Before moving on you check the monster's lair, finding very little. However you do recover the following:
a suit of +1 hide armor (dogskin)
a masterwork horsechopper
a masterwork shortbow
The doorway out of this cavern opens into an old but nicely worked area - except that the 'decorations' are anything but nice. The long corridor ends in in a wide section facing a set of well-maintained double doors, their faces carved with images of horrific, deformed monsters clawing their way out of pregnant women of all races.
The corridor to your left/south looks like it might lead to the area you entered through.
The corridor to your right/north ends in a closed door.
"Shall we head north then? Seems the most reasonable way to go." Sparrow moves up to the door, seeking signs of danger.
Search and detect magic.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
North to D13, then?
This door is not locked. Opening it leads you into a - goblin art gallery?
The lower four feet of walls in this otherwise room are covered with crude drawings in mud, blood, and paint. Most of the drawings show goblins engaged in acts of violence against humans, horses, or dogs. However, most obvious is the art on the north wall. This image is at least three times as large as the rest and much more complex. it seems to depict Thistletop from the side, the goblin stockade perched atop like a crown. What appears to be a cave is drawn into the center of the image, and looming inside is what appears to be an immense, muscular goblin with snakelike eyes and a dogslicer in each taloned hand.
If the scale of this goblin compared to the rest of the drawing is accurate, the creature must be at least thirty feet tall.
The only way out is a door on the west wall. This door leads to a short corridor and another door.
Are you going to check D14 out before D12?
Sounds good to me. Anyone else have any thoughts?
|Kaddoc the Grey|
Sparrow continues on, searching for enemies for Brin and Kaddoc.
D14 sounds good.
D14 it is, then.
A large table surrounded by chairs fills much of this room. There is a slate board on the north wall, covered in chalk scribblings - over a map of Sandpoint that has been carefully inscribed there. It looks like a detailed plan of attack on Sandpoint.
On the table sit notes that further indicate plans for a more advanced assault 'when the whispering beast is tamed'.
These plans incorporate not only additional goblin tribes culled from as far away as the Fogscar Mountains to the north, they include references to 'sinspawn' invading from below the town as well.
Sparrow takes a brief moment to look over the documents on the table before checking out the door in the room.
I'm assuming we can see the door to D15. If so, first a perception room on the room (papers specifically), then the door. Also scan for magic.
Perception room: 1d20 + 9 ⇒ (12) + 9 = 21
Perception door: 1d20 + 9 ⇒ (20) + 9 = 29
A large wooden worktable sits in the middle of this room, it's surface covered with scrolls, books, stone tablets covered with dense, spiky runes, and fragments of carvings that appear to have been chipped off statues or bas-reliefs. A floor-to-ceiling set of wooden shelves sits against the north wall, sagging with picks, shovels, brushes, lanterns, and other equipment one might expect to see at an archaeological site.
Opposite the door you entered, the table between you, stands a dark-skinned young woman, hair tightly braided in cornrows, wearing a hooded cloak and some wrappings that don't seem capable of supporting what they're supposedly supporting.
She looks up at you, startled, yells "Intruders!" then attacks!
Alkaid Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Brindolfin Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Kaddoc Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Sparrow Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
young woman Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Alkaid=1, Brin=2, Kaddoc=3, Sparrow=4
She points a wand at 1d4 ⇒ 3 Kaddoc activating it for Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4, then upturns the table as she dives for cover.
|Kaddoc the Grey|
|Kaddoc the Grey|
Sparrow barely has time to ready an arrow before the fight's over. "Door's over here. Might be part of the answer to that."
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Is anyone going to heal/stabilize her?
Brin, the door opens to a small room. and stairs leading down. At the foot of the steps a stone door hangs slightly ajar, the detailed carvings that once covered it's surface defaced by chisel marks and hammer blows to the extent that only a few remnants of the former images remain. What remains are mostly images of crowns and gemstones. You do note that the floor here slants downward toward the west.