I wanted to try something a bit different with this update. I guess we will see how well it works.
Chapter 8: The Perfect Time
"Alright, alright," Serpent has been pestering you for the better part of the last hour, "You can go explore the tunnel but I am coming with you and we are bringing someone else too," you just are not yet sure who exactly.
Serpent runs off to prepare and you begin the search for the third member of your expedition. The dwarves have for the most part warmed to your group, Jori and his two bodyguards still keep their distance but the other seven have made every attempt to demonstrate their gratitude.
Ari and Bari even offered to give you their gold wedding bands to pay for the two mandrake roots you used to heal their wounded. You gave them your answer and sent them on their way.
At any rate it is time to see who wants to climb down a dark, narrow, potentially monster filled tunnel. As you wander through the camp you come across Thaïs, Ari and Bari in deep conversation, seems she is asking them about the Smiths and Bari and Ari are giving a history lesson...
The dwarven pathfinder thumbs through one of his books as he speaks, "Well from what we know the Smiths were skilled magic users and artificers. They had the ear of the Emperors for centuries and wielded considerable political power until the whole order was exterminated by Imperial decree during the time of Connacht."
Your quartermaster hazards a few questions in response, "But why wipe them out if they were so useful? So powerful? Did they anger the Emperor?"
His wife cuts in, "Seems the Smiths were worshipping something they should not have, some sort of Elder God or something. They traded their independence for power and when the Emperor found out he snuffed out the whole order. He made an example of them and their minions, strange spider creatures and cultists. But that comes with the territory now doesn't it, worshipping the Dark Gods has its risks."
Well you have heard enough for today, you take advantage of a momentary pause in the conversation to interject, "Thaïs, I don't suppose you could tell me where everyone is?"
Thaïs gives you a sly smile, "Well... Brigit and Gareth went off to check the building so we probably won't see them till tomorrow..."
Well, you may have to dock their pay for running off but at the end of it all you are happy for them, "Ah, young love and all that. How about everyone else?"
"Tyrvard has enlisted the kids and our new friends," she gestures to Ari and Bari who both bow low, "To properly search the building for supplies so that is what they are doing, they are probably all spread out throughout the warehouse. Jari and his shield dwarves are in one of the old offices while the Children are in their tent like usual."
"Well then, don't suppose you want to come crawling through dark tunnels with Serpent and I?" you flash her a smile.
"If you really need the help sure. However, Bari and Ari have agreed to teach me some Dwarven. Perhaps if we learn Jari's language we can begin to win him over."
Bari pipes up, "I am afraid, Miss Thaïs, that my Lord Jari simply does not trust strangers. I fear your efforts will all be for nothing."
You consider Thaïs' idea for a moment and it seems sound, besides you already know who you want to take with you. You answer Bari, "No, I think Thaïs has the right idea. Even if your lord does not trust us we can better work together if at least one of us speaks your language. Don't let me keep you from your lessons."
As you turn to leave Thaïs asks, "And where are you going?"
You reply without breaking your stride, "To convince the dear doctor to risk his life for some roots of course."
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It was not easy but eventually you coaxed Miosguinn out of his tent and the three of you set off single file down the dark and narrow tunnel. You walk in near silence. You lead with Miosguinn in the middle casting basic concealment spells to mask your presence. Ten minutes in and the roof of the tunnel begins to slope downward, twenty minutes in and the three of you are bent near in half to avoid the low roof, thirty minutes in and you are forced to crawl and all the while Serpent swears you are getting close.
Forty minutes in and you finally come out into a proper chamber. Serpent was right, you can see a whole sack of roots across the room... strapped to the dead body of a Journeyman. The room is filled with bodies, maybe ten in total, all reduced to bones and dust but there is no sign of what may have killed them.
The room itself is close to a perfect cube, fifty meters across. The tunnel comes out a few dozen meters from the actual entrance to the room long since collapsed. At ten meter intervals along two of the walls are small alcoves with suits of armour in them. There is an altar at the opposite end of the room with a large statue behind. Most of the corpses are piled around the altar, "Hmmm... looks like the room is trapped..."
Serpent comes out of the tunnel behind you and takes a look around the room, he sniffs the air a little, "Well I was right about the mandrake roots, but you are right this is obviously a trap."
"Well then we are all in agreement," Miosguinn brushes the dust off his robes as he joins the two of you at the edge of the chamber, "I imagine if we set off the trap then those suits of armour will set to work murdering us. I count seven still in one piece and I am not sure we could beat them cleanly."
You are inclined to agree. You speak, more to yourself than to either of your companions, "Possibly but look at how the bodies are arranged, most of them died close to the altar. I think the trigger for the trap is on the far side of the room, probably the altar or the statue..."
You do not like the situation but you came all this way and you won't turn tail at the first trap you encounter, "We are going to cross the room. You two stay close and Misoguinn keep those illusions up. Do not step anywhere but where I step, there may be other traps as well."
Your initial concerns prove correct, three arrow traps, two spear traps and a small pit trap litter the room all attached to pressure plates or trip wires but your years of experience safely see the group to the far side.
Serpent grabs the roots and you consider looting the nine gold plates on the Journeyman's armour. You search the rest of the bodies but find little of real value, old weapons, armour that you can not use, and expired rations. They do have some money which you promptly pocket but beyond that there is very little of interest or use.
You turn your attention to the alter and the statue. Smeared in dried blood on the altar are the words Beware the Guardians. Seems you were right, the statue and altar must be the means by which these suits of armour, clearly Stygian Knights, are triggered.
The statue takes the form of a young and handsome warrior and looks to be solid bronze with a little latch in the abdomen. It holds a length of chain with a key in the shape of a sword on the end of it which slowly swings back and forth. On the altar are twelve holes arranged in a circle and text that spirals inwards towards the center of the circle.
It reads:
The statue before you
Holds chain that was made
For keeping the time
With its pendulum blade
The mid hour of night
Is farthest away
From where the eyes of the statue
In its head lay
Hours of daytime
And hours of night
Here are the same
I shall shed that light
Each hour is named
After person or thing
Your job is to find me
I am not hiding
With the silence of grave
A death come too soon
The master of Shadow
Stands thirteen past noon
Past him stands the Gypsy
And somewhere between, a valiant sight
A Knight of the realm
And a Dragon who fight
Merchant, a trader
His wares beside him in Wagon
Crouches as far away as he can
From the infamous Dragon
The mystical Gypsy
With her tarot cards
Steadies his wares
Lest they crash into shards
The beast of red scale
And long crimson tongue
Is caught right between Knight’s blade
And the shadowy one
Across from the Castle
Stands the Giant of rock
The Hydra of nightmares
Stands across from the Cock
The Cock is a rooster
With feathers of red
Which stands next to Gypsy
Who gives it its bread
The Peasant sleeps poorly
He tosses and screams
For his is the hour
Of ghosts in his dreams
My place is not tricky
Find where I lie
I stand where not mentioned
Which hour am I?
You turn your attention back to the compartment on the statue. You test it to see if it is locked and it is but when you touch the handle you think you hear a faint voice. Unfortunately you can not make out what it is saying.
If you had to guess you would say that picking the correct choice will open the compartment releasing whatever treasure is inside but picking the wrong answer will probably activate the Stygian Knights. If that happens hopefully Miosguinn can mask your presence while you make your escape.
If experience has taught you anything these sorts of traps often hold powerful treasure but maybe you are pushing your luck. You have the roots, maybe you should just head back. Serpent and Miosguinn are looking to you for an order on how to proceed, time to make a choice.
Now I am not sure how good the Codex is at puzzles but this is a dungeon crawl and it is my belief that there should be some so here is what I will do. If no one can solve the puzzle then I can have Derryth try and do it herself, she has high Wis and Int but it will be a check to see if she can figure it out so there is no guarantee of success.
1. Do you try and solve the puzzle?
A) Yes - You want whatever treasure is hidden in the statue.
B) No - You don't want to risk it.
C) Maybe - You will write down the riddle and work on it as a group at your leisure. You can then come back later... hopefully.
2. If you chose to solve the puzzle then how do you want to go about it? If you want Derryth to try and solve it herself then vote for option A. If you would rather try and solve the puzzle yourselves then vote for option B and provide your answer to the puzzle. The twelve holes are arranged like the face of a clock so simply type the time that corresponds with your answer. For example twelve o'clock or six o'clock.
A) Derryth will try and solve it without voter input
B) The voters will provide Derryth's answer. Type your answer, the one with the most votes wins.
C) Get Serpent and Miosguinn to help decipher the puzzle. (This increases your odds but will still involve a check)
3. Ari and Bari offered to give you their wedding bands to pay for the mandrake roots you used to save their comrades. What did you tell them?
A) You took the wedding bands, they will more than pay for the roots.
B)You could not bring yourself to take their rings.
C) You don't want the rings, instead you tell the dwarves that they owe you a favour to be collected at your discretion.
4. The Journeymen were an order of healers founded by the disgraced Heron Guard after the fall of Old Muirthemne. When Alric reformed the Empire they were disbanded and once more became Heron Guard. Each Journeyman carried nine solid gold tiles taken from the ruins of the place, a symbol of the weight of their shame and duty failed. The tiles are worth a lot if you want to take them, or you could respect the importance of the tiles and leave them.
A) You take them.
B) You leave them on the dead Journeyman.