DM Panic |
I missed the Spellcraft check earlier on the mace, it is a shiny +1 mace, but clearly bears the craftsmanship of Durgeddin, which to a dwarf makes it "so much more".
Only the mace was magical. The shiny silver helm is both shiny and silver, and probably worth a good deal more than a regular helm.
Where to next? Also FYI - you have yet to really investigate area #23, despite it being revealed.
Doruk |
"We should check out those structures before going deeper. I have no interest in mucking through the water to search though - at least not yet."
"Oh, and we should keep the helmet for sale. I'd hate to tarnish it by wearing it."
Doruk takes his position near the front of the group and begins to head off.
Mukluk Muletender |
Mukluk hands the mace to Martigan.
"You want this? It's fine dwarven make. You'll find even better than this in the Pits of Azak-Zil, Martigan when we go there, huh?"
Mukluk nods over there (to area 23).
"Let's explore there. Might be more loot there."
DM Panic |
Or evening...
Twenty-three sepulchres stand in this upper ledge of the great cave. Each constists of a stone vault of marble 6 feet long, 4 feet high and 3 feet wide. The lids are carved in the likeness of grim dwarves in armor.
The dwarf-runes proclaim the occupant's name and the names of his ancestors on the front. Empty space below the name is reserved to record the dwarf's deeds and manner of death (left blank on most of the tombs). Finally, dire dwarf curses threaten doom and retribution on any who dare to defile the honorable dead.
Only three sepulchres appear to have been used: the tombs of Borgol the Old, Gharin Orc-Doom and Numik the Unlucky. Each of these three lists a date of death and describes the dwarf's fate. Borgol died of old age. Gharin died in battle. Numik was killed by molten iron in a foundry accident.
Nothing here is apparently hostile, and you freely move through this chamber investigating the tombs...
Mukluk Muletender |
Mukluk, feeling safe, will enter and cast Detect Magic, scanning in region before moving to the next.
When that is complete, he will begin to examine each of the 23 sepulchres, reading aloud things written in dwarven so that all might appreciate his kind's past.
"When I die, I want this kind of burial. None of that 'at sea' stuff that others are wont to want. I want to be buried in good ol' stone, I tells yeah."
Mobled Muletender |
Mobled walks through and carefully examines each of the sepulchres. She grows hushed, even reverent. At each occupied grave, she pours a bit of whiskey in tribute.
Knowledge: History to determine any relevant bit of lore 1d20 + 11 ⇒ (19) + 11 = 30
Martigan the Sun-Touched |
"Honestly Mukluk given our lives so far if you're buried at all it'll most likely be in pieces at the bottom of a trap or under some dirt a creature dug for it's droppings."
Martigan smiles grimly before holding his new shiny mace to lead the way.
Maybe I can have the head shaped into a sun?
Mobled Muletender |
Knowledge History give Mobled a sense of what sort of dwarves get buried here? Nobles? The kind of poor souls we've found dead? It may not be RAW, but Mobled's history focus is definitely centered on folklore of her people.
Doruk |
"Agreed. Where would you like to go next? Shall we head down deeper at last? I know Mobled has been eager to take that path. I think it may be time - unless we're to do some wading first."
Ugh. Water. I hope we take the more or less dry stairs.
Mobled Muletender |
Looking at Petrel, she reconsiders. "Oh, alright then. Mayhap some dwarven sense'll find its way inta his daft noggin."
She teeters off to peer into other shadows. "There'sa passage down this way..." She points to the arrow on the lower side of Room 23.
DM Panic |
You head off to the passage to the south side of Room 23/24.
The thunderous roar of falling water fills this long, low chamber, an a damp, humid spray makes everything slick and wet.
A fast-rushing stream winds through the center of the cavern, emerging from beneath a crude dam or barrier of rock and mud in the western wall. The stream disappears into a dark shaft at the cavern's eastern end.
A rough winding path follows the stream toward the east.
The slope leading down to the stream appears quite slippery and dangerous.
Mukluk Muletender |
1d20 + 10 ⇒ (14) + 10 = 24 Knowledge: Nature
1d20 + 5 ⇒ (20) + 5 = 25 Perception
"You may want to watch your feets...even use a rope to descend. The ground is slippery down that slope. The earth oft has the ability to fool lesser minds into thinking it is sturdy when it is not."
Mukluk looks around for a safer way down. Failing to find one, he'll suggest they use a rope...because he's sure that someone has one.
DM Panic |
After moving a bit further to the east, you are able to find a fairly safe way to continue down without the need for rope... You enter the room from the large (C) on the map.
As you descend from the north along a set of narrow stairs cut through rock, you come upon a loud waterfall that spills down the northwest wall of this cavern into a deep pool. The rocky walls glisten with spray, and a weird array of colorful minerals sand strange lichens lend an unearthly beauty to this spot.
Another stream runs south from the pool at the base of the falls, and a natural passage heads in that direction.
Two old wooden doors stand in a wall of dressed stone to the east.
Mukluk Muletender |
Muklul looks around, smiling.
"Man, this place is beautiful. Ever seen a better series of random tunnels connected by occasional reminders of dwarvish glory!? I love it here. The new clan is going to be strong here."
Mukluk walks up the doors and stone.
"See this? Fine craftsmanship...I think..."
1d20 + 8 ⇒ (2) + 8 = 10 Knowledge: Engineering
1d20 + 9 ⇒ (2) + 9 = 11 Knowledge: History
1d20 + 4 ⇒ (5) + 4 = 9 Random Dwarf Craftsmanship check
Mobled Muletender |
Mobled looks around for signs of life (i.e., tracks). Survival 1d20 + 7 ⇒ (1) + 7 = 8 She proceeds to trample over any actual tracks, her head tipped up and back to swig on whiskey when she might've seen that huge owlbear foot print.
DM Panic |
Mukluk stands in wonderment at the amazing work of the dwarven hands that carved this cavern. Mobled is fairly certain it's 100% natural since she spends so much time kicking around any possible tracks in the area and staring upward at the ceiling.
Way to get the bad rolls out of the way, both of you.
Petrel rushes to the water, shoving the lichen into his mouth without a care in the world. At first it tastes woody, almost like sage. As he continues chewing, he discovers a burst of minty flavor that feels wondrous and alights his tongue. Glancing down in the dim light, he realizes the minty flavor came from tiny little white bugs crawling throughout the lichen.
As he cups his hands and kneels at the water, dozens of blind crayfish scatter away at his presence. The water tastes a bit fishy, and causes him to crave another little white cave-bug to chase away the fish-flavor.
As the others meander about the cavern, they notice the natural cavern to the south has a structure resembling a bridge that spans the fast moving underground stream.
The doors to the east are both swollen with the damp humidity of the cavern. They are closed and look like they will take some effort to force open.
Mobled Muletender |
Mobled goes to the southerly door. After listening a moment, she gives it a rough tug (assuming she doesn't hear anything).
Perception 1d20 + 8 ⇒ (16) + 8 = 24
Strength check 1d20 + 3 ⇒ (5) + 3 = 8
"Kinna seem t' get a good grip 'ere."
She tries the other door.
Perception 1d20 + 8 ⇒ (4) + 8 = 12
Strength check 1d20 + 3 ⇒ (2) + 3 = 5
Getting lots of bad rolls out of the way...
"I guess there's m' dorn dergar." She hefts the heavy weight and chain in her hands, looking to the others for consent.
Doruk |
"Mobled, let me try the doors first, I might have better luck."
Doruk tries to force each door in turn.
Strength check 1d20 + 5 ⇒ (6) + 5 = 11
Strength check 1d20 + 5 ⇒ (9) + 5 = 14
"Hrm., quite stuck. Maybe if we worked together we'd have more luck?"
Doruk tries the doors again, hoping for Mobleds aid.
Strength check 1d20 + 5 ⇒ (20) + 5 = 25
Strength check 1d20 + 5 ⇒ (20) + 5 = 25
I think I popped something. Ow!
Mukluk Muletender |
Mukluk marvels at Petrel and walks over to him.
"What did you do now, Petrel!? What?! You discovered not one, but two new sources of food for this place? That's good work, Petrel."
Mukluk claps Petrel on the back.
"That's good work! Always thinkin', my man Petrel is." Mukluk points out Petrel to the rest in case they once again missed his genius.
"You should get paid a bonus, Petrel, you're working extra to do this right."
DM Panic |
Having you open both doors at once since the rooms beyond are so similar...
Doruk and Mobled force both eastern doors open, one after another, revealing long storerooms beyond both portals.
Beyond the northern door is a low-vaulted chamber of dressed stone 30 feet wide and about as long. Beyond the southern is a similar yet slightly smaller low-vaulted chamber whose only difference is that it's 20 feet wide and 20 feet long.
Archways separate each initial room from a pair of further rooms.
All of the chambers are filled will what appears to be rotten foodstuffs - barrels of salted meat gone bad, sacks of flour or grain covered in russet-colored mold, tuns of cider that reek of vinegar. The room stinks of rot, and the floor under the first archway in the northern rooms gleams wetly in the light from Doruk's shield.
Mobled Muletender |
Mobled peaks at the buddle under the archway. Does it appear to come from anywhere? Is it a small puddle or does it stretch into the room?
Perception 1d20 + 8 ⇒ (10) + 8 = 18
If it is just a small puddle, she attempts to jump over it.
Acrobatics 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12