| Ivar "Goldilocks" Theodinson |
Ivar looks from the girl to their guide, "so are we going through the mine? Or staying on the jungle path?" He then looks up to the sun and then back toward the savage, nodding at the halfling. "Were burning daylight, well Anthyra any chance Randy here talked you into going with us?"
Just wondering which way the 'tracks' go and if she's going with us.
| Lalali-Re |
Look, i see we had a bad start, so let´s try again. We respect your country and also love dinosaurs. But we also aren´t stupid and want to go into a dangerous mine without a very good reason. We really need to reach that hidden and lost city where we want to go very fast to prevent bad things from happening. Those bad things will most likely influence your country and all the dinosaurs. Just imagine a bunch of snake people raising an empire just next to your country! Pretty sure they would invade and come dinosaur hunting very soon! That way you can also spend more time with this adorable halfling here.
Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14
| drbuzzard |
"I don't know about snake people or lost city. I know mine bad. Full of dead things that not dead. "
I have no idea what you are even trying to accomplish with that lousy roll. If you wanted to talk her into joining you, the dice have failed you. I'm reasonably sure you won't have too much trouble in the mine.
| drbuzzard |
The cleric chivvies you all down to the mine, leaving the savage behind.
Map is updated. Note, the map sucks, given the 20' squares. It will be a bit of a pain to use it for combat
The sagging and overgrown remains of a small camp mark the site of the old mine, its gaping entrance visible in the hillside behind the camp.
The mining camp is abandoned, and consists of a large barracks and meeting house, an operations office, two storage buildings, and a small house for the mine owner and his family.
| Dargorath |
"I wonder why the mine is abandoned. I think we should find out."Dargorath answers.
He will then suggest that the party searches the barracks, meeting house,operations office, storage buildings and small house in that order.
| Dargorath |
perception barracks: 1d20 + 3 ⇒ (9) + 3 = 12
perception meeting house: 1d20 + 3 ⇒ (3) + 3 = 6
perception operations office: 1d20 + 3 ⇒ (10) + 3 = 13
perception storage buildings: 1d20 + 3 ⇒ (20) + 3 = 23
perception small house: 1d20 + 3 ⇒ (9) + 3 = 12
Dargorath looks around.
| Dargorath |
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What I meant was I stay at the back, others search. The problem is that if no one recommends a search plan the game stalls. Thus the word suggest, so that others can take point and the game moves.
Not to mention I never mentioned going into the mine yet, just the mining camp buildings in a systematic fashion.
Sir Galittlehad the Not So Pure
|
Randy bids Dinocute farewell feeling a little sad, but duty comes before booty.
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
| Malok, the East Wind |
Perc: 1d20 + 14 ⇒ (18) + 14 = 32
"Don't you mean stop, think, act, review? Just remeber STAR to avoid future human performance incidents!"
| drbuzzard |
While poking around in the operations office, Malok finds a journal of sorts, maybe a logbook.
It's covered in some kind of mold. As you pick it up, I need a fort save, since it's a nasty sort of mold.
However you do learn something from perusing it.
The last few entries in the logbook are dated 15 years ago and document the mining company’s downfall. The mine’s owner, a man named Feran Crinhouse, was looking for new salt deposits and decided to secretly try connecting his mine with another mine on the far side of the hills, abandoned earlier under mysterious circumstances and rumored to be haunted. Just as the miners broke through to the abandoned mine, they unearthed a strange orb that glowed with a pulsing blue light. Crinhouse decided to go down into the mine to personally investigate. The final entry is in a different handwriting, and reads, “They’ve come up from below! They’re all dead, and their touch withers the f lesh! May the gods have mercy on us!”
| Dargorath |
"Ok - at least we know the mine is trouble. Everyone please stay on the alert and be on your guard. I think there's some kind of undead lurking in there." Dargorath warns the party.
| Malok, the East Wind |
Fort: 1d20 + 8 ⇒ (14) + 8 = 22
"Cough, Cough.."
"Stale ass book there.."
Reads...
"Sound like some sort of nasty undead to me. Should we even bother messing with it?"
| Barton Savage |
"Luckily, they taught the light spell in the archaeologist correspondence course I took last year."
Bart casts light on his sword and leads the group into the mine, looking for danger.
perception: 1d20 + 9 ⇒ (18) + 9 = 27 (+2 for traps)
| Malok, the East Wind |
Malok pulls a scroll for his pouch in preperation of casting it if they should run into something..
| drbuzzard |
You all get moved along through the mine tunnel, until you get to a large open area with water.
The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft .
Both Bart and Ivar notice that there's something odd about the water. Something transparent (with a slightly different diffractive index) is present under the water.
Dungeoneering to figure out what it is.
Sir Galittlehad the Not So Pure
|
"Might be the proohesized Natural Formation of Booze! Is this the Promised Land?" says the peck to himself.
| Dargorath |
"What I'm afraid off is that it starts climbing the ridge and attacking us at the most inappropriate time. I would rather fight it here."Dargorath tosses a few more rocks into the pool, hoping to agitate the ooze.