
Divel Divellios |

"I'll be back."
Divel wanders off as the ceremony preparations get into full swing. He walks down the corridor listening as he goes, torch and dagger in hand.
If undisturbed then he will check each door thoroughly and then attempt to search for any potential traps and unlock the mechanisms, just to ease the way a little.

Dungeon Monkey |

"I'll be back."
Divel wanders off as the ceremony preparations get into full swing. He walks down the corridor listening as he goes, torch and dagger in hand.
If undisturbed then he will check each door thoroughly and then attempt to search for any potential traps and unlock the mechanisms, just to ease the way a little.
Divel roll me some detection of traps. Also Perception would come in handy.
Divel departs the large room into the quiet corridor. His torch illuminates several doors set in the hallway. They are all ornate, and seem to be locked at a cursory try. The walls seem close and stifling to the woods-raised elf and a grim feeling of utter silence descends upon him as he progresses.
Meanwhile ...
The party in the room collects the Dwarvish bone fragments. The debris in the room seems to be dust and masonry bits, mixed in with discarded vermin and goblin bones.

Divel Divellios |

Divel has already unlocked the door that the party entered.
He next looks at the one opposite. Perception 10+8=18,
Then he moves on to the floor trap where Udo fell to his death. Divel spends some time at this area, highlighting the trap area and trying to disable the mechanism so that it stays open.
Perception 19+8(sight)=27, Disable Device 8+8=16. Divel will try until he succeeds in jamming it. Disable Device 11+8=19, Nat 1+8=9, Disable Device 10+8=18, Disable Device 20+8=28. Not sure if the Nat 1 has any repercussions but keep trying if ok.
DM
Then Divel moves on to the empty room on the left, as on the map. Perception check 18+8=26.
Then the one opposite which hid dwarven skeletons, and possibly still does. Perception check 5+8=13.
Moving further down, he listens at the centipedes door. Listen 4+8=12, Perception (search for traps) 11+8=19.
Finally he deals with the door opposite. Perception 15+8=23, Disable Device 20+8=28.
DM feel free to add any rolls as necessary.

Dungeon Monkey |

Divel moves slowly along the corridor, listening in at the doorways
Divel hears a rustling and squeeking at the door opposite the one the party is currently in. The other doors offer no clues as to what lie behind them. He goes to unlock the door opposite where Harbottle's map indicated giant rats (and the squeeking sound would argue they are still in residence). The door is untrapped, and the lock is easy to disable.
He investigates the pit where Udo fell. He is impressed by the pit trap. There is barely a crack to indicate where it lies in the hallway. He triggers it with a bit of judicious prodding and two leaves swing down into the dark hole. A clicking sound indicates that the leaves are slowly resetting themselves, Divel jams a handy piece of debris in the gears below the trap leaves to freeze it. Below there is a twenty-foot drop, and the bottom of the trap seems to be covered in a large puddle of water. There seems to be nothing else stirring.
MEANWHILE ...
The party continues with their funeral ceremonies. They are all feeling rather exhausted. It has been a long day since they traveled from the ranger redoubt stones and this day has seen three deadly fights under their belt, not to mention their interrupted sleep the night before. They all begin to feel the scratchy-eyeball feeling of tiredness.

Sondergang Wulfsson |

Really it was just supposed to be a quick prayer to send their souls on to the Great Forge nothing fancy as Sondergang knows evey one is tired
Sondergang finishes his prayer and looks around at the assembled party
"It's been a hard Day..we need food and rest ..and a bit of heat wouldnt go amiss either...Someone see if the fireplace is useable, We'll use that old furniture as Kindling..it's all it's use for. If anyone has tears or rents in their armour let me know. I can repair them easily enough"
"Also I would ask that all those with food contribute to a common pot. No point in any of us starving..or playing dog in the manger either."
He draws some rations from his pack.
"Here is my share for supper. I suggest Navorn and I take first watch and Ingra and Merzhan take the last to give the casters amongst us as much sleep as possible. Borondon will you take a middle watch with Eldon and Svetla can work with Divel after you. The end watches to be two hours each the middle watches three"

Divel Divellios |

"Rats across and trap open." Divel walks back in with his torch.
He will try to re-lock the door so that the giant rats do not disturb the party.
The elf's torch sputters and dies soon after. But Divel lights another while the fire and night preparations are dealt with.
Eventually he takes a corner far from the door and sits back, his knees up and bow resting over his thighs. Within moments the elf is meditating the night away.
Divel takes a watch when woken. He spends most of it checking his arrows, straightening fletching and sharpening the heads.

Dungeon Monkey |

The room has a recessed hearth in the corner, the group breaks up enough broken furniture pieces to get a fire going in it. The craftsmanship of the ancient dwarves is evident in how the smoke from the fire is drawn right up the narrow shaft as if by magic, leaving clear air in the room.
The party has their evening meal and then lays down to sleep, posting a two-person watch.
Sondergang:
The dream starts to change as the scene fades to deep below the earth. Sondergang can almost feel the heat of these tunnels carved out of the earth ever deeper, seeking the elusive veins of mithril and adamant. The miners all pause as a rumbling shakes their shafts, then they run for the exit. A black cloud engulfs them.
Sondergang witnesses the entire horror of the fall of Tharkad-Kûl through the funhouse glass of dream. Dead dwarves stalk the halls, their eyes soulless red pits as they drag their living family members into the black cloud. Screams and cries for mercy echo in Sondergang's ears as he starts awake, sweating.
The night passes uneventfully, and the members awake feeling somewhat rested, if not as refreshed as in their own beds, at least ready to face more explorations.

Sondergang Wulfsson |

Sondergang looks drawn despite his nights sleep
"I had a kenning in my dreams last night..I saw these halls in all their glory...and I saw the fall...they dug too deep and awakened... something I do not know what...some Elder Evil from days past memory perhaps"
"Let us breakfast and then, I believe, Divel found us some rats to play with..that should warm us up nicely"
While breakfast cooks Sondergang spends his time repairing what ever armour needs it..this helps concentrate his mind and gives him the link to Torag that lets him tap the gods Power

Dungeon Monkey |

Merzhan's arcane illumination lights the corridor in a flickering glow. The lights show the corridor is empty, but it seems as if the skriitch skriitch sound has increased in pace. If a location could be put on it, it would be coming from southwards of the group's present position.

Dungeon Monkey |

Borondon swings open the door. Inside the arcane illumination casts a faint glow into a room piled with debris. A squeaking comes from the pile and several large rats, the size of pitbulls, emerge and bare their fangs.
Someone roll a group initiative and I'll get a map up. Give me you placement as well please.

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Borondon Thurgund |

Cartographer Monkey |

Dungeon Monkey |

Initiatives Rd 1:
Svetla: 20 [pending]
Navorn: 19 [pending]
Divel: 18 [in the rear with the gear]
Eldon: 17 [keeping an eye out]
Rats: 16 [foaming at the mouth]
Ingrahild: 15 [watching the flank]
Merzhan: 15 [color spray]
Borondon: 15 [javelin toss]
Sondergang: 13 [bandaids in hand]
I am going to give Svetla a chance to sound out. If nothing posted by tonight I'll move the story along.
The adventurers see at least ten large rats scramble out of varios tunnels in the trash pile that lines the back of the room. These three-foot long whoppers hiss and prepare to attack.
Ingra sits in the hallway guarding the flank. That mysterious skriitching sound has intensified even louder, and she gets the feeling that it comes from down the open shaft of the pit trap Divel disabled. The pit's opening is in shadow, but it would be an easy thing to look over the side.

Svetla Eisenheim |

Svetla looks at the vermin that Merzhan's spell revealed. Drawing her sword, she comments, "Now those are some rodents of unusual size." Svetla steps forward to attack.
I would like to start at U7. So Svetla moves from U7 to V6. She attacks the R.O.U.S. in V5.
ATTACK (LS): 1d20+3 = 12
DAMAGE (LS): 1d8 +3 = 11

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On his turn Merzhan will first move to T6 maximizing the area of the spell 15 ft cone hitting all rats from R to T
Casting defensively woohoo!! 1d20+6=25

Navorn |

Dungeon Monkey |

I'll update the rat fight most likely tomorrow, running a bit strapped for time today.
Ingra looks over the pit's edge. At the bottom she sees a hideous sight. A human-sized skeleton, still dressed in bits of rusty chainmail and a horned helm is standing waist-deep in the fetid water that has collected in the pit. It looks up at Ingra and opens its jaws in a soundless scream. A large slug oozes from one empty eye socket. Its arms reach up and attempt to climb the walls, but the dwarvish masonry is without bump or crack to utilize. Ingra can see that the skeleton's fingerbones are worn to stubs by the constant scrabbling against the rockface. The whittled fingerbones are creating the skriiiitch skriiitch sound they have been hearing.