
Edrukk Thorvirgun |

All the hobgoblins are dead and coming apart in the acid, the intact hall floor in front of the pit tilted when the pit opened, which was why they slide into the pool......
So it would appear that it is no longer a 5' jump, but a 10' jump to clear the pit - 5' for the pit itself, 5' for the slide. Is that correct?

KenderKin |
The slide itself is not that steep, mostly a product of the pit, and cover construction.....The cover comes off the top of the pit, and the other part drops down to the lip of the pit, eliminating handholds, etc.......you can easily walk to the edge of the pit....
Starbrow tries to pull Broccan up
Strength check
1d20 ⇒ 6
Broccan is still dangling like meat in the window above the acid pool...

Edrukk Thorvirgun |

Who's across the pit and who is not? Edrukk will use his size to aid anyone attempting to cross and, once he is across himself, aid Broccan in climbing out. He may well be able to carry Erine and/or Minniwick. Once Canvy's across, he will pass the polearm across to him so he can keep the skunk sniper honest while Edrukk is aiding the others.

KenderKin |
Starbrow is across, having went before the pit was opened.
Broccan is more across than not.
Edrukk (while enlarged) can aid everyone across and assist Broccan without to much trouble......
Will assume you did so.
Starbrow
"this is as far as I can go"
he disappears into a grey mist as is banished by magic.
Will you be leaving either gear door open?

KenderKin |
The new room is approximately 40 feet of area and shaped like an octagon. The floor of this octagonal room is actually a large wooden platform supported by taut iron chains looped over eight enormous pulleys bolted to the fifteen-foot-high ceiling. One end of each chain is fastened to a corner of the platform, while the other end drops through a hole in the platform, connected to something far below. Set into the northeast wall is an iron panel with an iron lever jutting from it.
Question
Closing doors, leaving open, etc
Unfortunately you have no map of the Malachite Fortress ;(

Edrukk Thorvirgun |

Edrukk takes it in, as well, but he's curious about the pit trap. Can he figure out how it is disabled or can be reset?
Perception 1d20 + 4 ⇒ (7) + 4 = 11 including Stonecunning
Edrukk is fine with either closing the doors or leaving them open.

Minniwick Zookwinkle |

Starbrow showed us how to open them so if we are on the right side to reopen them I would close them
To Canvy "No way that I know of but I am not willing to leave them to fate."
Take a look at the device and see if Minniwick can figure out how to lower it.
Perception 1d20 + 9 ⇒ (14) + 9 = 23
Disable Device 1d20 + 4 ⇒ (7) + 4 = 11
KN: Local 1d20 + 7 ⇒ (10) + 7 = 17
Pushes up his hat with one hand and scratches his forehead "let me see if I can get this thing to work"

Broccan Dunchad |

Broccan offers his assistance to Minniwick, pointing out the similarities to a mine lift and how they function, hoping to provide some insight. Profession Miner (to aid Minniwick's check): 1d20 + 4 ⇒ (14) + 4 = 18

KenderKin |
Closing both doors behind you maybe slowing any pursuit....
Edrukk et al determine that the pit control levers are likely on the other side of the secret panels the skulks used to fire at you.
The lever in this room appears to operate the floor beneath your feet to lower you into the Malachite fortress below.
Minniwick
The sight of this reminds you of seeing it operate long ago although you never rode into the depths below.....
Edrukk
You would like to fill the pit in at this point perhaps with skulks and hobgoblins!
Anyone pulling the lever?

Edrukk Thorvirgun |

Edrukk shrugs his shoulder at Minniwick's comment and moves back across the pit to close the door for him. Are we able to close the inner door? Or does it require a key?
He also looks at the secret panels. Are they still open? Can he see into the rooms beyond to determine if there is indeed a lever?

KenderKin |
The walls turn from bare grey stone to polished black malachite as the elevator creaks and groans. You are surprised that you could not hear this rattle-trap through the gear doors better as it is anything but quiet. After a minute-long descent down the dark shaft, the wooden floor shudders as it comes to rest, and the chains stop rattling. Above, the shaft rises into darkness. The only exit from this room appears to be an iron-reinforced wooden door set into one wall.
Knowledge dungeoneering or profession miner
DC 14
The lift comes to rest about 200 feet below Jzadirune.

KenderKin |
1d20 + 2 ⇒ (17) + 2 = 19
Erdukk notices a secret door off to the left of the iron bound door.
The secret door opens to an area of 20 feet, a cold dark room. An iron lever juts from an iron plate bolted to the eastern wall....
The iron bound door opens into a 20 foot hall that opens into a room, a large column blocks further view.

Broccan Dunchad |

Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Broccan scans the room, looking for trouble.
Edit, per GM-Kenderkin's instructions below: Initiative: 1d20 + 1 ⇒ (8) + 1 = 9

KenderKin |
Broccan
Nothing seems out of the ordinary....
You continue into the large room with the column.....
The ceiling of this hall rises to an apex of twenty feet overhead. The floor, walls, and vaulted ceiling are composed of smooth black stone that almost seems to absorb light. Two cylindrical iron cages, each one five feet tall and two feet wide, dangle from the ceiling by iron chains. The base of each cage hangs five feet above the floor. A strange sculpture stands in the middle of the hall between the two cages: a five-foot tall column of roughly hewn gray stone covered with sharp protrusions. Four crystal-tipped appendages jut from the stony mass, each one pointing in a different direction.
anyone who has not go ahead and roll perception/initiative

Erine Wintyle |

*Bad feeling*
Perception: 1d20 + 2 ⇒ (2) + 2 = 4
Init: 1d20 - 1 ⇒ (16) - 1 = 15
Know (dungeoneering): 1d20 + 5 ⇒ (9) + 5 = 14
"Wow. That's two hundred feet down." Erine eyes the strange room nervously. "Maybe...zeit sorsilik."
Detect magic on the walls, the sculpture, the cages, the chains, and the area beneath the cages.

Edrukk Thorvirgun |

Initiative 1d20 + 1 ⇒ (1) + 1 = 2
Perception 1d20 + 2 ⇒ (8) + 2 = 10
"Ah'm thinkin' we might be wishin' we pulled 'at lever first..."

KenderKin |
The hall is 20 feet wide and 50 feet long. The columns are in the middle of the width and each is within 10 feet of each end.
Another hall angles off to the right and there is a door towards the end of the hall on the left.
The strange crystaline statue or stalagmite or what ever it is dominates the center area with protrusions out in four directions...
Can proceed basically along the right hand wall, the left hand wall or up the center.....

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Canvy speaks under his breath, I don't like wandering into the enemy's garrison with a fanfare, I think it would be best to split in two groups, one up the left and one up the right. If we see enemy we can catch them is cross fire, then maybe flank them, what do you think?

Erine Wintyle |

*Bad feeling*
Perception: 1d20+2
Init: 1d20-1
Know (dungeoneering): 1d20+5
"Wow. That's two hundred feet down." Erine eyes the strange room nervously. "Maybe...zeit sorsilik."
Detect magic on the walls, the sculpture, the cages, the chains, and the area beneath the cages.

Edrukk Thorvirgun |

The dwarf shrugs and moves to follow the gnome around the left side of the room. He will draw his greatsword so it's in hand should a threat present itself.

KenderKin |
As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.
The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15
Seems to be some sort of earth elemental
DC 20
Is not unintelligent or a summoned creature...

Erine Wintyle |

As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.
The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15
** spoiler omitted **DC 20
** spoiler omitted **
Knowledge (arcana): 1d20 + 9 ⇒ (14) + 9 = 23
"It's an earth elemental! Oh, if only I'd learned Terran! Ultis du drak?*"Erine waits a moment. "Lominel bell?**"
Another pause. "Arak kratus wicke?***"

Edrukk Thorvirgun |

As you get to the center of the room along each wall, the strange sculpture begins to move it's 4 long arms and seems uncertain which direction to look.
The creature seems not to know which group to approach
Knowledge nature or arcane (can also add stonecunning)
DC 15
** spoiler omitted **DC 20
** spoiler omitted **
Knowledge (Arcane) 1d20 + 4 ⇒ (1) + 4 = 5

Broccan Dunchad |

Broccan watches the stone creature warily, sheathing his sword and resting his hand on his warhammer, ready to draw it if the creature moves toward them.
"Be care'fl wee-lass, tha'boulder'll smash'ye like'a nit, iff'it don't like'ya!

Edrukk Thorvirgun |

Edrukk sheathes his sword and backs toward the entry. He realizes that Erine is looking at each of the others - maybe the creature did not understand her... He stops his movement and speaks to the creature.
In Dwarven:
If the creature does not respond, he tries...
In Giant:

Edrukk Thorvirgun |

"'e speaks Dwarven. What d'ye want me t' be sayin'?"
In Dwarven:

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Canvy waits patiently to one side, whilst the dwarf negotiates with the creature, in whatever strange tongue they use. Broccan, if Edrukk can make friends with this creature, it can only be good news for us, it looks a tough opponent.

Minniwick Zookwinkle |

Minniwick can translate for the party so that Edrukk can devote his full attention to speaking with the creature
if needed
Aid Another Diplomacy 1d20 + 3 ⇒ (12) + 3 = 15

Edrukk Thorvirgun |

Please submit your questions and pay the gnome on my left! ;-)
Dwarven:
"'e says 'e 'as seen 'em comin' through 'ere. Ah'm askin' if'n 'e c'n tell us 'bout 'em."

KenderKin |
"Only onersous beasts that know not how to speak to my ear. There is a dwarf here but she was surrounded by the beasts and once they know of me I will likely be destroyed or tormented."
"One of the beasts a big one lives in the door ahead of you, I suggest you kill it there rather than further in."
"Two great dwarven machine lie further in they are set to attack anyone who they have not seen before. They have pichers and hammers for hands, when they attack you may command them by saying 'by the stones' in dwarven"
"I shall be waiting here...."
The creature offers no other aid or information.