E'ssej pokes at the ceiling with Mickeck's 10' pole; the ceiling appears to be a typical, and quite solid, stone ceiling.
Gozer covers Berist and suggests he pull the switch.
Gimyip steps away from the grate he was inspecting.
Yashub-Yahad steps out of the room through the south door.
Bothess and Buiq take positions on the north wall on either side of the door, weapons ready. Mickeck stands near the center of the room, back to the east wall.
Berist reaches out and puts his hand on the switch and pulls ...
... the switch refuses to budge. Berist gives a another, harder, yank and gets the same result. There's no reaction of any sort from the room, no noises, sub-bass rumblings, no lights or sudden gusts of wind.
The lever refuses to budge, no matter how it is manipulated (twist, turn, push, pull, etc.). Holding a lantern up to the slot in the wall from which the switch protrudes reveals the wooden dowel interfaces with a stone lever. The narrow slit doesn't allow enough light or provide enough range of vision to get any idea of what the mechanism might do.
Bothess shakes her head at Berist's query. "The information regarding this place is minimal, at best. I have no idea what that lever is supposed to do."
Buiq merely shrugs his answer. He appears to be staring at the closed north door, though why he might be doing that you have no idea. When you ask, he grunts, "Scanning." and refuses to elaborate.
The lever is quite stout and easily resists Berist's and Yashub-Yahad's combined strength, steadfastly refusing to budge.
Giving up on trying to move the lever, Berist wanders over to the north side of the room and examines the door. Like the open door to the south, it is stout but otherwise unremarkable; being of wood beam construction reinforced with iron bands. There are no hinges on this side, leading you to believe it opens outward, the latch is simple lever with no apparent locking mechanism--in other words the door appears unlocked. If this door has the same hinges as the one to the south, likely since the doors otherwise appear identical, they are also made of iron.
Gozer grabs the latch, twists the handle, and pushes. That door does not open but the door to the south slams shut with such force as to make the ground shake. A split-second later, ice-cold water begins gushing from the stone spouts--you're already ankle-deep in freezing water.
You estimate you have 10 minutes until the room is full, and about 5 before you're treading water. Even if the room doesn't fill to the top, the water is so cold it is unlikely you will survive for long. . .
The lever throws easily at Gimyip's touch. As the lever moves to the down position, a faraway groaning sound can be heard as the flow of water from the spouts trickles to a halt, followed by the sound of water being sucked down the two grated drains.
The north door swings open of its own accord, revealing a stairway leading north and upwards approximately five to ten feet above the level of the room you are currently occupying. Without moving up the steps you can't see much of the area beyond the north door.
E'ssej glances back as the party makes its way up the short staircase and notes the southern door in room #1 is closed.
In the next area, hereafter referred to as room #2, you see a 30' x 30' diamond shaped room, the center of which is occupied by a statue of a human.
Before you have a chance to examine the statue further, however, you are set upon by eight shaggy humanoids armed with crude clubs. The creatures are big-boned and brutish, much like a Terran cave-man, with lidless and pupil-less eyes. Their skin is a pale, washed-out looking jale, they are clad in tattered remnants.
Hooting and snarling, the creatures are upon you before you can act! ((you are not surprised, but they won initiative)) Each of you face one of these monsters, save for Gimyip, who is attacked by two of the creatures.
The trogs ((not to be confused with the AD&D creature of similar name)) attack!
Gimyip's opponents rush him straight on, raking at his eyes with their crusted and filthy claw-like fingernails. Gimyip's armor easily turns aside both attacks. Unfortunately, dodging their rush threw him off-balance and his armored punch deflects harmlessly off the left attackers head.
Yashub-Yahad ducks under his opponent's grab attempt as he cuts upward with his vibrosword. The creature grunts and blood spews from the wound, but it doesn't look he is out of the fight.
Gozer meets his opponent's rush head on, the force of their collision knocking the beast backwards. Before he can recover, Gozer brings his rifle to bear. ZAP! The creature looks at the hole burned all the way through its mid-section, then slumps over with a look of surprise on its face. ((miraculous die rolls on this one!))
Berist takes a solid club attack on his left shoulder, taking 7 points of damage. Shrugging off the blow, he counter-attacks with his blade and gets a lucky hit! The downward swing catches the trog on the left side of its face, slicing off an ear and opening a gash on its face.
E'ssej blocks the blow from his opponent with the haft of his electro-mace, then executes a flawless counter-attack. The smell of scorched skin fills the air and the blow of the mace against the trog's torso leaves a smoldering spot. The creature is still on its feet, but it looks badly wounded.
Buiq's opponent flails at him ineffectually, then slumps to the ground, dead. Smoke seems to be coming from its ears, eyes, and mouth. Buiq does not appear to have moved at all.
Bothess' opponent connects a blow to her right leg, then the trog screams as she grabs him and throws him through the air. The trog slams into the statue hard, but lands on its feet with murder in its eyes and ready for action.
End of combat round 1:
Berist took 7 points of damage, Bothess is slightly wounded, everyone else is uninjured.
Two trogs are dead, one is severely wounded, 3 are wounded, 2 are unharmed.
Last Edit: Sept 27, 2009 9:04:05 GMT -6 by Deleted
Post by crusssdaddy on Sept 27, 2009 8:06:22 GMT -6
[Gozer takes aim at the trogs attacking Gimyip, and shoots at whichever one he can nail without hitting someone else in the party - if rifle fire is too dangerous, then he pulls out a hand axe and attacks one of Gimyip's trogs]
Correction to combat, round 1: Berist took 7 points of damage from his opponent. The Carcosan die rolling conventions state damage must be taken from the highest die first (and I haven't used this system enough, as of yet, to feel confident with fiddling with that rule).
Thus, Berist remains at full HD, with the following point values: 3, 3, 1, 7, 3
Were these creatures in room #2 already, or did they enter from one of the connecting passageways? And does the statue have a pedestal or a shape that would allow a rifleman to climb atop it to have a clear shot? Berist is leery of having anyone fight with their back to a place from which more foes might come, and is thinking of regrouping either with our backs to the statue (perhaps with our ranged attackers above it) or in the southern half of the room, facing toward the connecting corridors.
As he scans the situation, he fights cautiously, hoping to keep his opponent at bay and land opportune strikes on the enemies that seem most wounded.
I blog at The Mule Abides, always welcome new players in NYC at New York Red Box, and am one of the designers of Adventurer Conqueror King -
The corridors north, east, and west are clear; so far as you can make out in the flicker of torch and lamplight in the midst of a pitched battle. You surmise ((3d6 = 14 versus WIS 15)) you've encountered a group of guards, or perhaps a hunter/forager group of some sort. This is reinforced by your first impression that all the attacking trogs are the same color, you will not be able to verify this last until combat is concluded.
The statue is on a pedestal and, though it is approximately life-size, the pedestal brings the total height of the statue to about 10' (you estimate the height of the room to be about 15'). A sniper could, in 1 combat round, climb to the statue's out-thrust right arm (it seems to be holding or offering something in the right hand to the viewer) and find a secure perch there. You are not a sculptor, but you think the marble is stout enough to support the weight of an adult human.