Hama
|
@Tilurn
You slowly feel fatigue leave your body as time passes, and you again feel normal.
@All, make a knowledge(nature) check, or an Intelligence check if you do not posess the above mentioned skill.
The key you found on the strange creature's body fits snugly into the lock by the great door back in the large chamber.
Hama
|
Orson, you, manage to piece together, from stories your elders used to tell you about the monsters from the east, that the larger, hairy, ape like beast is actually a troll. As far as you know, they are stronger and much more dangerous than orcs, and usually in command.
So, what do you do now?
Orson Vellus
|
Orson studies the creature and his eyes go a little wide when the answer flashes in his head. [b]"A troll hmmm, it seems this group of orcs have powerful allies." Orson comments as he ponders the situation and listens to see the halls echo anymore of the orcs cries.
[ooc]Perception:1d20 + 8 ⇒ (5) + 8 = 13
| Tilurn |
As the fatigue drains from his body, Tilurn spies a key on the body of the dead troll. He picks it up and sees that it fits in the door at the back of the chamber. "Everyone, this key seems to unlock this door. Are you done inspecting the room? If so, I think we should proceed through here."
Perception to listen at the door: 1d20 + 6 ⇒ (19) + 6 = 25
| Narnel Falerathon |
Ok, let's move this party along, shall we? Lead on Tilurn!
Narnel falls in behind Oberon with an arrow ready to be drawn on hi9s Long Bow.
Hama
|
As you slide the key into the lock and turn it, you hear a number of sharp clicks and whirs and the entire door starts sliding up slowly revealing a room behind it. The door seems to have been made of enormous beams, at least a foot thick and reenforced with iron bars and nails.
The room behind it is square, with a fireplace in the middle of the floor, and stairs going up into the darkness, too far for even your nigt vision to penetrate. There is a bonfire burning in the fireplace.
The floor is covered in recent scuff marks and splashes of blood. It seems a desperate effort to delay the attackers happened here, and failed by all accounts. Then your eyes realize what provided the kindling for the bonfire. And the smell of charred flesh and burning hair assault you and washes over you all.
Roll a DC 10 fortitude save or become sickened for 1 hour.
| Tilurn |
Fortitude Save: 1d20 + 4 ⇒ (19) + 4 = 23
The smell of charred flesh assaults Tilurn's nostrils but he easily brushes off the wave of nausea that tries to grip him. Unfortunately, he has smelled worse in the smoldering remains of villages plundered by orcs.
He searches the room for any clues to what happened in this room. Perception: 1d20 + 6 ⇒ (16) + 6 = 22
| Narnel Falerathon |
Fort: 1d20 + 1 ⇒ (9) + 1 = 10
As Narnel begins to wretch, he feels the bile enter the back of his throat before swallowing it down. He spits on the ground.
1d6 ⇒ 4
Hama
|
Well, as far as you can see, this is the room that the orcs dragged all of their slain foes , piled them on a great pile, spilled lamp oil, a lot of it, on them and lit their bodies on fire.
The bodies on the pyre, aside from being mostly burned, are apparently naked and most are butchered. Their clothes lie in another pile in one corner, ripped and bloody.
The room is empty of anything else but the pyre and the piled clothes.
Hama
|
As you go up the stairs, your lights and Tilurn's darkvision slowly reveal that it goes quite a ways up before ending on a rest stop, with two doorways, one on each side of the rest stop adjacent to the staircases.
The left doorway opens into a room that is fully furnished, with a fireplace that still has a fire going, a table, several chairs and half a dozen cots that are pulled against the walls to leave more space. There are several bowls, with what looks like large mushrooms on the table.
The right doorway is barred by a great door of reinforced wood. There is a lock on the right side of the door.
Those who read dwarven read the spoiler
Etched in runes above the right door, sits a single word that reads "armory".
| Narnel Falerathon |
Narnel bends to carefully examine the lock in an attempt to disable any traps and open the mechanism...he unrolls his ornate tools of the trade as he sets to work.
Disable device: 1d20 + 7 ⇒ (19) + 7 = 26
Anyone know what this encryption on the door says?
Hama
|
The room that the doors opens into, now illuminated by Tampalasan, is rather spacious, being at least 60 by 60 feet, with four 5 foot thick square pillars supporting the ceiling. Every wall is covered with racks upon racks of weapons. Mostly various pole arms, battleaxes, handaxes and dwarven waraxes. One wall is covered with all kinds of shields, from bucklers to tower shields.
| Narnel Falerathon |
Narnel enters the room and attempts to meld into the shadows and look for a sniping target.
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Perception: 1d20 + 6 ⇒ (7) + 6 = 13