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RC Karyst: Under the Hills - part II

Discussion in 'Role-play Corner' started by Gnolyn Lochbreaker, Jul 31, 2002.

  1. Gnolyn Lochbreaker Gems: 13/31
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    (Ooc: Tried adding this to the last Karyst topic but it wouldn't let me)

    Leaving the library the party returns to the main chamber, and proceeds to investigate the eastern alcove where another metallic automation poses a second riddle:

    "We chase each other across the sky, never resting, ever flying. But should I catch her or she catch me, nothing shall you see."

    Juhn offers the sun and the moon as the answer to the simple riddle, and the eastern door unlocks, revealing a stairwell that descends downwards to another large chamber. The large, vaulted chamber is mouldy and damp, with large cracks in the ceiling and walls. Countless fungi grow about the room. In the centre of the chamber is a circular pool of clear, bright blue water. However, when the party nears the pool to investigate more closely, a particularly large fungus slowly begins to move towards them, its tentacles reaching outwards. Rather than engage the thing, the group cautiously makes their way back up the stairs to the main chamber.

    The party next moves to the southern alcove, where again they are met by a spherical automation that 'challenges' them with simplistic riddle ("Beautiful and sweet, I open up to greet you; yet careful when you hold me, for I might prick you") to which Devious replies "a rose". The southern door opens, revealing a third stairwell.

    The southern stairwell descends down into what appears to have once been a laboratory, cluttered with scraps of metal and stone and the implements of an alchemist. Searching about the room, Juhn discovers a faded parchment on which is a rough sketch (http://karyst.com/images/hill_complex/laboratory_sketch.jpg) and a small notebook (http://karyst.com/tower/laboratory_journal.html). A chest in the corner of the room is found to be trapped (much to Devious' dismay) and contains a collection of gold (50 gp) and two rings: an iron band and a ring of blue stone. While Juhn is able to determine that they both possess magic of some form, the enchantments laid upon them eludes him. Devious holds on to the rings for 'safe keeping'.

    After reading through the journal and examining the rough sketch, the party decides to return to the dwarf statue at the base of the cliff, which they believe to be the stone guardian mentioned in the journals. Returning to the statue, Juhn (self-consciously) utters the word 'REMORACH', also mentioned in the ancient text. Tot he amazement of Ratheof, the large statue shudders and moves out and away from the cliff revealing a simple door in the cliffside. The door opens into a straight corridor that leads to a large chamber hidden under the hill.

    The group advances into the room, where they find a collection of eight stone dwarves, all standing about a large circle marked in chalk and charcoal on the chamber floor. The stone dwarves are all dressed in long robes, and each appears different from the others. They are all extremely life-like, and all but one of them is in a state of collapse. While examining the room, two bizarre creatures drop out of the darkness above, attacking Juhn and Devious. The strange creatures (small flying beings that appear somewhat like flying octopi) manage to be more of a nuisance than a true threat to the group's safety, and are quickly dispatched, although Devious is wounded in the encounter. Once again, the party is returns to examining the room.

    (Devious, Juhn, Ratheof and Varg each receives 75 xp)

    The circle drawn on the floor is marked with numerous runes and symbols. Three doors lead out of the room: one to the northwest, one to the northeast, and one to the southeast. Varg proceeds to the northwest door first, beyond which is a small room, the walls of which are lined with bookshelves. Searching about the room, several objects are found: a large steel shield (handed to Rhwydd), a golden medallion, (marked with a simple 'flame' symbol), two ceramic flasks and a glass vial. Juhn makes a quick examination of the ceramic flasks, one of which contains a clear, ordourless liquid, while the other is dark and immensely bitter. Satisfied with their examination of the room, the group returns to the main chamber.
     
  2. Vormaerin Gems: 15/31
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    Looking around the main chamber, Varg still doesn't see anything to *do*, so he heads over to the northeast door and opens it.
     
  3. Gnolyn Lochbreaker Gems: 13/31
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    This door appears to have expanded in its doorframe, most likely from the dampness in the chamber. Still, it opens without much effort.

    Beyond the doorway Varg finds a second small chamber (15' x 15'), similar in size and shape to the first. Against the north wall stands a large wooden table, on which looks to be a small collection of objects. Most of the items seem to be ancient parchments, rotted and crumbled over time. However, four of the objects still appear to be in decent shape: a black ceramic flask; a bone scroll case; a light mace; and a scroll case made of red wood.
     
  4. Vormaerin Gems: 15/31
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    "hey, Juhn, there are more toys for you in here. Why don't you check them out while I look in the last room?"

    Not bothering to wait for Juhn's reply, Varg heads over to the south door and sees what's behind the last door.
     
  5. Gnolyn Lochbreaker Gems: 13/31
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    The southeast door sits loosely in its frame and opens easily if awkwardly. Beyond is a small dark room (15' x 15'). The air within is dank and musty, heavy with the stink of mould and rot. The ceiling is cracked in several places, allowing water and mould to creep in. Against the south wall stand the remains of two bookshelves. The frames and shelving have collapsed, leaving little more than a pile of rotting wood.

    In the north west corner of the room is a medium-sized chest that has also succumbed to the damp and wet of this room. Within the skeletal remains of the chest can be seen several objects, although determining what they are would require closer examination.
     
  6. Invoker Gems: 12/31
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    Juhn stares after Varg's hulking figure for a moment as he leaves the room before slowly walking over to the table. He searches the table for any undestroyed parchments/notes, then examines the flask and the scrollcases opening to find what's inside. Then he absentmindedly picks the mace swings it around once and then puts it back with a sigh and tries to appraise its worth (no die around to roll it's with a +3 modifier).
     
  7. Vormaerin Gems: 15/31
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    Looking over the mold with suspicion and distaste, Varg walks carefully over to the chest, seeking to disturb the rot as little as possible. There he scoops any solid objects up into a bag and takes them out of the room to be examined by Juhn and Devious.
     
  8. Gnolyn Lochbreaker Gems: 13/31
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    Juhn examines the mace closely. The construction is superb, and it even seems to give off a very faint, silvery-blue glow. After several moments of study, Juhn places the item's value at near 300 gp.

    The black ceramic flask contains a thick liquid, dark as pitch, but with no odour. The bone scroll case contains a scroll with obviously magical writing on it. The red-wood scroll case contains a single well preserved piece of parchment on which is written a simple note ( note ).

    In the southeast room, Varg cautiously rummages around the contents of the rotted chest and places a chain shirt (medium sized), a light hammer (made of silver), and a small metal-bound tome into his bag.

    [ August 03, 2002, 20:43: Message edited by: Gnolyn Lochbreaker ]
     
  9. Vormaerin Gems: 15/31
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    Varg casually examines the objects, but hands them over to Juhn and Devious for closer inspection.

    "Hopefully, there is something in that book explaining about this place. Or maybe the location of a treasure room, cuz this isn't really all that much after we split with that wizard. Course, it wasn't much risk either and we're getting paid to boot. Can't beat that, I guess."
     
  10. Slappy Gems: 19/31
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    Devious groans and, realising no one is worried about him, staggers to his feet. He then takes off his letaher tunic, pulls up his shirt and examines (carefully) the very large bruise and swelling down the side of his body.
     
  11. Vormaerin Gems: 15/31
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    Noticing that Devious finally got up, Varg growls

    "If it doesn't leave a scar, it might as well not have happened. You'd probably get hurt worse than that walking into table while drunk in a bar. Get over it, already. If you are ready to be useful, can you look if there is any hidden passages out of this room? Otherwise, we're about ready to head out."
     
  12. Slappy Gems: 19/31
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    Devious grumbles and windces and searches the room:
    1D20+7 = 18+7 = 25
     
  13. Gnolyn Lochbreaker Gems: 13/31
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    Devious meticulously searches about the main chamber and, after several moments, notes two things:

    First, one of the stone dwarves wears a necklace (made of stone and securely attached to its neck) on which is carved what you now recognize as the marking of G'Hnna (a simple mountain, superimposed upside-down on a dark circle).

    Second, set within the east wall of the main chamber is the faint outline of a door (4'x 6'). The left of the door is small hand-sized stone panel that, if depressed, could be used to open the door.
     
  14. Vormaerin Gems: 15/31
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    "ah, good job there, Devious! That's obviously where we need to go now. I wouldn't worry too much about the dwarfs, though. I don't think we should bother trying to save them. Only one of them looks like he might be alive still anyway and that was the really crazy one. Last thing we need is a crazy dwarf wizard running around, especially one that might try to claim the loot we have. So, anyone else have something they need to do before we explore beyond this hidden door?"
     
  15. Slappy Gems: 19/31
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    Devious thinks about all the bad things that have happened in his life until he feels sufficiently depressed to try the door (sorry couldn;t resist :) )

    'Well we better find some decent loot. I've nearly been killed enough just for a couple of rings and 'glow in the dark' mace. Though I suppose some might pay handsomely if the stuff really is magic.' As to this door, i reckon those little buggesr will have trapped it. Hiding it like that won't be enough for those clever little swines.'

    Devious carefully examines the door and the panel, being careful not to get too close.

    Search
    1D20+7 = 6+7=13
     
  16. Gnolyn Lochbreaker Gems: 13/31
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    After gingerly examining the hidden door in the east wall, Devious determines that it is by all appearances safe.
     
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