Session 0018 - The Orange Key
Roster
Player characters who's player is attending the game start with 1 Hero Point, and can get more during the session.
- 002-Eriana Valsarith: Morgan
- 003-Ferdinand Blackvenner: James
- 004-Rocinante: Luke
- 005-Saferous: Chance
- 006-Sarroxtíoð: Malcolm
- 008-Failin: NPC
Absent
Player characters for missing players do not start the session with a hero point, and can not get any more during the session.
- 001-Alicia Silvermane: Matt
Session Log
Everyone settles down to camp out in the laundry room.
The time passes uneventfully, and the party get a good quiet rest.
In the morning the party decide to check out areas they have not yet explored. They have the original blue key, the green key they acquired from the wolf Rorsa and the orange key that Sarroxtíoð found in the kennel room.
They decide to check out the door with a blue enamel socket near the kennel room first. They return to the main rotator room where they entered the complex. Once again, Failin says he'll stay here. If anything goes wrong he can rap on the wall leading to Rorsa and get her help with the aid of her blue key to leave the complex.
Alicia then uses the green key in the panel of the main rotator room to open the door leading to the kennel. As before, the opening to the laundry closes, the room slowly rotates for about a minute and the portal to the kennel opens. The party can see the corresponding opening to the second rotator room, so they head there and leave Failin behind.
There is only one green enamel socket on the panel in the second rotator room which they know leads to the kennel. They use that key and it open the correct portal to the kennel. They head down that hallway and stop at the big steel door with the blue enamel key.
Eriana uses the key on the door and it opens to reveal a 30 foot deep room, 20 feet wide. The room is like any other, with grey stone walls and ceiling about 8-feet high, and the floor is tiled. The room is completely bare.
The party fan out and search the room, checking the walls and floor for any secret doors or hidden objects and after a thorough search find nothing.
Disappointed, they return back to the second rotator room. While looking again at the panel in that room they notice that besides the blue and green enamel sockets there is a yellow one and an orange one. Sarroxtíoð suggests that they try the orange key, but the others want to go back to the starting rotator room first.
The main rotator room has one other green enamel socket they have not tried out yet, and they want to give that a try first.
Once back in that rotator room and reunited with Failin, the party try the second green enamel socket with their green key. The room rotates and a new portal opens to the south east.
It leads to a 60-foot long passage that opens into what appears to be another circular chamber with a pedestal in the center. The halls are lined with the same dimly glowing everlight wall sconces, and there is also one in the circular chamber up ahead.
Failin stays back in the main rotator room as the party goes to explore down the hallway. They find it leads to another 20-foot diameter circular room with another panel with enamel sockets, like the other two rotator rooms. The panel here has a different configuration:

There is one socket for the green key, presumably leading back to the main rotator room. There is one socket for an orange key, and one each for a yellow, red, and purple key.
Eager to try out the orange key, Sarroxtíoð puts the key in the socket and the room begins to rotate.
This time, however the light in the room goes out and when the room comes to a stop most of the floor opens up to reveal a deep pit!
Fortunately, Rocinante has the party everlight crystal in hand, so they had bright light in the chamber when this happened. There is a small 1-foot lip along the edge of the room, and amazingly everyone manages to lean back and balance on the ledge and not fall into the pit. Sarroxtíoð manages to retain hold of the orange key.
The pedestal remains in the center of the room on a tall pillar. Looking down below, they see a drop of about 30 feet that ends in mirky water. They can not tell how deep it is.
After a bit of discussion, Alicia hands Eriana the green key, and Sarroxtíoð maneuvers into place to secure a rope on her that he can hold onto. She jumps onto the pedestal and manages to hang on, carefully balancing herself before trying the green key in the green socket.
The opening to the pit closes and the room rotates, and when it comes to a stop the portal they came through opens once more.
They head back to the main rotator room and decide this time to see if they can try the door with the orange key where Rorsa and her pack of wolves reside.
When they see Rorsa the party ask if she knows what is behind the steel door with the orange socket. Rorsa tells them it was the room of an important human. She can not remember their name - it was long ago. She has not been there, and does not know what is inside. Rorsa has no problem with the party exploring it.
Sarroxtíoð tries the orange key on the door and it opens. It reveals a richly appointed bedchamber. To their right stands a massive bronzewood wardrobe engraved with Elven symbols. In the far corner, an array of swords hangs from a rack on the wall, along with a shield bearing the House Cannith seal and a beautiful blue enamel chain shirt. There is a large bed, still nicely made with a pillow and bed sheets. At the foot of the bed is a chest.
At this point the party fan out and begin searching the room.
Ferdinand starts with the chest, and finding it unlocked he opens it. Inside are an assortment of blankets and traveling clothes. He searches it thoroughly and that is all he finds. Looking for any false compartments, and searching for a trapdoor under the chest reveals nothing.
Sarroxtíoð is draw to the nice chain shirt. It looks very well-made and has fine writing on it. At the same time, Eriana looks at the weapons - a greatsword, longsword, and shortsword. Each are very finely made, and each has runes on them.
Realizing the armor and weapons are likely enchanted, Rocinante takes the chain shirt and casts a read aura spell on it to confirm that it is indeed magical. He then spends the next 10 minutes trying to identify it while the rest of the party continue searching the room.
The wardrobe is locked with what appears to be an average, mundane lock. Nobody in the party is skilled at picking locks but Eriana has a crowbar. She uses that on the wardrobe and succeeds in forcing it open, damaging the door and lock in the process.
Inside they find boots and clothing, including an impressive looking robe. The wardrobe is otherwise empty.
At this point Rocinante comes to the conclusion that the chain shirt is enchanted with a basic Armor Potency rune, making it more protective than normal.
After this, he tries a detect magic spell to see if anything in the room might be enchanted, excluding all the magic he is aware of - including the keys and the lanterns in the complex along with the chain shirt and swords that everyone assumes must be enchanted. He does pick up magic, so it is assumed the robes are magical.
He tries again, excluding the robes and is still picking up magic. The party take some steps to make sure nothing else with Rorsa or this part of the complex is enchanted that he isn't aware of, and he remains convinced something else here is radiating magic.
The party do a thorough search of the room for any secret doors on the walls and floor. They search the bed as well, and find nothing. Sarroxtíoð searches the wardrobe and finds nothing.
Eventually he and Eriana try to move the wardrobe to search the wall behind it. The wardrobe is made of bronzewood and is extremely heavy. When they try to move it Eriana's fine elven ears pick up the faint sound of a clinking noise from the motion coming from the bottom of the wardrobe.
She searches it again and finds a very well concealed sliding door on the bottom that Sarroxtíoð failed to find.
Opening it reveals a small purse-like bag. Inside it are 25 gold coins, a ring of silver and jet set with an oval-cut bloodstone, three vials, and a three-inch long red keycharm.
After more examination, Rocinante believes all three vials radiate magic so they assume this must be what he was picking up earlier.
They take the contents of the purse along with the fancy robe, the chain shirt and weapons.
Eriana dons the chain shirt and holds onto the short sword. Sarroxtíoð takes the greatsword and the longsword. Rocinante holds onto the fancy robes and they stash the vials to examine later.