PFS #41: Crypt of Fools


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IronWolf

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The pathfinders determine their order for descent and slowly ease their way through the narrow opening. As you descend the steep set of stairs the air temperature falls rapidly becoming quite cool as the stairs make a number of quick turns and descends to a chamber that you would approximate to be roughly 200 feet below the city streets of Cassomir.

An ancient fountain decorate the open tunnel intersection you find yourselves in. Many chipped sculptures provide spouts which drizzle water splash into the basins below. The fountain's cold concrete edges have carved symbols that adorn its sides in three dinstinc bands. Two 5-foot wide tunnels exit the room to the east and the west.

[sblock=OOC]

The twists and turns will affect any visible light coming from the surface. So make sure to cover your light source situation as you descend and enter the chamber described above in some fashion.


Green dot on the map below represents the stairs the party has entered from.

[sblock=Updated Map]
fountain_room.jpg

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soulnova

Explorer
[sblock]I'm guessing we still have some kind of visibility.[/sblock]
Isandra carefully covers the light source inside her backpack. She pats Karasu's shoulder "Do you see anything?" she whispers.
 


Helfdan

First Post
Kalenth looks about the room, seeking tracks or other signs of passing, trying to determine if anyone has been here recently, and if either door sees more traffic than the other.
 

zizazat

First Post
Karasu looks at Isandra, his head cocked sideways, "Eerrrrp. Karasu will caka-eck." Karasu takes great interest in the three bands carved into the floor, examining them closely. After a few moments of study, he begins chanting his arcane words checking for the presence of magic.
 


IronWolf

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With the group in this apparent fountain room, the light extremely dim, bordering on dark as the twists and turns of the stairs down block any light that might have made its way down from the opening above.

Kalenth is barely able to make out a few tracks through the room of what might be derror feet and some humanoid prints in what might be lightweight leather slippers. The low visibility in the room make it difficult to tell much more.

Karasu moves nearer the object in the center of the room to investigate the bands closer. Though his words reveal no magic, he does find that that the bands appears to be tumblers of sorts. A unique symbol matching the parchments you have gathered so far are engraved on each of the three bands. It appears the bands could be turned in the groove they rest in.

The top band depicts the image found at the statue at the Swift Prison, the middle band depicts the image from the Hall of Imperial Records and the lower band around the fountain base depicts the symbol from the Quickfall Abbey.

[sblock=OOC]

At the moment, the only light is the one Isandra stashed in her backpack, correct? And Kronk is the only one with actual darkvision? If so, this room is pretty dark.

[sblock=Engravings]
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h2.jpg


h3.jpg

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Helfdan

First Post
"Some tracks here...". The ranger's deep voice is kept barely above a whisper. "Some look like derro sign, the others could belong to lightly shod men..."
 

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