[PbP] The Heroes of Silleria

The original passage was heading east. It is conceivably possible for a creature in the barred-off room to be looking through the gaps in the broken door down the hallway. You do not immediately see such a creature, though.
 

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Assuming you enter the short section of diagonal passage, since there is no other way to go.

You are in a 20' long corridor. The SE wall is constructed of bars and you can see into a room. The end of the hallway is another door, in better condition than the first. It is deteriorating, but not to the point that there are any holes in it.

You can see that in the center of this short passage there is a portcullis, but it is currently up (neatly out of your way) and so totally rusted that you doubt that it will ever move again.

The bars are both rusty and slimy. The room on the other side would have been forty feet square, except that the passage you are in cuts through the NW corner of it. You can make out the remains of a table and chairs. There is a wheel mechanism on the south wall, but it looks too degenerated to be operable. There is a door on the east wall of the room.

You see no movement of any kind, save the dances of the shadows of the bars in the torchlight.

The silence is eerie, punctuated only by the occasional drip of water and your own soft breath.
 
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Kerith pauses as he passes the room to the right side of the path.

"Well, friends, we have a choice..." Kerith begins softly. "...continue along the present path, or take a detour through that room." pointing to the door in the east wall.

"Me thought is this: the entry we just took was unknown to all but the greatest protectors of the realm, and the room we see before us looks like a jail cell, with a door within it, as if to house the most violent enemies of the Keep. Since we have not immediately been attacked, it is possible that the goblins and other denizens may either not have discovered this area, or are deliberately avoiding it."

"On the other hand, this room may lead to artifacts and other things of great benefit to our mission, and if we explored it first, it might greatly assist us."

"Perhaps I can see if the door is trapped, and even open it long enough to get a cursory glance at what lies beyond. If it shows no promise, we can return here, and continue along the original path. What say you?"
 

"If there's no goblins here, there's no harm in exploring it... If it leads to something important, then good... Although I doubt the builders of this place would leave anything important so close to an entrance..."

"While I know our mission here is to, well, slaughter them, I'm personally not looking forward to meeting them face-to-face... So my vote's to spend as much time as possible figuring this place out and finding what's here... It may help us out when we do confront them, and it's certainly not likely to hurt."
 

You will have to get through the wall of bars to explore the room. I have not described this properly. The portcullis, if down, would have been blocking your way along the short passage that you are in - keeping you from entering the keep. Perhaps the mechanism in the barred-off room would have raised and lowered it when it was operable.
 


No, no no! The porcullis is UP. It would have been blocking the passage if it was DOWN. Somebody on the other side of the bars would have had to activate the mechanism to lift the portcullis, had it been down, thus granting you access into the Keep. But it's UP so you don't have to worry about it.

There's no way into the barred-off room from here unless you bend/break the bars. You can head through the door at the end of the hall, though.


BTW, this took about 10 minutes to describe to my IRL group, so I'm not really that surprised at the misunderstanding.
 
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Kerith took a look at the large thing that hovered above the hallway. As his brow furrowed in concern, he looked around for anything that might trigger it downward [Search check, for traps].

"Well, unless someone can bend metal, it looks like the decision is made for us. But watch this thing..." Kerith indicated the portcullis, "I don't know what the mechanism is for keeping it up there, so it might come down. Be ready to get out of the way if it does."
 

Kerith: You search carefully, but determine only that the portcullis seems to be untrapped. It is definately connected to the wheel device in the room. It was set to be up - it's not just up because it was rusted in place. If it wasn't rusted, it would still be up.

After Kerith proclaims the portcullis safe, I assume you proceed through the other door.

It opens on to a passage going straight north out of sight. After about fourty feet, there is a side passage to the west.
 

OOC: I'm going to try uploading a picture of what you've explored so far.

If the image is too big for your internet connection to load in a reasonable amount of time, let me know. From now on, you can have a picture whenever you want.

edit: ok, I gave up. I'll post a new message with the pic as an attachment.

Anybody know why the code {IMG}http://www.geocities.com/dm_merak/myrtolo9sofar1.bmp{/IMG}
wouldn't work (the {} are brackets, of course)
 
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