GM thunderspirit |
Mordenaar moves over to the other side, where the hallway winds off to the west, ending in a single iron door.
Mordenaar spies a similar door outline on the southern wall on this side too.
Mordenaar |
"This place is huge! Do any of you know the history here? We've got plenty of doors to look in, and a couple that people don't want us to know about either. Stay alert. Upstairs may have come tumbling down, but I'd be surprised if this place doesn't have a few tricks coming our way. "
Mordenaar looks back over his coverage, and explores a bit more Rooms 5-8
I encourage others to do the same, I might miss something good in each room.
Endar the Entertainer |
Endar follows a safe distance behind the sneaky Mordenaar, checking the rooms after he's motioned that there are no traps or bad guys in them.
Perception take 10 in each room: 10 + 3 = 13
Valgrim |
Valgrim moves a bit closer to watch over Mord while also checking out room 5...Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Kinn |
If we're not pressed for time, we can just all take ten and aid the best of us in each room.
Kinn keeps his ears trained and his eyes peeled as he follows the group from room to room...
Take 10 Perception (Aid): 10 + 2 = 12
GM thunderspirit |
Hey, look! Internet! -_-
After a thorough search of the cells, the party is confident there is nothing to be found in the cells.
You are not presently pressed for time, so taking 10 (or 20) is not an issue right now.
Mordenaar |
Mordenaar, satisfied with the party's progress, opts for the Eastern secret door. He'll take his sweet time here too. Once he knows how to open it, and he's satisfied with its safety, he steps aside and puts his back to the wall.
Kinn |
Flynn flanks the door with Mordenaar and waits for the Kellid to open the door. He keeps his weapon sheathed, for now, but has his shield strapped on.
Valgrim |
Valgrim moves to cover them with his bow when they move around the hallways.
GM thunderspirit |
Endar checks out the door and gives Mordenaar the thumbs up.
These appear to be more cells, similar to the ones found on the other side of the secret door; however, each has a skeleton inside lying prone on the dusty floor, twisted in some unpleasant fashion.
Upon reaching the center cell along the northern wall, a pale face appears at the door's window, and filthy hands grip the bars. The desperate face immediately calls out to you in Common. Oh, gods, kind faces! Aroden bless you, noble souls! I ain't seen the jailers in ages, I think they forgot about us! We ain't eaten in days and the water's all but gone — my cousins're both sick. I swear we'd give back the boar if we could, but we ate it, starvin' as we was. We didn't even know it was the baron's lands, didn't know we was poachin'! I beg you, we're all gonna die in here! Kindness, noble souls, we've suffered awful! Good Baron Sarvo wills it!
Mordenaar |
Heal: 1d20 + 5 ⇒ (11) + 5 = 16
"Whoever was in charge here was cruel. If I had to guess these poor skeletons are all that's left of people who died of starvation. Either that or the "caretaker" died without anyone knowing."
"...who the hell are you, and who is the Baron?"
GM thunderspirit |
"...who the hell are you, and who is the Baron?"
The face listens wide-eyed to Mordenaar's question. Water! Food! Good Baron Sarvo wills it!
Mordenaar |
Kinn |
Kinn stands a pace or two back and carefully considers expression, mannerisms, character. Detect evil.
GM thunderspirit |
How do we know you're not lying? And killed twenty people in the village?
The face listens wide-eyed to Achmend's question. Water! Food! Good Baron Sarvo wills it!
Valgrim |
Valgrim listens at the conversation...
Sense Motive: 1d20 + 7 ⇒ (8) + 7 = 15
Endar the Entertainer |
Endar tosses the poor man a small pack of jerky, and pours some water from his canteen into the man's mouth through the bars. "Now please, answer our questions."
GM thunderspirit |
The man's eyes show desperate gratitude at Endar's offer. Oh thankee, noble souls! You have saved us this day, in the name of good Baron Sarvo! His face moves away from the window in the door, and you hear a shuffling. Then all is silent again.
GM thunderspirit |
Mordenaar |
"hmmmmm.... this is odd. Let us come back here. They seem content for now. I don't have a key anyway."
Unless anyone objects, Mordenaar heads to the western double doors.
don't feel rushed. I'm happy to assist in anything people want to do.
-Posted with Wayfinder
Kinn |
Know (religion) Untrained: 1d20 ⇒ 12 not trained, best I can do is a 10
"This place... does not feel right. This Baron Sarvo, if he be the keeper of this prison, is not a beacon of the light. The hungry one I am less certain of."
Kinn is unused to talking so much and quickly finds the back of the group again.
Valgrim |
"I can't tell if that last person was honest or crazy>.. let us investigate further."
Endar the Entertainer |
"Ungrateful $&*%@. You could have at least given us some information!" Endar curses at the man before following the others.
GM thunderspirit |
Although you could try to unlock it...
Kinn |
Kinn places a callused hand on the rough metal of the door, near the lock. The muscles along his arm steadily tighten and slowly apply increasing pressure. Take 20 Strength check to break the door for 23.
Endar the Entertainer |
Endar would have unlocked it for him if he'd answered any of our questions, but now his opinion is that his rude a$$ can rot in the cell. That being said, if the party wants to open the cell, Endar will grudgingly oblige.
Disable Device: 1d20 + 6 ⇒ (12) + 6 = 18
Valgrim |
"ಈ ಅಗತ್ಯ ಸೋದರಸಂಬಂಧಿ ಮನುಷ್ಯ ... ಕ್ರೇಜಿ ಅವನನ್ನು ಬಿಟ್ಟು ಇರಬಹುದು ... ಈಸ್ ..."
"Is this necessary cousin...the man might be crazed...leave him be...
The archer reluctantly moves to allow the thief access to the lock and then readies his bow in the event events turn south...
"Ready" he says in Common.
Kinn |
"I am not your cousin," Kinn replies in Taldane, more forcefully this time. After a moment he continues in a calmer tone. "The ill deserve help, not prisons. Especially not one such as this."
GM thunderspirit |
I'll take Endar's roll as a Strength check aid another.
With Endar's help, Kinn pops the door open. There is no sign of the prisoner, and a pack of jerky and a pool of water rests in the middle of the room.
Valgrim notices a secret door in the north wall of the room.
Mordenaar |
"What the hell is going on here? Am I imagining things? Where the hell is the prisoner? Endar, let's check this door and let the others cover us. Kinn, can you let Valgrim focus for a bit?"
Mordenaar looks for tracks on the floor... Survival: 1d20 + 6 ⇒ (3) + 6 = 9
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21
Valgrim |
The archer begins to look over the wall with the curious engineering trying to decipher how to open the hidden door...
"ನಿಮ್ಮ ಮನಸ್ಸು ಸ್ನೇಹಿತ ಸಮಾಧಾನ, ನಾವು ಶತ್ರುಗಳನ್ನು, ಇದು ತೋರುತ್ತದೆ..."
ease your mind friend, we are not enemies, it seems...
"...apologies, it seems there is a door here. I will see if i can figure out how to open it."
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Endar the Entertainer |
"Yes... something is very strange here. Very strange indeed."
Endar goes along with Mordenaar to check out the secret door.
GM thunderspirit |
Kinn hesitates before entering the room. Does this room feel evil to me?
Kinn |
Kinn's face relaxes a bit, and he responds more gently to Valgrim. Still, there's a slight undercurrent of annoyance in his voice. "That is truth enough. The Common tongue puts my mind at ease, not..." He trails off, leaving the word Elven unsaid.
GM thunderspirit |
The archer begins to look over the wall with the curious engineering trying to decipher how to open the hidden door...
"...apologies, it seems there is a door here. I will see if i can figure out how to open it."
Kinn |
Got ninja'd.
"This place does not feel right. A great evil has occurred here." He considers for a moment. "In my travels, I have heard tell of tragedies that seemed to linger in a place... a ghost to haunt those who followed. Perhaps that has happened here."
Valgrim |
Valgrim points out what he discovered to the others..."Yes Mordenaar, there is a revolving stone door at work here. I lament we have no dwarf with a good eye for stonework. Take heed as you enter. Kinn is un-eased and his senses should not make one careless." Valgrim tells the others before stepping back and readying his bow to cover the slayer...
GM thunderspirit |
The door opens to reveal a long corridor. At its end rests a strange metallic contraption of gears and chains. A large lever extends out at a forty-five-degree angle from the front of it.
Hovering above it is a small, roiling cloud of energy that periodically sends out sparks of electricity into the air or along the chains.