
StephNyan |

"Thank you," Rakushu mutters as you escort her out of her cell. "My comrades... Where are they?"
Aeris is able to solve that question by opening two more cells, in which you find the other dwarven diplomats. The doors of these cells produce the same loud screech as the previous cell doors Aeris opened, but there's no hostile response this time. The other dwarves look just as exhausted as Rakushu, but luckily one of them has a very big, epic mustache.

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"Seems to me we should look around a bit more here, see just what these folks were up to," Aeris replies reasonably. "The Everbloom wouldn't stand for me leaving these folks to just do this to someone else. If we can find out who's behind this, we can stop them doing it again and tell the Society what's going on here. We can have our dwarven friends wait here while we check out what's past that secret door we found."

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"I agree we need to keep our friends safe, but I suggest we bring them along. I don't want to leave them behind, in case the priest interrogator comes back."

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Kaddok alternates between nodding at Moumoku's suggestion, then Aeris', then Inira's, thinking each of them incredibly smart to come up with such wonderful plans.

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"Fair enough, Inira," Aeris replies with a nod. "We'll bring them along and can keep 'em safe that way."
He then walks into the room that the weird fleshy piles came lumbering out of, crossing the room and listening at the secret door before opening it.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18

StephNyan |

Aeris hears nothing on the other side of the secret door, and opens it.
A number of wooden chairs and other furniture are stacked in this large room, as well as a few casks. A door lies to the west, while a corridor heads southward.

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Reminded of his injuries by the Captain's thoughtful (and pleasantly spiced!) healing, Aeris gets out his healing wand and almost finishes the job.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Once he's done with that, he makes a point of distracting Mads from the casks he’s found. ”Looks like that door heads back where we already were. Hey, Mads, let’s go take a look down this hallway!”
He leads the way down the hall to the south, keeping his eyes and ears peeled.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Status: 15/16 hp

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"Thank you, Captain." Inira limps over to the casks, and slaps Mads on the back. "After we are done here, my friend... Then we can drink all the barrels if you like. Now, let's follow Aeris - perhaps more is to be found!"

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Aeris lays a hand on the cask Mads is rolling down the hall and says, "Making a hell of a racket there, Caydenite. Maybe you could leave the ale here and come back for it, so we don't wake the sleeping ladies and that big mute fellow? As I recall, we didn't really want them to know we'd come down here. "

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Kaddok grins at the wordplay, but keeps silent as the others make their way silently down the hallway - he remains back some distance, not wishing to ruin their attempts at stealth.

StephNyan |

A wooden ladder in the southeast corner descends from above into this untidy chamber. Some pieces of broken furniture lie scattered across the floor, along with some soiled clothing. An oaken door is to the west and a corridor leads north.

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"Your apparel I presume," Moumoku says the dwarves. "If you wish to get more properly dressed, then do so quickly, I dislike the idea of remaining here over-long"

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"Well, it looks like we've found little else of interest," Aeris comments, "contrary to my hopes. I'd love to know why the smiling old ladies lock dwarves in the cells they have in the cellar. But our task is to get the envoys out and to Mendev safely, so we'd best set to it."
As the dwarves get dressed, he glances quickly at the ladder in the corner of the room, then says, "I say we go up the way we came down, we know what's there and it's unlikely anyone will have decided to take a bath in the middle of the night. Should we check the stables or anywhere else before we leave?"
He moves back through the basement the way they've come and heads up the ladder to the bathing room.

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Mads does the same only carrying his cask of ale.
-Posted with Wayfinder

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"I agree, the mission is of primary importance. However, in the interest of justice, I am not certain we should just let these people continue their ways without consequence. But lead on, fair Aeris, and let's see our dwarves to safety."

StephNyan |

The dwarf with the huge mustache shrugs. "I need no clothes to cover my body. My mustache offers me all the protection I need."
His colleagues decide to don their clothes.
The party decides to climb up the ladder, and opens the trap door on top. You see that you'll end up in the stall of an unbroken mare that snorts, whinnies, and stamps its hooves restlessly.
Seeing as you're now with the 3 dwarves, I'd like to know the order in which you move up the ladder, into the stall, etc.

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Will: 1d20 + 6 ⇒ (9) + 6 = 15
Aeris goes up the ladder behind Kaddok, whispering fiercely when he reaches the top, "Careful, Kaddok, that thing could kick your head off!"
How's this for an order:
Kaddok
Aeris
Mads
Cap'n Morgan
Moumoku
3 dwarves
Inira
Or we could have the dwarves go last, though I worry a little something terrible will happen to them. Not sure if it's any better to have it happen to Inira, though...

StephNyan |

Kaddok and Aeris move up first, taking care to not anger the horse while they squeeze past it. There isn't much more space in the stall with the horse also there, and Kaddok moves to open the stall's door.
Perception, Kaddok: 1d20 + 0 ⇒ (4) + 0 = 4
Perception, Aeris: 1d20 + 5 ⇒ (17) + 5 = 22
Aeris puts a hand on Kaddok's shoulder, stopping him. He then points out that the stall's door is trapped. Debris will fall down when the door's opened.
Will, Mads: 1d20 + 4 ⇒ (20) + 4 = 24
Mads pokes his head out of the trap door, and is kicked in the face by the horse. He notices no pain, and realizes the horse is an illusion. This he shares with the others, who are then also able to see through the illusion.
Only Kaddok and Aeris are currently in the stall, the others are 'hanging out' on the ladder, or waiting below.
For those in the stall, to soon join inside the stall, or on top of the ladder:

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Perception: 1d20 + 5 ⇒ (3) + 5 = 8
"The horse isn't real?" asks Aeris incredulously, "Weird. What a strange place."
He then asks his companions, "So, do we go back down the ladder and out the other way, through the bathing room? Or can someone get this deadfall sorted out so we don't hurt ourselves and alarm our hostesses trying to get out of here?"

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"If that horse was real I would be dead. Kicked me right in the face, sorry if there was a slight trickle down there Morgan." Mads takes a look around to try and see this trap Aeris is talking about.
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

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Kaddok sighs, not happy about not having been able to open the gate. He seems equally sad that the horse - a magnificent specimen of horseflesh - is a mere illusion.
After the last of the others is down, Kaddok will climb down the ladder as well.

StephNyan |

@Capt. Morgan: I'll reveal that only this stall is trapped. It's a DC 10 Climb check to get into the other stall, and then you can just open that one. Just keep in mind the dwarves are fatigued, and would need a lot of help.
I'll give you some time to think about Morgan's idea :)

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Kaddok? is that okay? , Morgan whispers up. rather than set off the trap, moving to another stall? If so, then Morgan will eventually be in line to climb. i'll assist everyone else through first
aeris assist: 1d20 ⇒ 3
kaddok assist: 1d20 ⇒ 8
dwarf 1 assist: 1d20 ⇒ 19
dwarf 2 assist: 1d20 ⇒ 8
dwarf 3 assist: 1d20 ⇒ 11
mads assist: 1d20 ⇒ 20
moumoku assist: 1d20 ⇒ 4
inira assist: 1d20 ⇒ 2
and then try and climb myself
morgan climb: 1d20 ⇒ 12

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Kaddok nods, and helps everyone across to the next stall.
Climb (Assist): 1d20 + 8 ⇒ (9) + 8 = 17
Climb (Assist): 1d20 + 8 ⇒ (15) + 8 = 23
Climb (Assist): 1d20 + 8 ⇒ (2) + 8 = 10
Climb (Assist): 1d20 + 8 ⇒ (2) + 8 = 10
Climb (Assist): 1d20 + 8 ⇒ (20) + 8 = 28
Climb (Assist): 1d20 + 8 ⇒ (14) + 8 = 22
Climb: 1d20 + 8 ⇒ (7) + 8 = 15

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Aeris clambers over the dividing wall into the next stall (Take 10) and steps into the hall as everyone else comes over.
"Let's get out of here and back to the boat, before our hosts wake up, eh?" he says quietly, leading the way to the main door of the stables.
He takes a look at the door for any surprises like the one in the stall.
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

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"Don't forget the ale Kaddock." Mads says as he hands the cask to the large man. "Just heft it over to me and I'll take it from there."
Taking ten to climb over.

StephNyan |

Morgan tries to help everyone climb over the walls, but has a bit of trouble supporting some. With the help of Kaddok, he manages to get everyone on the other side. Mads faith compels him to quickly retrieve the ale, and the cask is also lifted over the wall. At last, Morgan and Aeris climb over the wall as well.
Aeris and Kaddok take point again, and push open the stable's double doors. Their arrival in the courtyard was expected.
A Razmiri priest, wearing gray robes and an iron mask, carries an ivory wand as she leans against the courtyard’s well. She straightens and exclaims, "In the name of the most holy living god, drop your weapons! I am Holy Ahendile, ordained priest of Razmir and arbiter of your fates. Submit to my authority, and you may well earn more merciful treatment."
Holy Ahendile has two enforcers who stand near her, slap weapons against gloved hands, and sneer menacingly.

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"You're kidding, right? " Aeris asks. "There are nine of us and three of you. How about you drop your weapons and we won't kill you for imprisoning our friends here. "
He draws his longsword and says "Your call, our biter of fates, or whatever you called yourself. "

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Mads sets down his cask of ale and draws his weapons. "You've saved us the trouble of tracking you down. I think we owe you a proper thrashing after what you did to our dwarven friends." He gives a slight nod at Kaddok, "Now before we begin I have to ask. Have you met Kaddok?"

StephNyan |

Capt. Morgan: 1d20 + 4 ⇒ (11) + 4 = 15
Inira: 1d20 + 4 ⇒ (8) + 4 = 12
Kaddok: 1d20 + 2 ⇒ (10) + 2 = 12
Mads: 1d20 + 3 ⇒ (4) + 3 = 7
Moumoku: 1d20 + 3 ⇒ (8) + 3 = 11
Hole Ahendile: 1d20 + 2 ⇒ (9) + 2 = 11
Thug (Blue square): 1d20 + 5 ⇒ (12) + 5 = 17
Thug (Red circle): 1d20 + 5 ⇒ (4) + 5 = 9
"Wrong answer!" Holly Ahendile shouts. "Men, attack!"
However, Aeris is able to act faster than the thugs.
Turn progression - round 1:
Aeris
Thug (Blue square)
Capt. Morgan
Inira
Kaddok
Moumoku
Hole Ahendile
Thug (Red circle)
Mads
Aeris is up! :)