Shadara Windless |
Lost in thought Shadara hears Quinten but does not process the information very well.
Fee, what fee, how much do you want again. Nevermind, here. She hands her money pouch to Quinten
probably better that I don't hold on to that right now anyway.
Quinten Gladwell |
Quinten takes 10 gold from Shadara's pouch, passes the payment to Tengchahaak, and attaches the pouch to his belt opposite his own. I'd insist she take it back, but the way she's acting, that'd be a waste of time.
Still, this isn't a place to be distracted. I hope Richard is watching our backs.
The teacher turns to the approaching enforcers. We wish to reclaim items your guild has kept in safekeeping. Please take us to Ritos so we can negotiate the fee.
Herkymr the Silly |
A fee, for your lost items. This should be interesting. Maybe Ritos will let us watch this negotiation. First however, you need to check your weapons and gear here at the entrance. You can pickup whats left or maybe it can pickup the whats left of you when youre done or if you are.The largest orc states with a slow drawn out drawl making his words hard to follow.
I need ONE sens emotive from the group. DC 18 or you leave your weapons with the guards but not your gear.
After you enter, you are led down a long hallway that is lit extravagantly from candled mirrors.
Ah!! I would thing that you are here to retrieve items you claim you lost. I purport that you gave them freely to my associate and thus to me. What claim do you have then? Why should I even negotiate with them? Convince me or be gone I have other IMPORTANT things to do still.
Ritos says as you enter a large area. You enter a balcony area over looking some kind of arena with obstacles set up for trining or to hamper or help the combatants.
Ugmug |
As you exit the hallway onto the balcony you see off to your left a truly massive Orc standing against the wall, who you can very easily determine is staring blankly into nothing. A spot of drool run down his face onto his robes... Dumbfounded by the dumb you've found it takes a second glance to reveal that, yes, this Orc is wearing a wizards robe complete with a wizards hat on his head complete with the whole outfit being complete with crudely painted stars and what look like holy symbols, or maybe just dripping paint you are not sure which. In one hand, held like a walking staff, he holds a very large hammer complete with its own set of crudely painted figures.
It seemingly takes ages, but the Orc does finally notice your presence after he found an interesting new scent in the air. When he lays eyes on you he looks for a second before you see the realization cross his face with a gasp that you are new. He fumbles a bit before bringing his hands up to cover his eyes, and in doing so bumps his face with the haft of his weapon which continues its arc smashing into the wall with a thud.
Ritos, who's attention having shifted away from you to the Orc snaps in irritation. UGMUG! Be careful with that... Wizards staff... he says with carefully measured words after regaining composure. That would be Ugmug, though you may not be able to see him now... he is a mighty "wizard". The Orc, giggles a bit and mutters to himself Ivissble... Ritos, continues you best play along, obviously he is not what his visage would so poorly suggest, if you don't play along with his feeble minded antics he will turn you to a paste in a real hurry.
Ugmug, peeking out under his hands at you, realizes you are looking his way again and quickly covers his eyes with another giggle.
Quinten Gladwell |
Quinten studies the enforcers as they demand the party's weapons and equipment. Given how much security is here, I can't imagine why they would insist on taking everything, especially given why we're here.
Sense Motive: 1d20 + 12 ⇒ (7) + 12 = 19
The orc seems serious, but I'm not willing to leave equipment in his care. I don't have the money to replace most of it, and I can't replace the flies.
The teacher shakes his head. I'll leave my pointer with you if I must, but I'm not leaving my gear. Do you have so little faith in Ritos and your abilities that you'd insist on taking everything from a teacher and a distraught girl?
Diplomacy to come across as harmless: 1d20 + 14 ⇒ (13) + 14 = 27
I'll respond to Ritos and Ugmug once this is resolved.
Graghhh |
Graghhh watches and follows behind Tengchahaak and the other figures as they wind their way through the buildings and over a bridge. He is more careful not to make any noise. He keeps to the shadows and remains a safe distance away so as to not make noise, or if he does, it won't be as likely to be heard.
He stays back as they approach a dead end street and a warehouse at the far end.
He waits to see what kind of interaction might occur between the fetchling and the others with him.
What might they be up to? Is he up to more of his foul trickery with them, or are they just another target for him? Graghhh wonders to himself.
He stays back as the other two figures disappear into the warehouse, then keeps to the shadows, removes the silk rope from his pack and four marbles from their pouch. He waits until Tengchahaak is about ten feet away, then carefully throws a marble against the side of a building across the way, then another on the same side as himself, but in the shadows of the next building over. He has secreted himself in such a way as to be hidden from Tengchahaak's view, but has a clear line of sight to him from behind some garbage, some bags and other odds and ends. As Tengchahaak whirls around to see what or who is making the noise, Graghhh studies his clothing to see where he might be keeping the coin purse that is inevitably there.
He wouldn't go anywhere without at least one coin purse. I know him well enough to know that he's up to no good. A disgrace to the true fetchling emissaries and those of us who have worked for trust among the races.
He also looks for any hidden weapons or other valuables.
perception: 1d20 + 3 ⇒ (12) + 3 = 15
Shadara Windless |
Shadara does not complain at the request and is about to hand over her daggers when Quinten gently stops her with a hand on her arm. She waits until the group starts to move and then follows them. As they stop at the balcony, she starts to study the obstacles and for the first time since the verbal tirade starts to feel something other than self pity. She recognizes this almost immediately and decides on a whim to continue to outwardly portray the same sad attitude she has had for the last hours. At the mention of the Orc she turns for a moment to look at it and then goes back to looking at the course, her internal interest rising as she studies the challenge and how it might be used.
Quinten Gladwell |
Quinten glances at Ugmog, then back to Ritos. I don't see the wizard you reference, and I didn't hear him cast. He must be invisible, and quite skilled. And deadly, if Ritos puts up with his eccentricities.
Since you're busy, I'll get straight to the point. The bow has sentimental value to my young associate. We'd like to buy it back, and we'll pay above market value.
The teacher opens his hand to reveal the nicer of the two gems his father gave him only a few days ago. This should be well above the gold value for a longbow.
If he hasn't realized what the bow is–and I'm hoping he hasn't–he should accept. A bow has little value to a thief in Fifth Port's crowded streets. He could sell it to someone else, but why bother when a buyer has shown up at his door offering more than fair value?
But if he knew we were coming, he might have gotten curious enough to examine Shadara's items, or more realistically, have someone else do so. If he figured out what the bow is, or if I'm betraying how much we need it, I have no idea how this will go.
I can only hope for the best.
As Quinten speaks to Ritos, his glasses bring the man's expression into focus and the bronze circlet he got from Sally gives him the insight to interpret minute changes in expression a man should miss.
Quinten is spending a point of mental focus from his glasses to activate its power, gaining +3 to his Diplomacy roll. The circlet's always-on resonance power gives him +2.
Diplomacy to convince Ritos this is a great offer: 1d20 + 17 ⇒ (11) + 17 = 28
Graghhh |
Now, seeing he has alerted this disgrace of a fetchling to his presence, Graghhh more cautiously surveys the scene. He waits and watches patiently as Tengchahaak moves slowly down the alley, for it is just a wide alley at best. Graghhh studies the inside of the light jacket, or hood and cape as it may be, it is little more than a light piece of cloth that covers the shoulders and some of the raggedy edges cover part of the waistline of the sneaky figure in front of him.
What are you hiding? Graghhh wonders as he studies the figure a little more carefully to see if there is a weapon he should avoid should there be a struggle. It is likely knowing how Tengchahaak had betrayed enough people, nice and shady characters alike, to earn him distrust among the honorable citizens of Fifth Port and had put him in ill standing among many of the more nefarious characters alike.
perception: 1d20 + 3 ⇒ (5) + 3 = 8
Graghhh |
Tengchahaak turns and moves into a shadow for a moment. It is nearly impossible to get a good look at what weapons might be hidden on his person, especially in this dark corner of town.
Graghhh knows his opponent to be mostly harmless and more of a liar, thief and scoundrel than a fighter, more likely to run than to face a foe, thus the poison that he must have planted, landing Graghhh in his recent predicament and a hefty fine.
He takes another look to find money or valuables that might be negotiated away from Tengchahaak as repayment for this wrong imposed upon Graghhh.
perception: 1d20 + 3 ⇒ (7) + 3 = 10
Graghhh |
Something bangs at the end of the alley, startling Graghhh a bit, but he must act quickly or lose the advantage of surprise. He sees that the noise didn't only startle him, so he sees an opportunity to make a move.
Tengchahaak is only about five feet from him, so he makes a decision; as the miserable creature passes a step in front of his hiding place, now only about three feet away and turns back toward the end of the alley, Graghhh moves into action. He leaps out, throws one of his remaining two pebbles at Tengchahaak. He then steps closer and snarls Tengchahaak! What have you done now!? as he scrunches his face menacingly and makes himself appear bigger.
intimidate: 1d20 + 11 ⇒ (20) + 11 = 31
Herkymr the Silly |
As you "pop" out, Tengchakaak responds to your yell with a slashing knife. The knife embeds itself under your rib causing a rush of blood.dmge = 18
As you attempt to recover Tengchakaak dodges away from you and out into the larger street. By time you are able to breathe and function, he is gone.
Jerram |
Back at the Linder Lost, Jerram nods, readily agreeing to go with the group, though he signs a quick warning that he will not agree to any jobs that would hurt an innocent. He then excuses himself and retreats to his room for the night.
Jerram spends the night in contemplation of all that had happened, sitting cross-legged and balanced precariously on the chest of drawers there in his room. After a long time, Jerram finds his way to the bed.
The next morning Jerram is up early and ready for the day, and the others find him making slow movements, halfway between dance and fighting when it is time to go. He spends the trip matching Shadara's quiet with his own, watching for any trouble, as it seems to find them everywhere.
***
Jerram enters with the others. He does not even move towards his weapons when it's is suggested that he hands them over, but shakes his head firmly instead. He stands at the back trying to make himself inconspicuous and an inconsequential part of the party as he enters and watches all around for danger. At The mention of the feeble orc, Jerram eyes him sideways for half a moment trying to figure out what this creatures game might be. But he eventually goes back to searching for any hidden danger.
Stealth to be inconspicuous: 1d20 + 14 ⇒ (8) + 14 = 22
Bluff to attempt to be inconsequential: 1d20 - 1 ⇒ (2) - 1 = 1 Yeah, I'm not very good at that.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27 Can I hear what's happened in the alleyway?
Sense Motive to know a little more about the orc: 1d20 + 10 + 10 ⇒ (20) + 10 + 10 = 40
Herkymr the Silly |
You are certain that the orc is alot more than he appears and that he is making an attempt to mislead.
As you attempt to "blend into the background" you get a very clear sense that you are being observed. Although you surreptitiously glance around no observer is seen.
So we have one that wishes to talk their way in to a bargain. I will take the bargain under two stipulations. The first is that my sorcerer here accompanies you and the second is that you complete my labyrinth which is built to test the skills of my enemies and to challenge my guild members. You shouldn't have much trouble doing either. Ritos calmly states.
Richard the Amnesiac |
"Those seem to be unusual conditions to apply to a bargain. If we had to do an errand in exchange I would understand having your powerful sorcerer friend accompany us. But I don't see how doing this labyrinth would benefit you and unlike most of my companions I'm not as skilled for such things."
Richard begins reading the thoughts of Rito and the Orc. Hoping he might get some insight on them.
Herkymr the Silly |
well. the running of the labyrinth would be for my amusement and to convince me I should accept the deal. As for why you will have to take him, no one enters the labyrinth without atleast one of my members in tow and he's to stupid to give you hints. By the way, failing some of the maze can be fatal. Ritos states.
Shadara Windless |
sounds fun, I'll do it. What are the rules of the labyrinth?
Shadara pipes up without looking at Ritos. She continues to study the scene below for a moment and then turns to Ritos to hear the rules.
Quinten Gladwell |
Quinten looks at Shadara, frowning. I'd ask if the bow is worth your life, but everything we do is risky. If you insist on going, I must accompany you. Like Richard, I doubt my skills will be up to the task. But the way you've been acting, it would be foolish to send you into danger alone, even if Dad hadn't asked me to protect you.
Hopefully, Jerram comes as well. I'd feel safer with him watching the orc, and his knack for acrobatics is sure to come in handy.
Richard, does his explanation satisfy you?
Jerram |
Jerram looks about at the noise from the alley. He instinctually behind to move that direction but stops, looking at Shadara. He looks back at the orc, his face pulled tight and suspicious. Finally he nods and steps forward calling attention to himself as he writes on his board, I'll go, but do we have any guarantee that your sorcerer will not try to leave us behind? If we must fight him in addition to your maze, then just come out and say it. Jerram holds his sign up looking pointedly at Ritos.
Ugmug |
In the alleyway with Graghhh
Stumbling and bleeding from a devastating knife strike you are unaware of two large humans who set upon you, grabbing you by one arm each and dragging you further into the alleyway. They come to a ragged looking door and carrying you through they are met by a particularly short, and ugly halfling who stops in front of them with a commanding gaze. The two large men look at the halfling and without query state dissun was muckin a muss ouside wit wun-o-ours, takin ‘im to see da boss.
The halfling simply nods and gestures off down the hallway and motions a few other large men toward the entrance. The two men carrying you then proceed down a series of hallways until they bring you into a large balcony behind a group of people apparently addressing a man on the other side of the chamber wearing clothing extravagant enough that you surmise that this must be the boss. They toss you to the floor in between the group before you and start to address the man on the other side but they are very quickly unable to be heard over the loud shouting of an excited Orc…
While Graghhh is yet still in the alley
Ritos continues his response to Jerram. Our wizard he says in a tone laced with sarcasm does not possess the wit or cunning to carry out anything but a direct order, if I wanted him to kill you I would have to order him to do so in so exact a phrase… He is too simple minded to do anything but obey my commands, and only my commands so don’t think you may use his lack of intellectual fortitude against me.
UGMUG! Great wizard! You will accompany our guests to the maze, stay with them until they complete the maze, or die.
Ugmug, on hearing his name called, seemingly forgets that he was trying to “hide” and drops his hands to his sides and looks intently at Ritos. A line of drool falls from his mouth and his eyes glaze over as the hamster wheel in his head works overtime to try and process the information he has been presented. Huuuggghhh? is his response to the order. Playtime! Ugmug! Play... Time, new friends. he says in long drawn out syllables to the Orc. A flash of realization washes over the face of the Orc and his blank gaze turns into pure joy, followed by howls of excitement. PAYTIME! PAYTIME! YAY! YAAAY!
It’s at this moment, that a two men enter behind you carrying a gaunt, dark skinned figure by each arm and toss him in your midst, they begin to try to address Ritos, but Ugmug’s excitement is all that you can hear in the chamber. Ugmug, now babbling unintelligibly and running in circles, finally finds focus and rushes towards the group. With each arm, he scoops up Shadara, and Graghhh over his shoulders with surprising dexterity and colossal strength. He then runs with both his captives toward another passageway off to the side and before entering turns to the rest of you and shouts some unintelligible mishmash of words, but you’re sure that he means you to follow. Ugmug, very quickly, leads you all down a series of stairs and a number of turns before stopping at a large door guarded by two men. Dropping both Shadara and Graghhh to the ground, he dances in place and gestures with excitement at the door OPEN! PAYTIME! YAAAAY! PAYTIME OPEEEEN
One of the guards looks at Graghhh and then to Ugmug, Dat one’s ta go to boss Ugmug. Ugmug just grunts impatiently and gestures towards the door again.
Take dark skin to boss Says the guard with irritation in his voice.
Not having his way, Ugmug scowls at the guard and starts waving his hammer in the guards face muttering seeepytiiiime. When the other guard sees the Orc begin this odd move you all can clearly see him go wide eyed and the color drain from his face. His partner, however, loses his temper. Git dat hammer out-o-my face ya moss-brained meat lump, yerr no wizard! Yerr jest a mush-brained Orc! Now Ugmug, seeing his actions having no affect, and also being actively insulted starts growling in anger. With a roar he swings his hammer at the head of the guard in front of him shouting SEEEPYTIIIIME. The hammer impacts with a wet crack, caving in the head of the guard who slumps to the ground very dead. Ugmug then turns his angry gaze to the other guard and begins muttering seepytime while waving the hammer once again. Seeing the Orc turn his attention towards him, the guard wets himself in wide eyed terror and scrambles at the door latch to open it. As he works the latch he falls back into the door using his body weight to push it open on his way to the floor all while squeezing his eyes shut and making fake snoring sounds, fooling only Ugmug. With his objective completed, Ugmug points into the maze entrance and looks at you all letting loose a squeal of delight.
Graghhh |
Useless leather armor thinks Graghhh to himself as a blade pierces his side. He sees his hope of getting even disappear as his plan didn't turn out the way he expected. He doesn't even have time to pick himself up off the ground before he is in the clutches of a couple of what appear to be henchmen of some sort.
Next he knows, he is dropped on a cold floor and then slung over the shoulder of a foul-smelling orc. The quick, rough movement knocks the wind out of him and causes a burst of fiery pain to shoot through him where the knife sliced him.
He winces and nearly falls unconscious, just wanting this to be over, so he can go back to his search for a decent living again. Sadly, he has the feeling that that won't happen anytime soon.
Quinten Gladwell |
Quinten looks away as the hammer descends on the hapless guard, but he can still hear the sound of his head caving in. Trying to ignore the blood and brains spilling out of the fallen guard, the teacher looks at the wounded fetching.
I don't know who you are, but it seems the mighty orc wizard wants you to accompany us, and you've just seen the cost of defying him. We must complete the thieves' labyrinth, which I'm sure is full of pitfalls, swinging blades, and poison darts, as well as more subtle tricks.
You're welcome to go in on your own, but we'd all have a better chance of surviving if we work together. I'm Quinten, a scholar who knows a few minor spells. Who are you, and what skills can you offer?
Jerram |
Jerram starts at the creature being brought in, blood covering his side. Before he can react, he and the others are ushered in past the guards to follow the orc. Jerram stops at the door and is bending down to inspect the wound in Graghhh's side when there is a loud crack and one of the guards is killed. Jerram's eyes flash and he looks at the orc, his face tight and teeth bared. He almost lunges forward before catching sight of Shadara and remembering what they're here for.
Finally Jerram stands and signs to Quinten, but does so while keeping one eye on the orc.
Quinten Gladwell |
Quinten blushes as he realizes the fetching is wounded. No wonder he hasn't replied.
The teacher unstraps the Wand of Cure Moderate Wounds from his backpack and touches it against the fetchling's side. Wand, you have been idle too long. Heal this man so you may have purpose.
Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 6) + 3 = 13
As the healing magic dissipates, Quinten studies the fetchling. Stand up, please. and tell us who you are.
Graghhh |
I am Graghhh, but you may call me Grog, if you must, if you can't make the correct sounds to state my name correctly. If you know much of Fetchlings, you may know the importance to some of us of our families. Do you know much about Fetchlings? Here he pauses, almost as if for an answer, but then continues on. You may have heard many things about Fetchlings, Ayal, as many like to be called. We don't all go by that title, though, and my family has been known to be called Gnok-Ayalan, but I do not get so caught up in what you call me, you may call me Fetchling if you wish. I am son of Creegaq. I am a miner and am in need of work. I have lived in a few different areas and have journeyed between the Plane of Shadow and the Material Plane many times, not always of my own volition. I know that you have had dealings with Tengchahaak. I have answered your question and then some, now I ask, what do you know of Fetchlings and what is your connection with Tengchahaak? Here he pauses and waits, looking at Quinten, but waiting to hear anything that might indicate what to expect from this mixed group of what appear to be travelers. He winces a little as he moves a bit to the side and the stab wound stings.
Graghhh |
Graghhh watches as this man bends over and heals his side. He wonders if he was only thinking what he just said or if he was delirious from his recent wound and spoke too quietly to be heard. He clears his throat and announces the same speech, almost word for word, but with less pausing until he has finished his recitation, then he waits and looks from one to the next and studies their reactions to gauge whether or not they may be trusted as allies.
perception: 1d20 + 3 ⇒ (12) + 3 = 15 to gauge their reactions, to see what body language or facial expressions they use.
He tries to mimic their body language to show that he is like them in some way. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10 to appear more friendly as he interacts with them. Seeing this may not have much effect on this group, he simply smiles at them. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10 Somehow, he does not seem to be able to bolster his image with them, so he waits to see what they think of him and how he ought to react next. He is ready to run, hide or do whatever he needs to if they turn against him.
Herkymr the Silly |
great sorcerer...hhhummmbm....lead them to the labyrinth. ritas intones to the ugly orc.
He leads you up a hallway and after several turns and descending ramps, you stand at the entrance way to the maze. The Massive granite doors stand well above 12 feet high. Totemic heads have been both engraved and raised on them making them a frightening delight of workmanship.
Laying around the entranceway are many shredded wooden pillars and lots of broken granite blocks. A mismatched assortment of "adventrer's gear" is also buried under the rubble. Further investigation shows that the gear is not worth reselling.
As you approach closer, the hallway behind you moves in and closes off all known escape routes. you hear Ritos laugh as he says First task..Open the doors.
Quinten Gladwell |
Quinten shakes his head as Gragggh speaks. I'd ask how a miner ended up being dragged into this den of thieves, but our host seems impatient. It'd be unwise to displease him or deny the mighty sorcerer his play time, so I'll have to answer your questions as we walk.
I know little of the Ayal save what I've seen in plays and heard in songs. If I were to believe those, every member of your race is a sorcerer bent on bringing dark artifacts from the Plane of Shadow or a trickster who deceives would-be lovers. A few plays talk of dashing, clever princes-turned-thieves, though. I'll hope you're from that category and only claiming to be a miner out of humility.
As for Tengchahaak, he does little to dispel the general assumptions about your people. But we needed to get to the Thieves' Guild to barter for items it stole from us. He knew the way, so we paid him to get us here.
Quinten goes quiet as the party comes before the door and the hall closes behind them. If we take too long, the walls might start closing in. We need to be quick.
The teacher reaches out to the bronze circlet Sally gave him years ago. For a moment, his worn and now hole-filled brown jacket and pants are replaced by a fine red coat and slacks. How I wanted to impress you then! If I can muster the energy I put into making you laugh and finding answers to your questions, this will be an easy puzzle.
This labyrinth is meant as a test for young thieves, and many of those are halflings and kobolds, so I doubt we're supposed to open the doors through strength. The totems could be a puzzle, but given how many of the Burrows' would-be thieves scoffed at my attempts to teach history and religion, I doubt lore has much value here.
The teacher looks at the piles of adventuring gear. Here we have a classic trick: Put tools in front of someone, and they will assume one of them is vital to the problem you present. I'm sure Ritos has chuckled at many fools who have wasted time trying to lever those doors open with broken boards.
Quinten looks at the doors again, then smiles and walks toward an area where the totems create an especially deep pool of shadow. After a few minutes of running his hand along the rock, he hooks his fingers in a small indent at waist height and pulls. As the door-within-a-door opens, it reveals a dark hallway.
Jerram |
Jerram hardly moves as the doors slam shut behind him. He looks around at first, trying to figure out how to get in as Quinten begins to do his investigation. Jerram looks down at the tools and immediately begins to rifle through them, looking to find the most intact tool. Eventually he stands and hefts his chosen tool. Jerram pulls back and just as he starts to jam it into the crack the doors begin to part. Jerram starts to stumble before catching himself. He looks over to see that the teacher'd found a way to open them. Jerram gives a nod off respect before beginning to slowly make his way into the dark hall, eyes sweeping for the next danger.
Herkymr the Silly |
The hallway is black beyond vision. It must be magical darkness because even those of you with darkvision cannot see beyond your hand. It extends 10 ft high and about 6feet at its widest. The end is not known.
As you begin to move cautiously down the hallway you notice a slight incline to the floor. The floor remains made of some sort of rocky substance and feels slightly different than the walls attached to it.
any one who rolls over 12 in geography or survival may know which way is north and determine if you are continuing in a straight line.
Quinten Gladwell |
Quinten waits for Shadara to pass him before following Jerram into the dark hallway. As he walks, his magically-overactive mind chafes at having nothing to process.
Let's see...We're in a dark hallway. A really dark hallway. I suppose it could be a test of courage, but that would be too simple. It might be filled with traps that the members of the thieves' guild memorize their way around, though. I don't want to think about that possibility, because if it's true, we're walking to our deaths.
Perhaps this magical darkness is meant to test young thieves' ability to use their ears, nose, and hands to navigate. Shadara, you have elven ears. Do you hear anything? I'd ask if Richard senses anything, but that would draw attention to him and might reveal that he has skills he prefers to conceal.
What about you, Graghhh? You were a miner, yes? Have you bee in situations like this before?
As he waits for a reply, Quinten focuses on Jerram and Shadara's footsteps, trying to keep up.
Shadara Windless |
Shadara Windless |
All I hear are hesitant footsteps and heavy breathing. All I smell is the Stench of our friend, blood from our little friend, sweat and a mustiness of disuse. Unfortunately, I can also taste the stench of our large friend and the mustiness. Anyone got a rope?
Jerram |
Survival: 1d20 + 9 ⇒ (10) + 9 = 19
Jerram strains his eyes in the darkness for a few steps before pausing. He closes his eyes and breathes deep, listening and preparing himself. His tail comes up to his pack, pulling out the rope he has stashed there. Jerram hands most of it back to Shadara, keeping just the end of it to lead the rest of the group through the darkness.
Herkymr the Silly |
The hallway seems to continue for ages until you can see a light ahead. The ligth is dim and as you get closer you see that a small "lamp" is suspended above a deep pool of liquid. A dip of your finger in the liquid shows it is viscous but much like water in other regards. Attatched to a chain at the bottom of the pool is a key most likely to the smallish door on the othr side of the room. The ground and ceiling are covered with motives of birds,fish, and reptiles of all descriptions.
Quinten Gladwell |
Quinten frowns as he looks at the pool. One of us might be able to swim through that, but how do we get the key off the chain? It might be easier to pick the lock.
Shadara Windless |
maybe the key is a trick and we should just go look at the door and see if it is unlocked. Gurgle, why don't you go check it out.
Graghhh |
Graghhh listens to what the man tells him and walks along in silence. He prefers to observe at first and see what to expect from this group.
In reply to the question, I've seen my fair share of magical darkness. It's best not to panic.He continues on and notes that the elf's name is apparently Shadara. He shuffles along in the dark listening to the noises of the others. At some point, he begins to see some light. We must be coming out of the darkness. That was relatively short lived. Now where are we?
He strolls along the path and sees that there are pictures of animals, some he recognizes, some he knows the names of, there might even be a few from the plane of shadow. He pays little attention as he sees a door. The path winds off to the side of the pool and up to the door. As Shadara tells gurgle to check it out, he answers instead,I'm already closer, I'll take a look at it. Don't worry about it, Gurgle. I've got it. He doesn't even turn his attention back to the group to see who this Gurgle might be as he pulls out some tools for picking the lock. This ought to be fun.
Graghhh |
Before he can begin trying to pick the lock, Graghhh realizes that he didn't check the pool he passed on his way to the door. He rummages through his marbles to find one that is wooden, odd as that might appear to some. He takes it out and lobs it into the liquid. It turns black and shoots flames, then puffs up and disappears into what is definitely not water. Not a place to take a refreshing dip he casually tosses out to the others.
And he turns back toward the door to begin the process of opening it.
disable device: 1d20 + 12 ⇒ (17) + 12 = 29
Shadara Windless |
oh pretty fire. What do you have next up your sleeve.
Shadara backs up as she says this using the Orge as some cover and watching Grag at the door.
All gonna be just fine, no reason for the door to blow up here.
Quinten Gladwell |
No. Not a place to take a refreshing dip. I can't believe I suggested swimming through that.
Quinten frowns, noting that the floor extends over the pool. I'll bet the pool will start refilling once someone goes down there to get the key. Jerram, can your bladed weapon cut the chain? If so, it might be best to leap down there, get the key, and leap back out.
Graghhh |
Wait! Let me try this door first. I haven't tried the knob yet. Graghhh steps back, looks up and sees how he can get out of the way in the event that there is a surprise behind the door.
An outcropping above and to the side of the door gives him a place to secure his rope. It appears to be a bird's beak that sticks out from the ornate decorations on the walls. He makes sure the rope is ready before tugging on the handle of the door, climbing nimbly up the rope and away from the opening as the door swings wide. Nothing follows him out and no noise comes from beyond.
He makes his way back down to where he can examine the other side. He is disappointed to find that there are three more doors within the limits of his sight and they branch off at angles in an irregularly shaped room, of sorts.
Despite his abilities to see even in darkness, he cannot see to the end of this room. It must be a large space, very long, or filled with magical darkness at some point.
He backs up, not wanting to give his back too easily to any surprises waiting beyond his sight.
Any plans for getting him back out? I'd say there could be another trap set to spring quickly, once he gets the key, to keep him in there.