Some are tall and broad, others slightly more lithe.
At the foot of each, a stone sarcophagus, decorated with carvings of warlike scenes are the base. The only exception being the larger statue at the end of the hall, which stands without a sarcophagus.
Back in the other room, Usul carefully works on one of the locked cabinet doors. After a few more shocks, he becomes aware enough of when he's messed up to avoid the arcane feedback, pulling his tools out before the spark. Each time he goes back to work on the lock, he gets further and further without having to start over. After fifteen minutes, there is a definitive and relieving clank as the lock finally disables. The gnome opens the door, revealing a locker-like space, with evenly spaced shelves. On the bottom shelf rested a large and thick cord bound book, with wooden covers and yellowed parchment for pages. A gold eight-pointed sun is painted onto the cover, with a silver snowflake overlaid on one of the points.
The middle shelf, oddly enough, contains fairly mundane items. A set of tattered farm clothes, sized for a youth, and a few crudely carved wooden figurines.
The top shelf holds two large red scales, a steel bull horn shattered at the base, a silver ring(like a simple wedding band), and palm sized blue sapphire, cut like a teardrop.