Act 9 - Chimera Cove

The Age of Magic is ended, Bhall, the Goddess of Fire, has succumbed to the whispers of Agares and fallen into Hell. Her worshipers and creations driven mad, and fire, which has been a powerful ally to man, has turned against him. Each good god was charged with the opposition of an evil god. Bhall was responsible for balancing Mulcarn, the God of Winter. Finding himself unopposed Mulcarn has broken The Compact and moved into Creation.

Creation was on the verge of another open war between the gods, that which they had outlawed with The Compact. To keep that from happening a deal was struck and the gods agreed that one god would enter Creation to challenge Mulcarn. That was Sucellus, the God of Nature. The two gods battled across the face of Creation, entire civilizations still recovering from the Burning Skies that marked the fall of Bhall were destroyed by their power. In the end Sucellus was killed and Mulcarn remained.

The Eternal Winter has begun...
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The Dragon - Canal Landing

Post by Vardaen » Thu Dec 31, 2020 9:28 pm

Bow added to Dreams. I sort of figured.

FYI that loot sheet is loaded, double check it and lay claim.
Dreams slings the great bow over her shoulder taking the holy arrows. Her smaller hunter's bow has served well, but it greatly outclassed by the new weapon. You walk down the gang plank and gaze around the cavern ready to explore further, knowing your 'friend' is out their causing trouble someplace. Something tells me things won't be so polite next time the two groups meet.

There is a door in the wall nearby, and a long wide ramp that clearly moves on beyond this immediate area. So you check the door, Nate clears it of traps, and you open it wide and rush in finding an empty guard chamber. This chamber was likely a barracks long ago, judging by the rotting bunks, chairs, chests, and weapon and armor racks. Someone has culled the worst of the furniture and tossed it toward the northern wall, while it looks like the remaining pieces have seen recent use.

You suspect this is where the Thrulls were stationed, but now, after a quick search it turns up nothing of interest. So you move the wide tunnel.

Following Poltur’s trail off the Silver Reign, you make you way down to the dry channel of the Lower Canal which connects the three islands beneath the waves. Once you reach the bottom, the lower lock door is visible (this lock is between the Lion and the Dragon and is not shown on either island’s map). From the bottom of the steep stairs, a channel roughly 20 feet wide and 50 feet high carved through the stone runs nearly straight off into the darkness, and a narrow ledge runs alongside the channel at a height of 15 feet. Sediment covers the channel’s floor, as if a river ran through it many years ago. A gigantic set of wooden double doors, 50 feet in height and 40 feet wide, interrupt the back side of the wall, forming the far end of High Port at its base. They are otherwise similar to the previous set of doors.

Water filled the Lower Canal to a depth of 15 feet when the port was operating. Lowering the water level in High Port and opening the doors when the two water levels were equal made it possible to move a ship from High Port to the Lower Canal. Valuables were often lowered by rope from High Port, and skiffs ferried sailors and goods from the north end of the Lower Canal to the many storage areas and barracks under the Dragon.

You avoid taking the long tunnel that ends with the impassible doors, because Nate picks up Poltur's trail, a trail that follows a ledge that skirts the tunnel and takes you up over the lock and beyond.
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The ledge above the channel widens here to form an open platform fifty feet long and twenty feet deep, and the steel cleats and bitts, as well as several coils of old rope, testify that this was once some type of dock for traffic in the channel. A pair of ten-foot-high iron double doors is set into the stone wall in the center of the landing, and three short iron levers sprout from a foot-square iron plate set in the wall to their right. A cave-in from above completely obstructs the channel fifty feet to the south.
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You are at the new X, note the map is rotated.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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The Dragon - Canal Landing

Post by Grimbold » Fri Jan 01, 2021 4:44 pm

"Aha, another set of doors. Can we figure out how to open them? Did Polt go through here?" Torias inspects the levers and feels them, to see if any are still warm from being used just a minute ago. For now, he does not yet pull one of the levers.

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The Dragon - Canal Landing

Post by Muskrat » Fri Jan 01, 2021 8:53 pm

"Well, let's find out," says Dreams and helps Torias in his inspection.

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The Dragon - Canal Landing

Post by ManWithDoor » Mon Jan 04, 2021 4:55 pm

Nate continues to try to track their 'friend', hunched over as he inspects the ground for signs of recent passage. He also checks the large iron double doors for potential access.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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The Dragon - Canal Landing

Post by Vardaen » Mon Jan 18, 2021 8:38 pm

Torias moves forward and inspecting the doors hopes to see if maybe they are still warm, and places his hand on the doors. That seems to have been a mistake, for there is a sudden clanking noise and the area immediately before the doors is shot through with massive spikes that spring down from the ceiling. It catches Dreams and Torias in their wake.

Dreams is only just joining Torias and manages to jump back just barely out of the way as the spike scrapes her armor. Torias however is hit with several of the spikes and is terribly wounded as he's stabbed like a pin cushion by many of them. The spikes stay down from the ceiling for only a moment before they retract removing themselves from Torias' bleeding body.
Trap... Attack vs Torias (FF) 21 = Hit for 6d6 = 21 Dmg: Torias @ 45/66 HP

Attack vs Dreams(FF) 24 = Miss
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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The Dragon - Canal Landing

Post by ManWithDoor » Tue Jan 19, 2021 8:48 pm

Nate winces as he jumps back even though he wasn't in the danger zone, his body instinctively dodging danger. After the trap releases he runs forward to help Torias.
I don't have anything to actually help with healing, but going forward to support his friend.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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The Dragon - Canal Landing

Post by Grimbold » Tue Jan 19, 2021 8:48 pm

"Holy Maker!" Torias exclaims, as he recovers. He draws a wand and begins healing himself. "Can we disarm it?"
wand clw

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The Dragon - Canal Landing

Post by Muskrat » Tue Jan 19, 2021 9:30 pm

Dreams peers upward. "If Poltur passed this way, he must have disarmed so he could pass--then re-armed it. But I know nothing about the actual working of traps."

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The Dragon - Canal Landing

Post by ManWithDoor » Wed Jan 20, 2021 2:33 am

Finding Torias intact and healing himself, Nate puts his musket back in the magical bandolier and pulls out a set of tools. "Don't worry, that's my job. As a former forward scout, I would have been pretty useless in the army if I couldn't disable clever little traps along the way. You'd be surprised how much even a simple trip-line can mess with advancing troops." He goes to work finding the offending mechanisms and immobilizing or disconnecting them. "Granted, it's pretty rare that an army has to worry about trees suddenly sprouting spikes to attack you as you go past, but I've seen Druids do some real weird things. I wouldn't put it past a particularly clever one to do it."
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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The Dragon - Canal Landing

Post by Vardaen » Fri Feb 05, 2021 7:42 pm

Nate moves up, not close enough to get speared again, because from the sound of it the spikes have re armed themselves. He doesn't some inspects and determines easily that the levers somehow control the trap. Further searching, and some cleaver thinking and he believes he understands what's going on here. He suspects if you pull any of the three levers by themselves, or touch the door, the spikes will drop, but if you pull the top and bottom one at the same time it will trigger a delayed drop of the spikes, giving you time to push through the doors before they strike.

Nate's not finished yet, looking up into the ceiling, having thought he might have seen something before, he notices a lever on the side of one of the spikes... what that does you aren't sure of.
Perception: 31 Success

2nd Perception Check: 27 Success
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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