Brother Donovan, Jina, and Aern remain up above, while Khalia, Rogan, and Jango join Ari down below. The four of them begin their investigations of the chambers... Khalia on the skeleton, Jango on the pile of treasure, Ari on the small pedestal of dials, and Rogan on the chamber itself. After perhaps four or five minutes from the group climbing into the well and the door sliding open, the stone floor slides shut again. Those below immediately light some lights, while those above look at each other with concern.
[sblock=Khalia]This dragon skeleton is not moving and you are pretty sure will never be moving again (barring someone trying to cast an Animate Dead spell on it of course). You do recall of course the information that Sur'Kil passed onto you, as well as what you gleaned from the draconic pillars and the bas-relief up above. Thus with your draconic knowledge you are able to piece together some suppositions and guesstimations.
The Dragon's Eye needed to be protected at the end of the Age of Demons, and thus this whole area was probably built to hide it. Kha'shazul was assigned to be the dragon to guard it. Over the millenia he accumulated his treausre in this hoard chamber, eventually becoming a dracolich (which would explain the bas-relief and the skeleton here). Lizardfolk shamans drawn to the worship of Kha'shazul built the temple above his lair, just like they tended to do throughout the jungles of Q'Barra. At some point the dracolich was probably slain, which is why the skeleton is still here.
What is very interesting though... is that the coinage and items you see around you in the hoard are nowhere near old enough to have been Kha'shazul's. This hoard is much, much newer.[/sblock]
[sblock=Ari]You examine the three dials... pressing, twisting, spinning etc. It takes some doing because they are stone and very heavy, but you are able to get them to move. As you spin them, you see and hear the flat stones that were the bottoms of the three wells slide back and forth... the one you came down allowing light back into the chamber.
Obviously, these dials allow whomever is down here to open the three shafts as needed on command... and they can either be closed immediately by turning a dial, or they seem to close on their own after five minutes. One final supposition you have is that the bottom of each well must be pressure plated too (like the secret doors above) because that is the only way it seems to get back down here, and it explains why the one you were in only opened after the third person dropped to the floor (you must have gone over weight at that point).[/sblock]
Donovan, Jina and Aern become very concerned when the floor slides back into place... but before you all talk it over and decide what you are going to do... the door slides open again. You hear from Ari below that he's found some of the controls to open and close the three wells.
[sblock=Rogan]You take walks down both corridors from the main chamber, and at both ends you find the same large slab in the ceiling that was back in the hoard chamber. After a few minutes when Ari discovers the controls of the pedestal of dials... you watch as the slabs slide back and forth, opening up the wells in each of the temple's three locations.
There is nothing else of note in these rooms or corridors upon first glance, save the skeleton, treasure, and pedestal.[/sblock]
Jango casts a spell to detect the magical properties of the hoard and he finds quite a number of items of a magical bent. He starts pulling them out of the pile, and when they are all seperated, Khalia comes over to examine and identify them using her spellcraft. There are lots of wonderful items here that would be beneficial to any number of people... but the big question is... whose treasure is this, anyway?
The items include:
Ring of Protection (+3)
Boots of Speed
Tome of Recall (for any spellcasters who acquire their daily spells by book memorization, if you read this tome right after studying your spell list, you can recall 5 levels worth of spells memorized and cast during the day)
Necklace of Fire Shaping (While worn, any spell or spell-like ability that has the (fire) descriptor can be cast as though the caster had the Sculpt Spell feat as per Complete Arcane. This does not increase casting time nor require using higher spell levels. The choice of shapes include a cylinder 10' radius / 30 feet high; a 40' cone; four 10' cubes; a ball with 20' radius spread; or a 120' line)
Dual Scabbard of Keen Edges (A dual-wield scabbard that holds two weapons at once, and casts Keen Edge on both weapons when drawn at the same time three times a day; if only one weapon is drawn, it still counts towards the scabbard's daily alotment of three)
Vest Of Greater Mage Armor (when worn, any Mage Armor spell cast upon the wearer increases the protection by 2 to a total of +6)
Dragonshard Weapon and Armor/Shield Enhancers (These dragonshards have various magical enhancements enchanted into them, and when these shards are placed against and attached to a magical weapon, armor or shield, they increase the enhancement of the item by the number and/or ability listed. For instance, adding a +1 Flaming shard to a regular +1 magical sword will make it a +2 Flaming sword. )
Non-magical masterwork items must be given a base magic shard first to make it a magical +1 item, before more powerful plusses or abilities can additionally be added after.
Weapon Enhancer Shards:
+2
+1 Frost
Holy
Disruption
Base Magic x3
Armor/Shield Enhancer Shards:
+2
+1
Animated
[sblock=Khalia]This dragon skeleton is not moving and you are pretty sure will never be moving again (barring someone trying to cast an Animate Dead spell on it of course). You do recall of course the information that Sur'Kil passed onto you, as well as what you gleaned from the draconic pillars and the bas-relief up above. Thus with your draconic knowledge you are able to piece together some suppositions and guesstimations.
The Dragon's Eye needed to be protected at the end of the Age of Demons, and thus this whole area was probably built to hide it. Kha'shazul was assigned to be the dragon to guard it. Over the millenia he accumulated his treausre in this hoard chamber, eventually becoming a dracolich (which would explain the bas-relief and the skeleton here). Lizardfolk shamans drawn to the worship of Kha'shazul built the temple above his lair, just like they tended to do throughout the jungles of Q'Barra. At some point the dracolich was probably slain, which is why the skeleton is still here.
What is very interesting though... is that the coinage and items you see around you in the hoard are nowhere near old enough to have been Kha'shazul's. This hoard is much, much newer.[/sblock]
[sblock=Ari]You examine the three dials... pressing, twisting, spinning etc. It takes some doing because they are stone and very heavy, but you are able to get them to move. As you spin them, you see and hear the flat stones that were the bottoms of the three wells slide back and forth... the one you came down allowing light back into the chamber.
Obviously, these dials allow whomever is down here to open the three shafts as needed on command... and they can either be closed immediately by turning a dial, or they seem to close on their own after five minutes. One final supposition you have is that the bottom of each well must be pressure plated too (like the secret doors above) because that is the only way it seems to get back down here, and it explains why the one you were in only opened after the third person dropped to the floor (you must have gone over weight at that point).[/sblock]
Donovan, Jina and Aern become very concerned when the floor slides back into place... but before you all talk it over and decide what you are going to do... the door slides open again. You hear from Ari below that he's found some of the controls to open and close the three wells.
[sblock=Rogan]You take walks down both corridors from the main chamber, and at both ends you find the same large slab in the ceiling that was back in the hoard chamber. After a few minutes when Ari discovers the controls of the pedestal of dials... you watch as the slabs slide back and forth, opening up the wells in each of the temple's three locations.
There is nothing else of note in these rooms or corridors upon first glance, save the skeleton, treasure, and pedestal.[/sblock]
Jango casts a spell to detect the magical properties of the hoard and he finds quite a number of items of a magical bent. He starts pulling them out of the pile, and when they are all seperated, Khalia comes over to examine and identify them using her spellcraft. There are lots of wonderful items here that would be beneficial to any number of people... but the big question is... whose treasure is this, anyway?
The items include:
Ring of Protection (+3)
Boots of Speed
Tome of Recall (for any spellcasters who acquire their daily spells by book memorization, if you read this tome right after studying your spell list, you can recall 5 levels worth of spells memorized and cast during the day)
Necklace of Fire Shaping (While worn, any spell or spell-like ability that has the (fire) descriptor can be cast as though the caster had the Sculpt Spell feat as per Complete Arcane. This does not increase casting time nor require using higher spell levels. The choice of shapes include a cylinder 10' radius / 30 feet high; a 40' cone; four 10' cubes; a ball with 20' radius spread; or a 120' line)
Dual Scabbard of Keen Edges (A dual-wield scabbard that holds two weapons at once, and casts Keen Edge on both weapons when drawn at the same time three times a day; if only one weapon is drawn, it still counts towards the scabbard's daily alotment of three)
Vest Of Greater Mage Armor (when worn, any Mage Armor spell cast upon the wearer increases the protection by 2 to a total of +6)
Dragonshard Weapon and Armor/Shield Enhancers (These dragonshards have various magical enhancements enchanted into them, and when these shards are placed against and attached to a magical weapon, armor or shield, they increase the enhancement of the item by the number and/or ability listed. For instance, adding a +1 Flaming shard to a regular +1 magical sword will make it a +2 Flaming sword. )
Non-magical masterwork items must be given a base magic shard first to make it a magical +1 item, before more powerful plusses or abilities can additionally be added after.
Weapon Enhancer Shards:
+2
+1 Frost
Holy
Disruption
Base Magic x3
Armor/Shield Enhancer Shards:
+2
+1
Animated