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Perception: 1d20 + 6 ⇒ (20) + 6 = 26

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Chusynd will stay near the fire with Fel and Khamûl, though he has little to add to the splendid tales the bard tells or to those of the Osirion.
When midnight approaches, if Marika, Kageko, and Sigrun have not come to get them, he will retire for the evening.

Dungeon Master S |

1d20 + 1 ⇒ (3) + 1 = 4
Sigrun, try as you might, the horse is beyond your skill to control.

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Marika just gives Kageko a bit of a look at her words. "Come on, we should probably see if there's anywhere good to hide around here."
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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DMS, so nothing of any other note around the stable?
Try sifting through the hay near the back half of the horse... hehehe

Dungeon Master S |

Sigrun, An expansive smithy is set up in the west end of the stable, one
corner of it occupied by a small cot and a neat pile of clothing. To
the east stretch a number of stalls for horses and other animals. It looks like this is where the mute would sleep, but he's no where to be found. Are you going to check the horse's stable while he's still bucking and kicking?

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Sigrun holds up her shield to protect her head and slowly moves into the horse's stable, possibly against her better judgement...
Total defense action as I move into the stable, putting my AC at 24.

Dungeon Master S |

As you brave the stable with the wild horse. 1d20 + 1 ⇒ (4) + 1 = 5 you stumble and thrash as the horse continues to panic. With solid concentration, you manage to protect yourself, but then the commotion in the stall causes the support of a nearby shelf to give way. An avalanche of bricks rains down upon your both. You take 2d6 ⇒ (6, 2) = 8 REF for half: 1d20 + 5 ⇒ (10) + 5 = 15 4 points of damage. When the dust settles, the horse 1d20 + 1 ⇒ (19) + 1 = 20 is.... the horse.... it's not real! You now see the illusion for what it is.

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Taking 20 for 26 to search this stall.

Dungeon Master S |

You find a trap door directly under the illusory horse.

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Sigrun smirks to herself. "Bingo." She then "pats" the horse and waltzes on outta there.
She has a look around for everyone, telling them in hushed tones that she'd like to speak with them privately... given the confines of their rooms in the inn, Sig will relay what she found there in the stables.
"There's an illusory horse that's bucking and neighing to keep people out of its stall, but right beneath it is a trap door. I didn't look inside, but I bet that's where we'll find our dwarves."

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Kageko nods at Khamul. "While that is less a concern for some of us than for others, I'm inclined to concur -- without knowing what we may encounter it would be prudent for us all to be rested and at our best."
She considers some more, then adds, "That said, if we get up as early in the morning as we can arrange, we might be able to get in, accomplish our mission, and be well on our way back upriver before the rest of the inn wakes and realizes we're gone..."

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Khamul, I thought we rested on the ship after the drake attack and before we arrived here? You should have all your spells back.
"I don't know if we really have the time to just wait around," Sigrun says with a frown. "I mean, we're talking about people being kidnapped. Who knows how long they'll be kept alive. We don't know how long they've been without food or water either."

Dungeon Master S |

Sigrun is correct. you have your allotment.

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Kageko will still advocate getting an abbreviated night's sleep and making our move very early in the morning when any potential night guards will be at their lowest ebb and looking forward to getting relieved in just a few more hours...

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Sounds like a plan.
Cantrips
Detect Magic
Message
Read Magic
Touch of Fatigue
1st level
Cause Fear
Ray of Enfeeblement
Ray of Sickening
Ray of Sickening
bonded item (scythe) spell

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Sigrun sleeps for only the briefest of spurts, awakening well before the time they planned to act. She leaves her room briefly, ostensibly headed for the bathroom but mostly intent on scoping out if anyone was awake at this hour. When she returns to her room, she quickly adorns her armour and straps up for combat.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Dungeon Master S |

My apologies guys. Seeing as I've lived my whole life within 50 miles of Boston, last night was a late one... I'm giving a test at school today, and will get up and running around 5 pm EST. Meanwhile the action will pick up as the party descends into the trap door. Everyone needs to give me a Stealth and Perception check (Sigrun you can keep your 26.) I'll "see" you guys later.

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Stealth: 1d20 + 3 ⇒ (1) + 3 = 4 Damn, from highs to lows...
CLANG CLANG CLANG CLANG
"WHAT WAS THAT GUYS? I COULDN'T HEAR YOU OVER MY ARMOUR."

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CLW: 1d8 + 1 ⇒ (4) + 1 = 5
At some point before they set out for the trap door, Sig clears up the nasty welt sustained from the bricks falling on her with a poke from her wand.

Dungeon Master S |

A wooden ladder in the southeast corner descends from above into this untidy chamber. Some pieces of broken furniture lie scattered across the floor, along with some soiled clothing. An oaken door is to the west and a corridor leads north. Map is updated.

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Sigrun moves to the door to the west and presses her ear against the hard oak, listening for signs of anyone beyond.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
"Maybe one of you sneaky sorts can have a look what's down that corridor?" she suggests.

Dungeon Master S |

It's silent as a tomb to your ears Sigrun.

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Sigrun grins, although bobs her head in apology. "Point taken. Lead the way, Khamul."
Her shield and axe are, of course, in hand, in case of trouble.

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"Right. Just in case..." Marika focuses, and for a few brief moments sparks start flying off her body again, before it settles down. "Okay, all set."
Mage Armor cast

Dungeon Master S |

Sounded like Western door, but map shows exploring North. I'll go with North unless someone stops me.
A number of wooden chairs and other furniture are stacked in this large room, as well as a few casks. A door lies to the west.

Dungeon Master S |

This area is bare save for a rickety side table and chair set against the north wall. A set of keys lies on the table, alongside a browned, half-eaten apple, stale crust of bread, and dull paring knife. Ironbound oaken doors lie on the eastern and western walls, and a door-lined corridor stretches to the south.
Map is updated.

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Khamul grabs the keys and pockets them. "Someone's been down here recently, and bringing food down here too. I think our dwarven friends are nearby." Khamul whispers. He motions to the party to head down the corridor and begins leading the way.

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"Let's check the doors as we go," Sigrun suggests, jerking her head towards the topmost door directly in front of them. "Better to not have enemies leap out from behind us."

Dungeon Master S |

Just tell me which doors, and how you're checking.
Group Perception:
Sigrun: 1d20 + 6 ⇒ (18) + 6 = 24
Khamul: 1d20 - 1 ⇒ (7) - 1 = 6
Chusynd: 1d20 - 1 ⇒ (4) - 1 = 3
Fel: 1d20 + 0 ⇒ (13) + 0 = 13
Marika: 1d20 + 5 ⇒ (2) + 5 = 7
Kageko: 1d20 + 4 ⇒ (15) + 4 = 19
You notice a brick in the wall by the keys. It's slightly askew and the mortar looks disturbed.

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Sigrun frowns and moves up to the wall behind the table, squinting at what is apparently a brick in the wall.
"This thing's outta place," she says quietly. "Looks like a secret opening or some such."
After making sure the party is ready for what might be beyond, Sigrun decides to move the brick and see what happens.

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Khamul will detect magic on the wall before Sigrun touches it.
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25
Cantrips
Detect Magic
Message
Read Magic
Touch of Fatigue
1st level
Cause Fear
Ray of Enfeeblement
Ray of Sickening
Ray of Sickening
bonded item (scythe) spell