Miagnik blinked. "True, it is our job. Hal, do you remember what Galinea was saying? She followed Nesk'Atheen. She also said that Fath'Reen is the key to solving all of this somehow." He looked over at the newer members of the group.
"Fath'Reen is a goblin god who managed to mate with both Een'Droth and Rath'Zeen." he thought for a moment longer before asking "Are you aware of the situation on the surface? How the followers of Rath'Zeen have disappeared or been killed and they're apparently being replaced with followers of one called Zeenthia."
Zeebu approaches the door slowly on all four, but stops when Hallister holds the group and stands up, scratching his head.
"Mixz not know about these things but wants to learn... tell more please about goblin gods."
"Honestly, no. Goblin gods are kind of a jumble to me and I'm still having a hard time working out what all the goblin religious stuff has to do with the Vampire Queen and her plans for the Ferryman's Wife. I only really studied the ones related to death and the undead."
The Helmsman is the dwarven god of the underworld, who's actual name is Mafolin. He's sort of a combination of Hades and Charon. He's not an evil god. He's mostly just depressed and shunned for a massive lapse in judgement.
The story of his wife is essentially about him meeting the spirit of a dwarven woman and falling in love with her. He let her stay on the ship rather than take her to the "far shores." Eventually she asked to return to the lands of the living to say goodbye to her family, and for love, he let her. According to the myths she was the first undead creature.
Grunder and Aralk follow the group, alert for trouble. Grunder has Hal's crossbow at the ready. He stays quiet during the conversation, not knowing much about religion.
When they arrive at the door, he takes up a guard position and keeps an eye out.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
The party gathers in front of the large, ornate doors...
In the silence that overtakes everyone as they try to understand the iconography, Grunder keeps a keen eye and ear toward the hallway behind them.
off in the distance, Grunder can hear the faint, but repetitious striking of hammers against stone.
"Let's check those double doors on the hall and those side passages here first." Hal said heading towards the doors in the hallway.
Moving to F, -4
"Do your thing, Zeebu. Check the doors, but don't open them until we're ready."
The barbarian looked at Hallister in confusion, but finally moved to the set of double doors. He stood up and placed his hand on his chin, as if studying the door.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28 Dayum!
If he doesn't see any traps or anything special about the door, he will "do his thing" - and lick it. Otherwise, he will step back afraid and point at the door yelling "Trap!", "Trap!"
Mixz offers to disable the trap, or try to anyway. "Me can maybe get rid of bad trapses."
disable: 1d20 + 12 ⇒ (15) + 12 = 27
Zeebu stares, and then sniffs at the large stone doors, moving from one door to the other, back and forth, looking them over as best he can. He can find nothing that would tell him the doors are trapped, they in fact, look normal.
Once it is decided that the doors should be opened and checked to be sure nothing dangerous is on the other side, the party moves into a defensive arrangement, and the doors are opened.
On the other side of these doors there is a small room, forty feet wide and twenty feet deep. At the south end of this room there is a large pile of rubble composed of round wooden shapes, poles, and small round stone “wheels”, while at the north end of the room, against the wall, there is a series of shelves, made from long planks of wood resting on blocks of stone. Some of the shelves have been knocked down, and scattered around the floor near these toppled shelves are bits of hardened clay.
int check dc 10: 1d20 + 1 ⇒ (4) + 1 = 5
"Big mess." she comments, not understanding the purpose of the room.
Intelligence Check: 1d20 - 1 ⇒ (14) - 1 = 13
Zeebu enters walking again on all fours, looking around with curiosity. He searches around, trying to find something useful.
Perception: 1d20 + 8 ⇒ (6) + 8 = 14
As more of the party enters the room, and eyes look in every corner, it soon becomes clear that there is really nothing of interest here.
Knowledge Religion: 1d20 + 8 ⇒ (11) + 8 = 19
Hal blinked, realizing he'd confused the goblins' names. Then shrugged. Nothing was on fire. It was better than he'd come to expect.
Walked in, looked around taking in the urns. "Didn't know Goblins were big on embalming."
"This" K. Religion: 1d20 + 2 ⇒ (4) + 2 = 6 "Reminds me of several similar rooms I saw on the first floor. Most were broken too and King Heelggod had one but those were all intact. One of them I found had ghouls trapped in the bottom, so I destroyed them."
Zeebu became a little concerned when the talk about undead started, and seemed to conveniently move to hide behind Hallister's legs.
"Ghouls? in jars?" Mixz looks curious and wary at the same time.
Miagnik shrugged. "I don't know how they came into existence. Omara's a necromancer. She made them and I destroyed them... I don't think there's anything else to find in here." he said glancing around the room.
How big are the jars?
"Ghouls?" Hal said, suddenly eyeing the jars more carefully.
The jars, found on level one, were between two to four feet in height, and about one and a half foot to two feet in diameter. Most that were found were broken, the remains of those goblins that had been enterred within them scatter or missing. Some, few, jars were found intact, and of those, there were a few that held animated undead, ghouls. The remains of the jars found here (in this pottery room) all are broken, and seem to be of the same size. King Heelggod's jar was larger than normal, intact (you did not open it, which would have angered him, you feel)suggesting that the size of the funeral jar varies based upon the age of the goblin and possibly their status in life