HolyMan
Thy wounds are healed!
The group follows the new corridor to the left.
Everyone notices several things as the turn the corner and continue to the center of the hallway. The first thing is that the floor is not the same as the first hallways. It is not shaped like a gutter or has the almost non-noticeable slope. And the second is the heavy taunt chains that are at each corner of the hallway junctions.
Four chains, two from each corner of the inner wall, come out holes near the ceiling and go through holes near the corners of the opposite wall. The chains are to odd to discern from the hallway, but they may have something to do with the marks on the walls in the outer corridors as they seem to head right towards those areas.
At the center of the hallway the group finds a short (five foot) hallway that leads to a heavy wooden door.
Finding no traps about the hallway or door Gyrs sets about the lock. After several tries (take 20?) he gets it unlocked but leaves it shut.
Tregin opens the door falchion in hand and instead of an old dusty and cobwebbed tomb he reveals what looks like a mad wizards workshop. On the ceiling a huge cog has chains leading from it out the room through holes near the ceiling.
[sblock=OOC] Perception checks and as you "search" please post your character finding an odd but interesting item. This item can be valued at 1,000gp or less. This will be your characters at the end of this game. You may also post up other things in the room it is a hodge podge of things so anything goes - have fun.[/sblock]
Everyone notices several things as the turn the corner and continue to the center of the hallway. The first thing is that the floor is not the same as the first hallways. It is not shaped like a gutter or has the almost non-noticeable slope. And the second is the heavy taunt chains that are at each corner of the hallway junctions.
Four chains, two from each corner of the inner wall, come out holes near the ceiling and go through holes near the corners of the opposite wall. The chains are to odd to discern from the hallway, but they may have something to do with the marks on the walls in the outer corridors as they seem to head right towards those areas.
At the center of the hallway the group finds a short (five foot) hallway that leads to a heavy wooden door.
Finding no traps about the hallway or door Gyrs sets about the lock. After several tries (take 20?) he gets it unlocked but leaves it shut.
Tregin opens the door falchion in hand and instead of an old dusty and cobwebbed tomb he reveals what looks like a mad wizards workshop. On the ceiling a huge cog has chains leading from it out the room through holes near the ceiling.
[sblock=OOC] Perception checks and as you "search" please post your character finding an odd but interesting item. This item can be valued at 1,000gp or less. This will be your characters at the end of this game. You may also post up other things in the room it is a hodge podge of things so anything goes - have fun.[/sblock]