As the party approaches the grand temple door, the sun continues to cast its warm, golden glow upon the landscape. The sky remains clear and unblemished, starkly contrasting the series of unexpected events unfolding throughout the day. It's a little past 5 p.m., and the day has been nothing short of extraordinary.
From the encounter with the peculiar gnome peddling fake potions to the gruesome fate of the foreman, the day has taken a dramatic turn. They've faced perilous monsters, battled for their lives, and now find themselves standing before the awe-inspiring white temple dedicated to a dwarven god.
For Nida, who had initially anticipated a rather mundane journey back to Maurize for a simple reward, this day has evolved into something far more exciting and unpredictable than she could have ever imagined.
The vivid memories of thrilling adventures and fierce battles color Nida's reminiscences of her past. In her youth, the days were filled with excitement and challenges, each a testament to her strength and resilience. Fighting off gnoll raiding parties, hunting large game in the bountiful fields, and even participating in all-out wars against nomad tribes of goliaths seeking to claim Ildoren as their own – these were the experiences that shaped her into the warrior she is today.
Nida had the unyielding support of her mother and countless sisters and brothers, standing shoulder to shoulder on the front lines of conflict. Each clash with adversity only strengthened her resolve, and she learned that facing natural or supernatural foes, they all bled just the same. Her combat skills, honed through years of hardship, now serve her well as she stands alongside her friends, ready to confront whatever mysteries lie within the grand temple's hallowed halls.
[Prompt for temple interior: drive glitter shock]
As the party steps through the massive stone doors of the temple, they are immediately struck by the awe-inspiring sight that unfolds before them. The temple's interior is a breathtaking display of dwarven craftsmanship and divine grandeur. The walls are adorned with intricate carvings of dwarven deities and epic tales of their divine exploits. The pillars that support the soaring ceiling are engraved with runes that seem to shimmer with a faint, otherworldly glow, casting a soft, ethereal light throughout the chamber.
The central aisle of the temple is paved with shimmering white marble, each step sending echoes that reverberate through the vast expanse. The air is heavy with the scent of incense, and the occasional hushed murmurs, faint echoes, and the soft clinking sound of metal on stone can be heard in the distance, adding an almost mystical ambiance to the surroundings.
The party is momentarily taken aback by the sheer beauty and grandeur of the temple's interior, its splendor driving a sense of wonder and reverence deep within them. It's as if they've stepped into a place where the divine and the mortal worlds converge, and the sheer magnitude of the sight before them leaves them momentarily shocked by its magnificence.
The temple's interior is vast, with towering ceilings that reach an impressive height of thirty feet, giving the space a sense of both grandeur and spaciousness. The main chamber stretches for eighty feet and a width of fifty feet, creating a truly awe-inspiring sense of scale. The central aisle is fifteen feet wide and flanked by rows of massive stone pillars, each intricately engraved with dwarven runes and depictions of their gods.
In the center of the chamber stands a large stone altar, hewn from the same white marble as the floor and adorned with golden accents. The altar is adorned with candles and incense burners, hinting at recent use. A few simple wooden pews are scattered about the temple, their surfaces covered in soft cushions for comfort. The pews are positioned in rows facing the altar, providing seating for those who come to worship or seek solace.
A magnificent dwarven statue stands tall at the far end of the temple, opposite the entrance. It depicts a regal dwarf deity, resplendent in divine regalia and holding a majestic hammer aloft. The statue exudes an air of authority and power, serving as a focal point for reverence and prayer.
[Oracle "Is there any signs of combat in the halls?" Most likely +6: 16 Yes]
[Oracle "Are there bodies around?": 6 No]
As the party explores further into the temple, they notice signs of recent combat within the hallowed halls. Scorch marks mar the walls, and gouges on the marble floor suggest fierce clashes between forces. However, a curious absence becomes apparent – no corpses or signs of fallen combatants anywhere in the temple.
The occasional spilled bloodstain on the white marble stands as the only testament to the battles that once raged within these sacred walls. Strangely, the echoes of combat have ceased, leaving an eerie silence that contrasts sharply with the temple's grandeur.
[Investigation DC15: Lorett 5+0: Fail]
As Lorett, Nida, and Seraphina investigate the signs of combat within the temple, their efforts yield little useful information. Lorett's keen eye and knowledge fail to provide any insight into who might have been involved in the conflict or the nature of their adversaries.
[Investigation DC10: Nida 3-1: Fail]
Nida's tracking skills, honed from her connection to the wilderness, cannot discern any clues about the identity or motives of those who fought here. The lack of distinguishing tracks or markings leaves her puzzled.
[Investigation DC15: Seraphina 15-1: Fail]
While trying to find any hints related to the quarry's operations, Seraphina discovers nothing substantial within the temple that directly links to the events in the quarry. The temple's purpose remains shrouded in mystery.
Nida, looking frustrated, breaks the silence as they regroup. "I can't make heads or tails of this place. There are signs of a fight, but nothing that tells us who or what was involved."
Shaking his head, Lorett adds, "I tried to find some clues about our attackers, but there's nothing. It's like they vanished into thin air."
Her brows furrowed in thought, Seraphina says, "And I couldn't find any information about the quarry's operation here. It's all so mysterious."
They exchange puzzled glances, realizing that this temple and the events that transpired here are shrouded in uncertainty.
His keen senses attuned Lorett places his hand on the cold stone floor, feeling for the faintest vibrations. With slow and deliberate steps, he begins to walk around the temple's interior, focusing on locating the source of the murmurs and clinking sounds.
[Perception ADV (Seraphina assists) DC15: Lorett 17/Nat20 +6: Success]
As he moves toward the far end of the room, he notices the vibrations growing more pronounced beneath his fingertips.
With a growing sense of anticipation, Lorett follows the sensations until he arrives at a large stone altar against the wall. As he approaches, he realizes that the murmurs and clinking sounds emanate from behind the altar, as if something or someone is concealed there. He signals to Seraphina, who had been observing his movements, and the two of them cautiously approach the altar.
[Oracle "Is the altar the main altar?" Very likely +4: 9 Maybe]
[Oracle "Are there multiple large altars?": 8 Maybe]
[Oracle "Are there other ones hidden" Likely +2: 18 Yes]
[Perception DC15: Nida 11+1: Fail]
As Nida scans the temple's interior, her sharp eyesight doesn't reveal any additional altars or sources of sounds. The one Lorett and Seraphina are investigating appears to be the primary focus of activity within this chamber. The hushed murmurs and clinking sounds are concentrated around that particular stone altar.
"TSAT" means a toolbox called "The Solo Adventurers Toolbox" which is a set of different tables to create random events, etc.
[TSAT "Door table": "Standard wooden door, braced with metal, unlocked."]
The wooden door stands before Lorett, starkly contrasting with the white stone surroundings of the temple. Its weathered surface bears the weight of age and history, adorned with intricate carvings of dwarven motifs depicting scenes of craftsmanship and battle. Metal braces and rivets secure the door, showcasing fine craftsmanship that mirrors the temple's grandeur.
[Perception DC10: Lorett Nat20+6: Success]
Lorett carefully inspects the door for any hidden traps or mechanisms, but his keen eyes find no signs of danger. Despite its ornate appearance, it appears that the door has not been rigged with any traps. After ensuring its safety, he gently tests the door, and it yields with ease to his surprise.
With a hushed tone, Lorett beckons the women to come closer. As Seraphina and Nida move nearer, he carefully presses his ear against the wooden door, his brow furrowing in concentration. The faint sounds of murmurs and clanging metal grow clearer, originating from the other side.
With a gentle tone, he relays what he hears, "There's definitely something on the other side of this door. I can hear voices and the clanging of metal. It could be more of those creatures we encountered earlier or something else entirely. We should proceed with caution."
[TSAT "Passage table": 20 "Roll on Random architecture table."]
[TSAT "Random architecture table": 15 "Natural cavern"]
Upon opening the door, the party finds themselves in a natural cavern. The stone walls are rough and uneven, unlike the polished interior of the temple. The flickering light of torches lines the walls, casting eerie shadows in the dimly lit space.
The murmurs and clanging sounds grow louder as they enter the cavern, echoing off the stone walls. There's an unsettling feeling in the air as if they've stumbled upon something both ancient and mysterious. The cavern appears to extend deeper into the earth, and it's impossible to see where it leads from the party's current position.
Lorett and Seraphina, able to see in the darkness, understand that Nida needs some form of light to navigate the cavern safely. Despite the risk of giving away their position, they decide to light a torch. The flickering flame casts dancing shadows on the uneven cave walls, revealing the rough, natural formations of the underground chamber.
Nida holds the torch aloft, its warm glow illuminating their path. With each step, they move deeper into the mysterious cave, the murmurs and clanging sounds growing louder as they approach the source. The torchlight reveals ancient carvings and symbols on the cavern walls, hinting at history and purpose shrouded in darkness.
The cavern winds deeper into the earth, gradually sloping downward as it twists and turns. Its path is meandering, taking unexpected left and right turns, and at times, it narrows significantly, forcing the party to squeeze through tight spaces between rocky formations. The torchlight reveals an intricate network of tunnels and passages that branch off in various directions.
The cave's ceiling varies in height, with some sections towering overhead and others forcing the adventurers to duck low to avoid hitting their heads. The uneven and jagged walls of the cavern bear the marks of geological formations, creating a rugged and organic environment.
[Oracle "Are there any notable things in the cavern that the party could find?": 3 No]
Oracle can also be used to randomise other things that require dice rolling.
[Oracle "How much time do they walk in the caverns?" 1d10x10 min: 3]
The party travels through the winding cavern for what feels like about 30 minutes before they finally come to the end of the passage.
[TSAT "Passage table:" 11 "Passage ends in an open entrance to a room. Go to Room Table."]
[TSAT "Room table": 7 "Square, (d8+1) x 10 ft. on all sides, 1d8 exits" - 80 x 10ft, 7 exits]
[Oracle "Is the room lit?" Most likely +6: 10 Maybe]
[Oracle "Is the room the source of the noise?" Very likely +4: 6 No]
As the party reaches the end of the winding cavern, they come upon a hewn doorway made of the same white stone as the rest of the temple. Beyond the doorway lies a dimly lit room, measuring 80 feet in length and 10 feet in width. It most likely serves as a simple foyer with minimal furnishings, clearly designed as an entryway to deeper passages within the temple's underground complex.
In this plain room, there is little to draw attention. The sparse furniture consists of a few stone benches along the walls, offering a place to sit or rest. A single torch, burning quietly in one corner, casts flickering shadows across the chamber, adding to the overall ambiance. The chamber's walls are made of the same white stone, giving it a cold and sterile appearance.
The room is divided by six doors, three on each long wall, leading deeper into the temple's interior. The lack of adornments or decorations suggests that this area serves a functional rather than ceremonial purpose.
[Oracle "Are there traps in the room?" Not very likely -4: Nat20 Yes]
[TSAT "Trap table": "Spears come out of the floor", Notice DC17, DEX save DC18, 4d6 Piercing]
[Perception DC17: Lorett 11+6: Success]
Lorett carefully examines the room for traps, and his keen eye spots something unusual—a single tile on the floor that appears to have hinges. His suspicions are immediately raised, and he realizes that this tile may be part of a trap mechanism. Cautiously, he advises the others to avoid stepping on or touching the suspicious tile, as it could trigger an unknown danger within the chamber.
Lorett turns to his companions and speaks in hushed tones, "Be cautious, my friends. It appears that the trap tiles are located in the center of the room. Let's stick to the walls and avoid stepping on them. We should proceed carefully and check the doors for any signs of danger before opening them." Nida and Seraphina nod in agreement and carefully make their way along the walls, avoiding the potentially hazardous tiles in the center of the chamber.
Lorett carefully examines the three doors on the left side of the chamber.
1st door on the left side:
[TSAT "Door table": 42 "Locked and trapped stone door. DC 15 perception to find trap. If trap disarmed / avoided/ triggered, roll d4 to determine what’s on the other side. 1: Passage, 2: Stairs, 3-4: Room."]
He approaches the first door, a simple stone door, and listens for any sounds or signs of movement from the other side. He then tries to gently push or pull the door to see if it's locked or if it opens easily. It is locked tight.
2nd door on the left side:
[TSAT "Door table": 59 "Locked stone door, secured with a puzzle. A DC 14 intelligence check will enable the puzzle to be solved and the door unlocked. Opens into 1: Passage, 2-4: Room."]
Next, he moves to the second door, which is also made of stone but features intricate carvings. Lorett inspects the carvings closely, trying to discern any patterns or symbols that might provide clues about what lies beyond. He also checks if this door has a handle or any other means of opening it.
3rd door on the left side:
[TSAT "Door table": 98 "Door is smashed and hanging off its hinges (why?). Leads into a room."]
Finally, he investigates the third door, which appears to have been forcefully opened or broken from its hinges. Lorett looks at the damage and tries to determine if there are any signs of recent activity or if it leads to a passageway that might be of interest.
[Oracle "Does the sound come from behind the third door?" Most likely +6: 11 Maybe]
[Oracle "Is there any indication that this door was used lately?" Most likely +6: 23]
[Investigation DC10: Lorett 13+0: Success]
Lorett carefully inspects the footprints in the dust around the third door, noticing they seem relatively fresh. It's evident that someone has used this door recently. However, he acknowledges that the sound they heard earlier doesn't seem to be emanating from this particular entrance.
[Oracle "Is there anything special in the benches?": 12 Maybe]
[Oracle "Has someone moved them recently?" Likely +2: Nat20 Yes]
[Investigation DC10: Nida 11-1: Success]
As Nida examines the benches in the chamber, she notices that they appear to have been moved from their original positions quite recently. The marks on the floor and the slight displacement of the benches indicate that someone has been actively rearranging them. It becomes increasingly evident that this chamber has been used by someone or something recently.
[Oracle "Is there anything special in the torch in the corner?": 14 Yes]
[Oracle "Is it magical?": 4 No]
[Oracle "Is it a lever or trigger mechanism?": 12 Maybe]
[Oracle "Does it unlock some of the doors?" Most likely +6: 17 Yes]
[Oracle "Which one?" D6: 1, first door on the left.]
[Investigation DC15: Nida 2-1: Fail]
As Nida examines the torch, she finds nothing particularly remarkable about it. It seems like a regular torch providing dim illumination to the chamber. Her attention is soon drawn back to the rearranged benches, which have become a point of curiosity.
Lorett scratches his chin thoughtfully. "You know, these benches might have been moved to cross the traps. It's possible someone wanted to navigate through here without triggering anything."
Seraphina adds, "Or perhaps they were searching for something hidden beneath the benches or even within them. These dwarven temples often have hidden compartments for sacred artifacts."
Nida's eyes narrow as she considers another possibility. "It's also possible there was a scuffle here. Maybe someone was looking for something, and things got heated."
[Decision check (lower to choose whose idea they go with): Nida 1, Lorett 5, Seraphina 5]
Seraphina approaches one of the benches and carefully inspects it, running her fingers over the surface to detect any irregularities. She examines the area where the benches were moved, searching for hidden mechanisms or triggers that might be connected to the traps.
[Investigation DC20: Seraphina 13-1: Fail]
"It seems there's nothing out of the ordinary here," she says with a hint of disappointment.
Lorett pats her on the shoulder reassuringly. "Don't worry, Seraphina. We're in a mysterious temple underground, and we've already encountered plenty of surprises. Let's keep moving and see what else we can uncover."
Nida nods in agreement, and they continue their exploration.
Seraphina looks closer at the three doors on the right side of the room.
1st door on the right:
[TSAT "Door table": 73 "Roll d6. 1-2: Wooden door. 3-4: Stone door. 5-6: Iron door. Roll d6. 1-3: locked, 4-6 unlocked. Roll d6. 1: trapped, 2-6 untrapped. Roll d6. 1-2: locked, 3-6: unlocked." 2 Wooden door, 1 Locked, 3 Untrapped]
Seraphina approaches the doors on the right side of the room, examining them one by one. She first tries the handle of the 1st wooden door, but it doesn't budge; it seems securely locked.
2nd door on the right:
[TSAT "Door table": 61 "Roll d6. 1-2: Wooden door. 3-4: Stone door. 5-6: Iron door. Roll d6. 1-3: locked, 4-6 unlocked. Roll d6. 1: trapped, 2-6 untrapped. Roll d6. 1-2: locked, 3-6: unlocked." 2 Wooden door, 3 Locked, 6 Untrapped]
The same goes for the 2nd wooden door; it's firmly locked, offering no easy access.
3rd door on the right:
[TSAT "Door table": 69 "Roll d6. 1-2: Wooden door. 3-4: Stone door. 5-6: Iron door. Roll d6. 1-3: locked, 4-6 unlocked. Roll d6. 1: trapped, 2-6 untrapped. Roll d6. 1-2: locked, 3-6: unlocked." 4 Stone door, 6 Unlocked, 6 Untrapped]
Turning her attention to the 3rd door, made of stone, Seraphina hesitates. She considers the possibility of it being locked or trapped and decides to exercise caution. Instead of attempting to open it right away, she inspects the stone door more closely for any signs of traps or hidden mechanisms before deciding on how to proceed.
[Investigation DC10: Seraphina: 6-1 Fail]
As Seraphina examines the stone door for any signs or hidden features, she inadvertently applies some pressure. To her surprise, the door budges slightly and begins to swing open on its well-oiled hinges, revealing a passage beyond.
Peering into the revealed space, Seraphina sees a dimly lit corridor leading deeper into the temple. It appears that the door wasn't locked or trapped and swung open with ease.
Seraphina turns to her companions, a mixture of relief and excitement evident on her face. She lets out a nervous laugh and says, "Well, it seems we got lucky this time. This door wasn't trapped or locked. Should we explore what's beyond? It might lead us to some answers."
[Oracle "Does the sound come from this way?" Most likely +6: 19 Yes]
Lorett suggests, "I think it might be best if I go alone to investigate the source of that murmur. I'll come back and report what I find. We should proceed cautiously, especially with the signs of recent activity here."
[Decision check (lower to go towards the sound): Nida 1, Lorett 1, Seraphina 2]
Seraphina nods in agreement, adding, "Yes, Lorett, please be careful. If you encounter anything unusual or dangerous, don't hesitate to come back immediately."
Nida chimes in, "And if you find anything important, let us know as soon as possible. We'll be right here, ready to assist if needed."
With their plan in place, Lorett prepares to venture down the corridor, his senses heightened and his bow at the ready.
As Lorett disappears into the rough-hewn tunnel, Seraphina and Nida exchange glances filled with anticipation and a touch of anxiety. The tension in the room is palpable as they wait for any sign or report from their companion. Each second feels like an eternity, and the distant murmur from the tunnel only adds to their unease.
Seraphina clasps her hands together and mutters a quick prayer under her breath, seeking protection for Lorett in the darkness. Nida grips the handle of her pike tightly, ready to rush to their friend's aid if necessary. They remain vigilant, listening intently for any sounds or clues indicating what lies ahead for Lorett.
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