IC: Dichotomy's Age of Worms Redux, Part V(b)

After securing the rope, Erdolliel dives down and Kushnak and Nethezar jump after. While Erdolliel swims, the other two sink to the bottom and walk. The passageway heads south, then opens into another room. Erdolliel leads the way, swimming to a pillar in the middle of the room. The elf swims to the surface of the water and grabs onto a ladder on the column. Tying the rope to the ladder, the others are able to half-swim, half-climb to the surface.

Once Kushnak and Nethezar breach the surface, they see what Erdolliel saw before. The column extends 10 feet above the water, and the ladder on the column covers only those last 10 feet. The room is light by pale blue everburning torches affixed to the walls.

Atop the column is a large lever. And a bridge, at the same height as the column, heads to a door to the south.

[sblock=OOC]I told Ti before, the passageway you just came through is, of course, also underwater. I have no idea why the map-makers didn't also make it blue.[/sblock]
 

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Erdolliel searches the path to the door and the door for traps, before coming back and looking at the lever. "Well... I guess we should probably pull that..."[sblock=oc]Did she find any traps on the lever when she looked before? cuz if she did, she'll disarm them and then speak. She'll try to disarm any on the door or walkway too. seach +16 DD +14[/sblock]
 

Erdolliel examines the area thoroughly, but she finds no traps.

"Do we have any idea what that lever will do?" Nethezar asks, as Erdolliel reaches toward the lever.
 

"Not a clue, maybe I should open the door first though? Or at least tie a rope to the door handle in case the walkway crumbles or something...
 


"Hmmph... That IS the safer route probably." Erdolliel checks to see if the door is locked before opening it. [sblock=oc]OL +13 if needed.[/sblock]
 

Finding the door locked, Erdolliel takes a couple attempts at opening it. After first failing, she does manage to ease the lock open. The door opens to a hallway, also light with pale blue everburning torchlight. Iron double doors cap the long hallway at both ends. The wall to the south has four doors spaced evenly along its length, with only one door on the other side.
 

Erdolliel stealthily moves to the solitary door on the North wall, checks it for traps and locks, and then opens it.[sblock=oc]hide +13 move silently (slowly) without penalty +13 search +14 OL +13 DD +14[/sblock]
 


With a puzzeled look, Erdolliel checks the door across the hall. She opens it once it's safe.[sblock=oc]hide +13 move silently (slowly) without penalty +13 search +14 OL +13 DD +14 [/sblock]
 

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