(CSToA) Touch of the Abyss [IC]

Errol simply returns to the inn, runs through a few of his forms and strikes, and otherwise prepares himself for the next day's adventure.
 

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After several hours of wandering around the city, Slisik comes to a decision. He walks toward the outskirts of the city. After finding a secluded spot close to the walls he crouches down facing Sasthil, his viper companion.

"Well snake, now is the time for us to part ways. Your poisonous bite is well-suited for devouring small animals and children, but not for piercing through the tough hides of monsters. I will release you from my service now... go back to the forests and find a nice tree to haunt."

His goodbyes said, Slisik then stands up then turns away. The dragonborn begins to run in a straight line, then after building some speed, makes a great leap! However, he doesn't hit the ground. Mid-air, Slisik's shape morphs into that of an eagle. He flies over the walls and toward the closest wooded area. The eagle/lizard lands at a quiet area, then changes form back to his usual self. Next, he begins praying toward the wilderness, calling forth a new animal companion.

[sblock=ooc]Slisik takes 24 hours to get a new animal companion; a monitor lizard. After that time, the pair travel back toward the city to meet the others by the deadline. (Slisik doesn't mind be an hour or two late, if it will take too much time to travel to/from outside the city[/sblock]
 

Slisik arrives late, but eventually the time comes to meet up. Jesme is waiting just outside the gates. Two guards are waiting nearby the gates, and Jesme seems to be conversing with them somewhat absentmindedly while waiting.

"So, how far down do we have to go to reach the deeper level?"

"Well, Gregory will show you the way. You have to go from corner to corner a few times over to actually find the entrance. They seal the door shut just above it as well."

"And were not being given the key?"

"Right."

After the exchange she turns around and approaches Tesla, Veris, and Errol.

"The succubus told the guards to let us by, and someone named Greg is going to show us the path to the lower level. Somewhere along the way we'll reach the entrance to the Deeper Dungeons, at which point there will be a door with a lock. After I get the door, we'll have to navigate past a cornocopia of supposedly dangerous traps to reach the actual prison level. That is, unless you have a better idea."
 

Errol shrugs, we don't know of a different way in, and I presume you are our answer to all those traps, which is why the Marchioness provided us with your services.

[sblock=mini stat block]
AC 20 (T: 14, FF: 20)
HP 58/58
Fort +7, Ref +7, Will +2


Weapon Aptitude: Kukri
Readied Maneuvers: Bonecrusher, Iron Heart Surge, Mountain Hammer, Steel Wind
Stance: Absolute Steel
[/sblock]
 

Tesla & Arcs

"We shall try not to get in your way." Smiles the mind mage as she looks towards the gate and then back towards the group. "If we are ready, then let us begin our decent. We do not want to keep our hosts waiting..." With her most trusted friend floating behind her, she moves towards the gate and enters.
 

Once Slisik arrives, the group heads inside of the main entrance to Krellont Keep's dungeons. After twenty minutes of navigating the above ground facility and the open hallways below, you arrive at an extremely fortified and adamantine plated reinforced door. It has fifteen different locks and a huge series of mechanical devices that seem to imply some additional security. The escort, Gregory, gives one last warning.

"It's been six years since the lower dungeons have been accessed from here. As far as I've been told, there shouldn't be any prisoners at all. Still, be careful. There's been some structural damage according to some of the local engineers. They say it probably happened during the earthquakes that accompanied the demon queen's arrival. That's just one more reason why we keep this area off limits. I wish you the best of luck in getting whatever you're after. I don't put much stock in faerie tales and ghost stories, but honestly I wouldn't be surprised if there's a real faerie or a real ghost down there."

Humble Gregory soon departs and Jesme has to begin the process of getting the doors unlocked. After she works on it for the better part of ten minutes, she reports...

"I have some good news and some bad news. First: I can get us through this door, no problem. The bad news is this: It looks like they built the whole thing to work like a clock. Even if I get us through and disable the trigger, the door will only stay unlocked for an hour at best. It looks like you can't access the mechanism nearly as easily from the other side. What that means is that, unless you've got a trick up your sleave to take out the door or get us out of this hole, we could get stuck if we don't reset the door every hour, preferably a bit earlier."

The goblin girl frowns a bit. "So what's the plan going to be? Can one of you fly through earth, or does somebody have some kind of magical immovable stick? I'm not too fond of risking getting caught in a human dungeon."
 

(Since the above isn't introducing anything that would impede at least checking out the first room, I'm also going to throw that update here.)

Jesme eventually gets the door unlocked and rigged for an hour. As the door slides open for the first time in six years, flowers of thick greyish smoke come out of the room near the top of the door. The device has a very faint ticking noise to it, seeming to go off every half-second. The quick ticks seem to give some feeling of urgency to even standing around outside the door.

The first words out of the goblins mouth are surprise, but not in the way one might expect upon breaching into a sealed dungeon. "Well I'll be! This doesn't look anything like any dungeon I've ever seen. Huh. It's cleaner in there than it is out here." Jesme then takes a few careful steps inside.

The acrid chemical smell of sulfur and burnt earth fills this chamber. The smooth stone walls are covered in an oily black film. Near the center of the room stands a fire-scarred black cauldron and three ominous bone pillars. Atop each pile of bones rests an open skull from which emanates a steady bubbling sound and a soft colored glow. This strange radiance illuminates three oil paintings hung at intervals across the north wall: a skeleton with a red apple, a blue jaybird, and a golden ring in its chest; a dark castle being shattered by a tidal wave, its highest towers marked with the shape of a rose; and a demon drinking from a golden goblet while holding a heart. A shelved alcove to the south east lies in shadows.

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Jesme carefully inspects the pillars, the cauldron, the outside of the alcove, and the next door which seems fairly loose and off its hinges. After her inspection is complete, taking the better part of five minutes, she scans the hallway outside. It's pitch black, but the goblin girl seems to have at least some ability to see. After another minute she returns to the room, no worse for the wear. "Well, there's a collapsed path to the north, so that's a sign that the guard was right. There's also three different doorways clearly visible ahead. I'm not sure what to do, I don't want to get in over my head here. As far as I can tell, none of this stuff is trapped or locked. The shelves have a bunch of bags of... well.. powder. Blue, red, and yellow. Same colors as the skulls glow. Then there's a bunch of lead bars, I count 20."

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Skull Icons are where the three glowing skulls rest.
The cauldron is the big open black circle.
The paintings are along the north wall.
The alcove is in the south-east corner.
 

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Slisik, HP: 46/46, AC: 19, Fort: 6, Ref: 1, Will: 4

ooc: does anyone in the party know what the obsidian steed we looted does? It might be metagaming if Slisik mentioned that item's powers.

Slisik introduces the monitor lizard at his side as "Tricia". Then at the entrance, after contemplating the situation, he says "We'll just have to come back to the entrance every hour... unless you'd like to stay here Jesme. We could do the exploring, and you could keep our exit open."

After Jesme finishes her initial search, Slisik says a few short words in a strange language. When the he finishes casting the spell, a ring on Slisik's finger starts to emanate a strong bright light. "Well, let's have a look at these bags." He walks over to the powder-containing sacks.

Actions: cast Light on Slisik's Ring of Protection. Duration 50 minutes.
 

(The party is assumed to know what the steed does.)

There are six bags. Two each of red powder, yellow powder, and blue powder.

"I could do that, but then I wouldn't get to do my job. And I also wouldn't get to see what's down there. Nope, not going to sit around and do nothing, that's for sure."
 

Slisik examines the bags without touching them, then announces, "I don't see any reason to disturb these items yet. Let's finish looking around before we start setting off traps." The dragonborn confidently strides past the skulls then tries to push open the door next to them.
 

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