| Rock Stonecrusher |
The old dwarf warrior is concerned and has Rodrik's brother, the accomplished ranger with him.
"We have been visiting some of the orc tribes around here. They are generally agitated, but we have found nothing specific. One fanatic seems to think Truanau's days are numbered. He claimed it was a bastion of civilized decadence that would fall in three days."
You enjoy a dinner in the pleasant private room of Cham's inn. She has tapped a keg of truly dwarven ale: Bargus' Blend.
Belir
|
Belir's face becomes excited as they tap the keg. This is what I am talking about. Sure glad I found you lot in that dump.
He cheeks quickly turn red after a few beers and stories of his journey. Greasy meat drips from his lips. Why would Trunau'sh daysh be numbered? He says as he drops a leg of meat down onto his plate.
Belir
|
Aye! But tonight let's drink! Belir bellows from around the room as he actively chases a little lass about.
******************************************************
In the morning it takes a bit of prodding to get Belir out of bed. Heading downstairs he partially eats his breakfast and cringes as the death sun strikes his red puffy eyes on the way to the Plague House.
| Glorik Grimriver |
"I agree, we should see what is appending with that blasted House. Let's clear it out, and see if we can then investigate these goings-on!"
| Tamxander Glenfarrow |
"I've prepared a spell that might help," says Tamxander. The gnome explains, "I know a cantrip that can open and shut doors, windows, chests, and such. It might work on the bear traps! I've never tried it that way before."
I prepared open/close; based on the spell target, it can affect one object up to 30 lbs., and a bear trap weighs 10 lbs. Not sure if it will work, but I'll give it a try to force the traps closed!
| GM Tribute |
Embedded into the floor of this chamber is a ten-foot-diameter granite emblem of a faded gold and white longsword. Four passages lead out of the chamber in different directions. A portcullis blocks the southern exit, and a sturdy wooden door leads west. A ladder in the southern corner of the room leads upward, and a small chest and decrepit bookshelf face one another from opposite walls.
The ladder is seen to lead to trap door under one of the beds in the infirmary, the room that is haunted by tormented souls.
The door to the west and the door to the north are found. The door to the north skirts the rats that caused so much trouble. The door to the right of this door, however, obviously leads into the excavation chamber with the rats of shadows.
A search of the bookshelf in this room shows faded texts of Iomedae, but Glorik and the ranger find a chest.
Glorik opens the chest, which is not trapped and finds:
ounce of sovereign glue, disguise kit with 6 uses, thieves tools set, 50' silk rope, noble outfit worth 80gp, signet ring worth 50gp, 237gp, 255sp, 55cp
| Glorik Grimriver |
Glorik leads the party back into the house, and helps clear all the traps.
"Well, now lads, let's figure out what to be doin'! My vote is that we take the north route, to avoid more troubles, yeah?"
Added the contents of the chest to Glorik's inevtory to help move things along.
Belir
|
Belir nods his head. No need ta deal with them demon rats.
He shifts his hand around the items in the chest. Why would someone place this clear out here.
| Glorik Grimriver |
"Probably figured it was safe here, as no one in their right minds would be out here."
Glorik gives a pointed look around the group.
"Save for us crazy bastards!"
| Tamxander Glenfarrow |
Tamxander laughs at Glorik's joke and says, "That's right; this is a madhouse, after all!" He fiddles with his belt and says, "We've already run across traps that devastated us and rats that we couldn't kill, third time's the charm -- it's time for a challenge that we can handle!"
| Crom Iron Cudgel |
Crom points to the sword emblem on the floor, "That's the same thing we saw on the city wall. Who ever did the excavating and left this chest is somehow associated with Trunau."
Crom ponders a moment longer and then shrugs his shoulders and follows Glorik.
| GM Tribute |
disable Glorik: 1d20 ⇒ 15
Glorik decides to try the northern door, and find it decidedly locked. Glorik tries the new tools and notes they are of master craftsmanship, and begins to work on the locked door. His new picks easily catch the tumbler, and the door opens with a twist.
Inside is a young human adolescent who smiles as you open the door and blinks at even the little light added to this ten by ten dark room.
The room has an old cast iron furnace and piles of coal, used to heat this place. But with the collapsed chimney, only smoky disaster awaites someone trying to relight the furnace.
The boy gasps: "Thank you! Thank you!" He looks out into the hallway. "We need to get out of here-- they may come back!!"
The boy clutches a moldy sack and explains: "Get me back to town immediately and I will pay you in platinum!!"
The boy says the last word with reverence and awe.
| Crom Iron Cudgel |
Crom scans the area for danger before addressing the child, "Calm down boy, what are you doing here and who are you afraid of?"
Perception: 1d20 ⇒ 13
Sense Motive: 1d20 ⇒ 11
| Tamxander Glenfarrow |
"Don't worry, we've managed to make our way in and we can get back out," says Tamxander soothingly to the boy. "The dwarfs may be gruff but they are hearty fellows. You'll be all right now. Who locked you in here? Who should we be worried about running into again?"
Diplomacy: 1d20 + 1 ⇒ (6) + 1 = 7
| Glorik Grimriver |
Glorik will follow his friend's lead, and try to tackle the boy, so he doesn't die on his way out.
Grapple Check: 1d20 + 1 ⇒ (4) + 1 = 5
Belir
|
Don't let 'em go. Someone has been keeping the boy captive. He saw something... Belir hollers as he reaches for the bolting boy.
Grapple: 1d20 + 2 ⇒ (7) + 2 = 9
| Crom Iron Cudgel |
Crom makes one last effort to stop the boy, "Son, we're here investigating on behalf of Rodrik's family. Whatever 'it' is, we're not in on it. Now, why don't you just stop a minute so we can talk? We'll tell you what we know and then you can decide if you still want to run."
Belir
|
Just a bit. Did he see something and get kidnapped or was he in disguise and we just release him into Trunau?
Belir
|
I will help stay and search this Plague House. If the boy was held captive here then perhaps the kidnapper left some more behind.
Belir looks about.
Perception: 1d20 + 4 ⇒ (1) + 4 = 5