Amidst the muted curses of the halfling within, trying to disable the chest's lock, Wesh notes numerous animal tracks to the south corridor and west corridor.
Still in the keep, "Skane? Perhaps you can help Krill coax the chest open?" And she mimics a few smashing motions to the Northerner, behind the struggling halfing's back."Loosen it maybe. But be careful, they might have hid their pie in there...I know I would."
Wesh says "Maybe we should investigate the west corridor the south one looks impassable but I see animal tracks Does anyone know how to identify them?"
Skane's wounded condition renders his attempts impotent. With a sigh, Krill bends down and resumes fiddling with the locks.
Siral:
After a short while of sniffing Siral and Ralyip concludes the south corridor bears the markings of a serpent like creature while the west reveals a mix of footsteps and 8 legged animal with a tail.
With a hesitation in his voice Siral addresses the group, Does anyone know anything about an eight legged animal with a tail? I think there may be something of that nature to the west.
Then pointing toward the south, My guess is that they didn't want to deal with the serpent there so they blocked it up.
We can try to follow a trail if the group chooses one. We are decent at following trails. Aren't we Ralyip? Siral squats down and caresses Ralyip, smoothing his hair across his back and itching beneath his chin.
The tracks bear no absolute sign to indicate a truly out of place creature as these semi abandoned dwellings can provide suitable lairs for a wide variety of beasts.
The wand revitalizes Skane and soon the aches and pains of the previous melee lessens.
The way West leads to a corridor. A flight of steps lead down to darkness. A few doors head off from the corridor with a set of double doors at the corridor's end.
Aye. Let's go west. Hunting bandits sounds better than hunting beasts. The west is doors and a way down. Would think humans would be living up top here before living down there. Is that correct? And here she looks to the others in the party. Although I bet it might be cozy down there, huh boy, she whispers into Thisledown's ear.
Skane steps up and leads the party into the corridor. The broken stone floor is layered in a fine field of dust. The tracks noticed before heads down the stairway.
Other small fine prints are noticed, crisscrossing the corridor ahead and general smells of mustiness come to your senses.
Which door in particular? Or are you going for the stairs? Don'f forget to check the map in the campaign page.
Stairs down lead to the beasty....Bandits would likely be up top I figure. Deal with the beast after we clean house, so not to blow crucial resources, maybe.
Skane leads the procession downwards to the underbelly of the seemingly abandoned keep. You find yourselves in a rather spacious room, dark save for the sputtering torch mounted on a sconce at the wall at the stair's base.
There are two doors to the West which is partially obstructed by mounds of broken furniture and rubble. The littered torn stacks and broken weapon racks seem to indicate the previous room's use as storage and armory.
You also note a door to the east, within the torch's shadowy light, set to the north.
"Let us try the other doors first Skane. I believe the stacked furniture is to keep whatever is in there, in there."
Siral points to the door to the east. "How about this one instead?"
Siral points to the door in the shadowy light of the sole light source of the dungeon. A general smell of mustiness and humidity permeates the abandoned armory.
Marching order=Skane, Hack, Wesh, Krill, Siral and Betony?