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Harkahnon Ruins 3 (REVISED - Flint has entered the building)

Posted by DM HeathFor group 0
DM Heath
GM, 4253 posts
Wed 23 May 2012
at 18:10
  • msg #1

Harkahnon Ruins 3 (REVISED - Flint has entered the building)

OOC: This separate thread is created because Flint is currently separated from the group and has his own thread.

You have just tried the door between area 1 and 2 and found that it is shut tight and won't open.  A slight glimmer surrounds it, a glimmer similar to the one that shocked Adaran when he tried to force it previously.

This is the old map, but it will serve: (Ignore the broken wall because there is no broken wall now.)


This message was last edited by the GM at 16:17, Mon 28 May 2012.
Borimer
player, 1950 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 14 Hp 60/70 Mvt 18"
Wed 23 May 2012
at 20:21
  • msg #2

Re: Harkahnon Ruins 3 (without Flint)

"Careful with those doors, friend."

Borimer takes a piece of rubble and throws it at the door, seeing if he can trigger any foul magic.
DM Heath
GM, 4254 posts
Wed 23 May 2012
at 21:12
  • msg #3

Re: Harkahnon Ruins 3 (without Flint)

A flash of light surrounds the rubble for an instant, and then disappears.

OOC: The south door is not intended to be part of the solution to this adventure, just to speed things along.
Borimer
player, 1951 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 14 Hp 60/70 Mvt 18"
Wed 23 May 2012
at 21:25
  • msg #4

Re: Harkahnon Ruins 3 (without Flint)

"Hmm, I'm not impressed. There's nothing here, let's move on."
DM Heath
GM, 4255 posts
Wed 23 May 2012
at 21:39
  • msg #5

Re: Harkahnon Ruins 3 (without Flint)

Naj finds that the statue rotates, revealing a secret passage behind it.

OOC: Just FYI, if you want to cast a knock spell on the door and go south, you can.  I just didn't want you all on the wrong path for the next week or so.  :)
DM Heath
GM, 4257 posts
Wed 23 May 2012
at 22:18
  • msg #6

Re: Harkahnon Ruins 3 (without Flint)

The secret passage leads back to a rectangular room (#33a).

In this room is a giant winch that can be turned.  The winch is at the center of the room.  On the northern wall, directly opposite the winch, is a strange device carved into the wall.  It has two numbers in it, which are currently set at "35."  Apparently, turning the winch will change the numbers.

A door leads to an exit to the east.


This message was last edited by the GM at 16:59, Thu 24 May 2012.
Borimer
player, 1953 posts
Ac -1s-2p-3b/Save +4dodge
Thac0 14 Hp 60/70 Mvt 18"
Wed 23 May 2012
at 22:24
  • msg #7

Re: Harkahnon Ruins 3 (without Flint)

Borimer looks for signs of the winch having been recently used, such as smudged dirt on the handles, new rope tears (threads sticking out from being winched), etc.

*borimer doesn't touch anything
This message was last edited by the player at 22:25, Wed 23 May 2012.
DM Heath
GM, 4258 posts
Wed 23 May 2012
at 22:28
  • msg #8

Re: Harkahnon Ruins 3 (without Flint)

He doesn't notice anything off about it, but he does note that there is no dirt or dust on the winch, or on the floors, for that matter.  This place is more frequented, it seems, than where you were at previously.
Kahan Singh
player, 1285 posts
Thu 24 May 2012
at 15:28
  • msg #9

Re: Harkahnon Ruins 3 (without Flint)

Kahan follows Borimer into the secret room, and investigates the eastern door, opening it if it seems different from the previous one that was electrocuted.
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