There Doesn't Seem To Be...Oh, There Is
Kaspar fiddles and faddles, pokes and squints. Nothing. No tripwires, no weighted edges, no poison-smeared blades, no pressure plates, nada.
As he stands up to pronounce it clean, Castille chants. Detect Magic it is.
Signs and portents, symbols and formulae, all flash through Castille's mind. He concentrates. One round passes. Then two. He sees the place flicker with lights. Hooded figures walking backwards. The sun sets backwards. Time...time flows, bends back...shows him. (Whoa, I rolled a 19 on the Spellcraft check for you.)
In his mind's eye, Castille sees a man - a human, striped to the waist. Very little of his skin shows unmarked, he is covered with scars, many of them self-inflicted, and bizarre tattoos depicting the symbol of the cult of the dragon below, fire, death, and divine magic. There are also formulae marking etched into this man's skin with a tattoo that glows only at midnight. There are things there that speak of other realms, and only a trained check in Knowledge the Planes could tell you what they mean. Castille sees this man, this dark servant, years ago, before the Last War even, cackling in his madness, placing a bit of his own life-force here to guard this portal. This portal, this door, was drawn forth as one piece from the elemental plane of earth. castille sees the door grow, form, and fit. Then he sees the tattoos on the man's skin rise up - hovering in the air. A divination. A hole that is not completely filled in. A sensor.
Castille gasps, letting the spell go. He returns to the here and now, the smelly sewer, the half-orc companion. His mouth tastes far to dry.
"A detect evil spell above the door," he gasps. "If someone not evil walks through, a fiend from another realm is summoned to fight them!" What sort of fiend, you don't know. (No ranks in Knowledge the Planes.)
You don't have enough ranks in Disable Device to undo this spell trap, even with the masterwork thief tools. (Taking 20 on the Disable Device would only give you a 27 with the tools, and the DC is just above that.)You're going to have to grit your teeth and bear it. You said that Kaspar will scan the area and go in, and then Castille. I'm sending you a map in paitnbrush of the area. It's a 20x20 room with an open hole in the far left corner (from which a smell of drying blood issues) and a regular door in the far right corner.
As Kaspar steps across the threshold he feels a shiver come down his spine, and a voice whispers madness and promises pain.
The darkness is banished as Castille comes in the room, but it does not leave. Droplets of it flee, strike the walls, and run down like melting wax. The droplets then run together in the center of the floor, and a thing rises out of them...
Everyone roll intiative.
UPDATE: Its initiative is 15.
As he stands up to pronounce it clean, Castille chants. Detect Magic it is.
Signs and portents, symbols and formulae, all flash through Castille's mind. He concentrates. One round passes. Then two. He sees the place flicker with lights. Hooded figures walking backwards. The sun sets backwards. Time...time flows, bends back...shows him. (Whoa, I rolled a 19 on the Spellcraft check for you.)
In his mind's eye, Castille sees a man - a human, striped to the waist. Very little of his skin shows unmarked, he is covered with scars, many of them self-inflicted, and bizarre tattoos depicting the symbol of the cult of the dragon below, fire, death, and divine magic. There are also formulae marking etched into this man's skin with a tattoo that glows only at midnight. There are things there that speak of other realms, and only a trained check in Knowledge the Planes could tell you what they mean. Castille sees this man, this dark servant, years ago, before the Last War even, cackling in his madness, placing a bit of his own life-force here to guard this portal. This portal, this door, was drawn forth as one piece from the elemental plane of earth. castille sees the door grow, form, and fit. Then he sees the tattoos on the man's skin rise up - hovering in the air. A divination. A hole that is not completely filled in. A sensor.
Castille gasps, letting the spell go. He returns to the here and now, the smelly sewer, the half-orc companion. His mouth tastes far to dry.
"A detect evil spell above the door," he gasps. "If someone not evil walks through, a fiend from another realm is summoned to fight them!" What sort of fiend, you don't know. (No ranks in Knowledge the Planes.)
You don't have enough ranks in Disable Device to undo this spell trap, even with the masterwork thief tools. (Taking 20 on the Disable Device would only give you a 27 with the tools, and the DC is just above that.)You're going to have to grit your teeth and bear it. You said that Kaspar will scan the area and go in, and then Castille. I'm sending you a map in paitnbrush of the area. It's a 20x20 room with an open hole in the far left corner (from which a smell of drying blood issues) and a regular door in the far right corner.
As Kaspar steps across the threshold he feels a shiver come down his spine, and a voice whispers madness and promises pain.
The darkness is banished as Castille comes in the room, but it does not leave. Droplets of it flee, strike the walls, and run down like melting wax. The droplets then run together in the center of the floor, and a thing rises out of them...
Everyone roll intiative.
UPDATE: Its initiative is 15.

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