
Storn of Gorum |

Storn looks sadly at the skull. "Grenseldek was under the same curse, she was crying when we found her. If it was easy to fix this she'd have done it. Let's see though."
Storn tries to attach the skull to the skeleton, doing his best to figure out what's going on here.
Spellcraft: 1d20 + 5 ⇒ (4) + 5 = 9
Kn: Religion: 1d20 + 7 ⇒ (6) + 7 = 13

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Quill waits for Storn to fix the skeleton.
”Maybe we need to raise it from the dead. Or maybe...uh...I dunno,” Quill offers. ”Not sure what the Great Elf that Hugs the World would say about what to do with this.”
1d20 + 7 ⇒ (15) + 7 = 22 Heal
1d20 + 8 ⇒ (4) + 8 = 12 Know (Religion)

Molly Blackfoot |

"Or maybe we just need to give the poor sod last rites," Molly suggests. "You know, maybe he's cursing folks 'cause he's stuck here, what with his bits being desecrated. Ahem. 'Sweet Sivana, please usher this fellow here to the Boneyard, so Pharasma may put him where he rightfully belongs. I hope it's a nice place'."
The Witch produces her holy symbol and waves it over the skeleton in what she hopes is an appropriate pattern.

Kipa |

Whispering a small prayer to Cayden Cailean under his breath
"Your journey in this world has ended. May you find happiness and freedom on your journey in the next."
After that he continues the look around the room to find the next path to take.

Storn of Gorum |

Storn grumbles as he tries to figure out the skeleton. "Does anybody know the history of this place? Before the giants showed up? Maybe this is about how the fort fell. If we want to fix this curse we need to find its cause. Is there a chapel or anything here?"

DM Bigrin |

The skull was the right size and apparent age to go with the body, though it was impossible to tell for sure. It's not like both parts were marked or anything. You tried several different ways to placate the dead body, but nothing seemed to remove the curse from those afflicted.
Meanwhile, Kipa was looking around and taking score of where you had been. He pointed out that you had been in such a hurry to go down that you hadn't really explored the rest of this level. There was still a set of doors by the stairs and the ones by the latrine. And of course you could always go back the way you came in, through the latrines and cesspool.

Dieter Stolzdorf |

"Son of a gun! What does this guy need to be at peace!? Maybe we can haul his bones back to civilization and a priest of some fuzzy-wuzzy god can get him to calm down."

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Quill has mixed feelings about what to do with the bones.
"Maybe it has nothing at all with how to fix you guys. Maybe we should just leave it in the cauldron and get gone. Or maybe we should rest for the night and see if it wears off."

Sander Thistlewight |

Sander scratches his head.
"Maybe there's something else we need? We can keep trying to look," Sander says dubiously. "Or we can go back home, since we've solved this problem now."
So let's decide: Do we want to explore the rest of the area? I know we'd planned to look for prisoners and then leave, but exploring more may provide a solution to this dilemma. We've obviously dealt with some of the big threats, though who knows what else is here? We could leave and try to come back... (Personally, I as a player would like to explore, but Sander wants to get back home. Sander's also not sad, though.) We've got the geode too, which might be more important to look into than going home, but is harder to do with Storn's sniffling and sobbing...

Storn of Gorum |

Storn looks at the others. "Okay... here's what I think. Shut up Quill." He takes in a breath, speaking in his gravelly, forlorn voice. "Grenseldek was the only thing keeping these armies together. If they find out she's dead they may just leave or kill each other. I say we drop the head off and go camp somewhere safe and then see what happens. We can then figure things out from there. There are spoils here. We've saved Trunau for now, may as well get something out of it."

Dieter Stolzdorf |

"I say we take the whole skeleton with us and leave. Curses are like blood stains -- if don't take care of them, they can set in and take forever to clean."

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"Okay... here's what I think. Shut up Quill."
Quill looks hurt, looking at others for back up.
"What...what did I do? I just..." ...risked my life to get your damn stupid skull that you love so much.
"Uh...didn't I just suggest going to rest?" Quill likes the plan, but Storn is being Storn in attitude.

Kipa |

"Im ok with a rest as well. May help deal with some of the healing we need to do." Thinking about how that skull is still around and having to stick around this area is not sitting well, but those that could be trapped here makes him know they need to keep looking around.... any any other treasure that can be here is a nice motivator as well.
"I wonder if we passed a good place to camp."
gen int test to remember if there is a place to camp: 1d20 + 3 ⇒ (5) + 3 = 8
Change it to 17 if Knowledge (Dungeoneering) is allowed for this roll.

Molly Blackfoot |

"We are NOT sleeping in here," Molly says in a flat tone of voice. "No way, no how. We'd be trapped with an army looking for blood. Let's just finish recon of this floor and then get out. We'll take Mr. Bones with us and sort him out elsewhere."

Sander Thistlewight |

Sounds to me like the plan is to retreat -- presumably the way we came in? -- rest and return. I think finishing recon of this floor is basically just continuing exploring (and I guess so is our search for prisoners).
"So let's go back out through the toilet?"

Storn of Gorum |

Storn shakes his head at Molly. "I said somewhere safe. Fine, we finish the floor. But I want to see what happens at this keep after they find out about Grenseldek. They may abandon the place."
Not sure what the map is right now but let's find a door and go through it.

Sander Thistlewight |
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OK, sounds like the group has decided to explore this floor after all. Let's go through the double doors near where Sanders' fig is on the last map. Kipa, roll a Perception check. Might as well throw in a Disable Device check too, in case it's locked.
Sander listens at the door along with Kipa as the group decides to continue exploring.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Did someone take all the bones, or did we leave them there? Let's just make sure that's clear too.

DM Bigrin |

I'm going to assume that you took all the whole skeleton with you, as per Dieter's suggestion, unless someone says otherwise.
Made you look!
Having finally decided on a course of action, you moved back to the doors near the stairwell. Kipa made sure that they were unlocked and safe, and then stepped back to allow the two men to open the doors. The room that was revealed was fairly small, with a rectangular pit in the center. Surrounding the pit was a wooden fence, mounted by a wooden winch on a stand. Attached to the winch was a rope and bucket, laying on its side on the floor.

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Quill takes a look in for danger, assuming that more poop will fall from the ceiling or the floor will give way into more poop.
There is more poop here. I know it.
1d20 + 16 ⇒ (11) + 16 = 27 Perception

DM Bigrin |

Sander walked into the room, seeing no signs of danger. He moved over to the wooden railings and peered through them, down into the opening. Far below he saw the shimmer of light reflecting off water. Combined with the winch and bucket, he surmised that this was probably access to the fort's well.
Quill, a little more hesitant to move in, looked carefully at the room. To his eyes, the railings and floor around them looked old and ready to collapse. It might not be wise for anyone larger than Kipa or Sander to get too close.

Storn of Gorum |

Storn clanks along miserably and stops short as Quill eyes the room and realizes that it's not particularly stable. He casts light on a pebble and tosses it to Kipa.
"Go have a look."

Kipa |

Catching the pebble "Read my mind there big guy. The elf is so wrong about you. You do have some good ideas." Smirking" Just kidding guys
Taking a rope and tieing it to a around himself, Kipa looks up at Storn. "Hey hold still for a moment". Kipa ties the other other end off around the big mans leg. "That should hold it secure"
Kipa slowly but surely walks into the room, careful to look for traps where ever they may be hidden. When he gets to the pit he looks in. Picking up a diffrent pebble then the one with spell cast on it. He tosses the new pebble down and counts till he hears it land in the water.
perception to locate traps: 1d20 + 11 - 2 + 3 ⇒ (4) + 11 - 2 + 3 = 16
perception to hear the pebble land: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26

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Kipa, it would be great if you would add a spoiler like 'If other agree'...then describe what you do so the GM could act on it.
Quill waits to see what Kipa does.

Kipa |

Sorry, still thinking of in person giving people a chance to rpg a bit
"Storn, make sure to keep a good grip on that end of the rope and pull me up if I get in trouble". Kipa ties the rope around himself so he can be secured to it. He also pulls out his Traveler’s Any-Tool and folds it into a device to help with the climb. Slowly, Kipa walks over to the edge and looks down. This is going to be interesting Turning, Kipa starts to repel down slowly trying to keep the slack on the rope at a minimum. He looks around down there and sees what he can. When he has seen all he can he calls up to Storn "Ok big guy, bring me up slowly please"
When he gets back up he reports everything he has seen to the others.
climb to head down: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23
perception: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25
climb back up: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
Not to GM: Please add the correct bonuses for the rope, Traveler’s Any-Tool and Storn helping for the climb checks.

Storn of Gorum |

Storn grabs a hold of the rope and nods to Dieter to hold on to it too. He braces his feet, looking into the room unhappily. "I hope there's something fun in that well. Probably just water. It's always water."

Dieter Stolzdorf |

"Just a moment." Dieter ties the rope around his waist in a bowline knot, then ties the other end around Kipa in a bowline. He loops the remainder around his hands (with gauntlets to avoid burns). "There we go. Now if you fall you will stop short and there is no chance we let go."

DM Bigrin |

Kipa was lowered into the shaft, which apparently was just a cutthrough between the floors. After about 10 feet or so, he could see the shaft opening into another chamber. This circular chamber was outfitted like the one he was in previously, with a winch system, rope and bucket. There was only one set of doors leading from this room.
As Storn and Dieter continued to lower the Halfling, he got closer and closer to the water, which was about 20 feet below the floor of the new chamber. He climbed back up and made his report.

Sander Thistlewight |

"Well, I guess we can leave that alone for now, right?" Sander says.
I think there's one more door to the northwest unless someone wants to do more with this area.

Kipa |

"Im with Sander on this one"
Walking over to the door the other halfling pointed out and started doing his thing.
perception to hear if something is on the other side: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
perception to see if there are traps: 1d20 + 11 - 2 + 3 ⇒ (12) + 11 - 2 + 3 = 24
see if door is locked: 1d20 + 11 - 2 + 3 ⇒ (12) + 11 - 2 + 3 = 24
disarm trap if there is one w/ MWtools: 1d20 + 18 + 2 + 3 - 2 ⇒ (8) + 18 + 2 + 3 - 2 = 29
unlock door w/MW tools: 1d20 + 18 + 2 + 3 - 2 ⇒ (13) + 18 + 2 + 3 - 2 = 34

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Quill follows Sander and Kipa, pleased that they are actively going someplace.
He helps Kipa check the door, then steps back.
1d20 + 14 ⇒ (13) + 14 = 27 Perception

Kipa |

With all sincerity in his voice and really trying to make sure that it is clear that what he is saying is honest & true "Quill, if you'd like to learn a bit about lock picking and trap disarming, I am more then happy to show you a thing or two."
Kipa keeps his hands steady as he works.

DM Bigrin |

The door opened easily to Kipa's touch, the more so since it was unlocked. Beyond was a rampart walkway, extending about 50 feet or so and ending at another door. To the right of the walkway was the fort's courtyard, with its loud occupants. To the left, over the parapet was the dry moat and palisade.

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How close are we to the uglies that Quill ran into while looking for the skull?
Quill moves quietly to AB8 to take a peek around to see if he recognizes the area, then goes back to the back of the party.
1d20 + 14 ⇒ (2) + 14 = 16 Perception

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Everyone waited with bated breath as the elf chugged the invisibility potion, then went in search of the skull. His time was just about up when he finally found it, not ten feet away from the ogres and their grisly game.
Quill waited until they were all engrossed with pulling off one of the orc's hears, then grabbed the skull and dashed for the stairs.
"See anything?" Dieter whispers.
"Ogres. A few of them," Quill whispers back, describing the scene. "Yeah. We're not getting across that unseen. But maybe. But when we don't know what is waiting for us on the other side."

Storn of Gorum |

"Kipa, you're short. Go sneak over to the door and figure out what's on the other side."

Kipa |

Looking up at the big guy "And your tall.... couldnt hide you from them even if we tried. Quill, can you watch my back from where you are as I cross? Dieter, Storn if they come at me , I am counting on you all to join the fun" With that Kipa carefully moves up and takes a look over towards the noisy party.
going to act as if the party agrees. GM I will roll for everything, please ignore what needs to be ignored.
Kipa moves as quietly as he can to not draw attention.
stealth: 1d20 + 17 - 2 ⇒ (3) + 17 - 2 = 18
When he gets to the door he studies it and tries to figure out whats on the other side.
perception to see if door is locked: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
perception to see if door is traped: 1d20 + 11 + 3 - 2 ⇒ (3) + 11 + 3 - 2 = 15
perception to hear the other side: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14
If there is no sounds that Kipa can hear on the other side. If I hear sound I will instead sneak back and update the others.
disable device to disarm trap: 1d20 + 18 + 3 - 2 + 2 ⇒ (2) + 18 + 3 - 2 + 2 = 23
disable device to unlock door: 1d20 + 18 - 2 + 2 ⇒ (16) + 18 - 2 + 2 = 34
stealth if I hear sound: 1d20 + 17 - 2 ⇒ (20) + 17 - 2 = 35
Once he gets everything set and ready he waves over for one of the big guys so that they can enter together.