Haer Kul |
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Haer Kul ignores the feeling that his height is being mocked, and attempts to identify the dog-men potions with a craft(alchemy): 10 + 8 = 18.
"The rumbling and shaking concerns me. We should find the source. I shudder to think that we are in an unstable structure."
Looks at the dog-men items... "Shall we return these items to our caninish co-incarcerants? Perhaps they will be amenable to joining forces, and we can put that unfortunate skirmish behind us."
Haer Kul |
Is the button blinking? Was it blinking when we entered?
"Before you try the spell, perhaps some investigation might be fruitful."
Haer Kul examines the edges of the door thoroughly and listens at the door and the wall. Does he hear that ominous clicking and sparking that he heard before? Are there any noises or sounds when the button is pressed? Are there any panels that can be removed near the door?
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
If it's possible to take 20, he will.
DM Rambler |
As Haer Kul works on the green disc, he realizes it is similar to the green wall the party encountered below Arvarenhode Manor. He is able to push his thieve's tools right through the material making up the disc, and manipulate what lies behind it. The green membrane parts enough, however, for him to catch a glimpse of what lies beneath: not a mechanism, but a bundle of organic material similar to nerves and muscles. Overcoming his initial revulsion, he is sufficiently inspired to tweak at the fibrous material until the door slides open.
After some bonuses and penalties for malfunctioning and unfamiliarity, Haer Kul got the exact number he needed for this door.
Haer Kul |
"As we have no treats, I think we should return these items to the dog-men and hope that will entice them to ally with us. I think we should take some time and try to learn how to communicate with them. Do we have food we can share? I wager they'd like that."
"I am, of course, open to other suggestions. Just let's not all talk at once..."
Thorthal Runecloak |
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"A dinna think anyain hare speaks Bahgra, sae it micht nae be a guid idea tae arm those we cannae talk wi'. Time micht also be an issue hare, A dinna loch these vibrations, or 'at we were freed frae th' pods. Weel, A dae loch 'at, but it's nae a guid sign."
Haer Kul |
"In that case ...", Haer Kul takes the two potions and hands one each to Thorthal and Morgorm. "These is no sense letting two perfectly good cure light wounds potions go to waste. If anyone wants anything else from the shelf, take it now and we will leave the rest. The short spear looks like it could be masterwork, if not magical."
Once everyone has what they want, Haer Kul suggests the next door going clockwise.
Haer Kul |
Haer Kul pulls out his thieves' tools again, and attempts to open the lock: 1d20 + 7 ⇒ (5) + 7 = 12. Should have taken 10. Assuming that's a failure.
"Never mind this one, let's try one that's working." We'll go to the next door clockwise. Is the green disc blinking? (Was the previous one blinking?)
DM Rambler |
Each of the doors down the remaining hallways looks similar to the one in the room where the party woke, with a slowly blinking green circle to one side.
The only exception was the storage room.
The next door clockwise is the one to the north.
Haer Kul |
If there is no disagreement, Haer Kul will
search for traps: 10 + 11 = 21, listen at the door: 10 + 10 = 20, and then try to open the door, first by pressing on the green disk, then by disable device: 1d20 + 7 ⇒ (6) + 7 = 13.
Haer Kul |
Sorry, I was out last night, and didn't have much time today. You know, distracted by
If we can roll back a little bit to just after Haer Kul tries the door (preferably before Petronicus casts): Haer Kul looks at the party and holds a finger to his lips.
listen: 1d20 + 10 ⇒ (17) + 10 = 27
listen: 1d20 + 10 ⇒ (12) + 10 = 22
listen: 1d20 + 10 ⇒ (9) + 10 = 19
Unless it's a language he understands. He will quietly stealth: 10 + 10 = 20 move back to the group, and tell them what he figures out.
Haer Kul |
Haer Kul moves back to the group, quietly. "I hear a woman singing beyond the door. Very soothing. Almost a, how do you say, ... 'lullababy'? I do not know if it is witchery, or some other mind-affecting ability, but if we go in, we must be prepared to resist."
"If we are not in a hurry, and you allow me 2 minutes, I can almost certainly open these doors. But I recommend going back to the other door first. Proceed methodically, no?" the one on the west
DM Rambler |
As the door retracts into the wall, the party smells the fragrant scent of the goo from the pods they were in. Within the room are six more of the leathery pods, five of which are open.
An attractive humanoid female stands within the room, and the song she was singing trails off as the door opens. Nearby, four of the dog-men lie unconscious on the ground, their fur matted with the goo.
The woman appraises you for an instant, then speaks in strangely-accented Common.
"Please, mercy! I mean no harm, but the dog-men may attack again in a minute when they wake!"
Haer Kul |
Haer Kul looks around the room perception: 10 + 10 = 20 and then doffs his Homburg, bowing low (as only gnomes can), "If I may introduce myself, milady, I am Haer Kul. We are ... new ... here. And you are?"
Haer Kul will watch her reaction Sense motive: 1d20 + 7 ⇒ (18) + 7 = 25
DM Rambler |
"I am Andretta. I woke in one of these pods with no memory of how I got here. When I emerged, the dog-folk attacked me. We should leave before they wake and attack again."
"One of the pods is still occupied. I could not risk another attack, and was concentrating on my lullaby, so I have not checked who is within."
She looks at Petronicus. "If it is not presumptuous, may I have my spear? I only seem to have my clothing, and none of my other things."
Bardos |
Bardos steps forward and gallantly bows.
"My lady Andretta, I am Bardos of the River Kingdoms, perhaps you have heard of them. As for your spear, we found it in the a room over yonder, and you were lucky, they did not take your clothes as they did us, which is curious.
"Did someone pick up her spear?"
Diplomacy(with Surge): 1d20 + 11 + 1d6 ⇒ (6) + 11 + (4) = 21