
Desidera Tahn |
Desidera snickered softly, glancing at the blushing elf with a fond smile and shook her head with a quiet sigh.
"We're going to find you two in a dark corner, doing things that are better left to beds and bedrolls, aren't we, ilioula?" A glance behind her saw the dark elf lag behind and she nearly grinned. Once this was over, there was going to be a lot of adjustment and recovery coming his way, she was certain.
Smothering a giggle, she leaned her head against Sunset and dragged her forward with the rest of them.

Gloisil Murigel |

Once the rest of the party catches up to Gloisil and he shepherds them around the magical door to Yuri's workroom, he says, "Let's continue down this corridor and quickly check the rooms that are there for a possible way down to the lower levels."
Looks like, from the map that Val just sent out that there is another room across the hall from Yuri's door. Gloisil will head in that direction and check to see if the door is unlocked.

Sunset |

Once past the 'Tempting door of DOOM' Sunset lets go of Desidera and proceeds to skip along with every one else. She glances at Desidera,
"Whut wus ye meanin' there afore, luv?" She asks innocently. "I just knew better'n t' trust m'self after Gloisil's warnin'...t'is all..." And she blushes again in embarrassment.
Okeys, Gloisil. Am ready t' adventure an' rumble here! (^_^)

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"Uhm...nope, cain't say that I do. Sorry Gloisil." She looks to Koridor, "But you've got an idea as t' how this place be put t'gether, right? There's got's t'be stairs somewhere, right?" She asks.
Koridur starts to follow Gloisil. "Well..." He starts. "I don't know if that lift can be fixed or not. However, I do know that there will most likely be slides or other ways that will drop far down below our current level. We're actually pretty high up in the mountain. We need to get lower. If you happen to see a vent or shaft that looks odd or out of place let me know and I'll check it out, it could be our ticket down.
Valegrim: I'd like to search for any of those slides or shafts that'll take us down multiple levels at a time.
SEARCH: 1d20 + 5 ⇒ (19) + 5 = 24
(That's +2 for INT, +1 rank, +2 dwarf bonus for stonework)

Sunset |

At Koridor's mention of slides Sunset groans,
"Not more slidin' and shaftin'!" She slumps against the nearest wall, her head drooping down, blond locks flopping over her eyes.
"It were crawlin' through things an' havin' floors give way an' dumpin' us all in'a sandy heap whut's got us wanderin' around like we is now." She moans,
"Why caint your folk jus put signs an' things up like normal folk?" Sunset mutters quietly.
"Is a' dickens gettin' all'a th' sand out'a places where it shouldn'a be." She finishes in a grumble, absently tugging at her pants in memory of her past discomfort

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"Koridur, would these shafts or vents be covered by something like a grate, or are they just open holes in floors and/or walls?
"It depends on those who built it, honestly. However, I should assume they're hidden in the walls so nobody would fall in. They're not traps and you certainly don't want any sneaks or the like fallin in 'em and gettin to the king's chamber or grand hall in no time." A large grin spreads across Koridurs face. "Though like I said, it all depends on where they would have decided to build 'em. I'm keepin a look out for 'em as we walk but I dinnae where they would be."

Valegrim |

Neither do they apparently; lol; but if someone is mapping; they might be able to show you a map; which I think would be a good idea.
I'll stand as near to the front as I can. As I don't know where the party's already explored I'll just play "follow the leader".

Doug Greer |

I was thinking that we would be going back towards the workrooms, continuing on past Yuri's door. I was thinking that was to the left if facing the elevator. The map Val just emailed to me shows a workroom diagonally across the hall from the elevator. I thought that this was Yuri's workroom, and then there is what looks to be another room next to the elevator to the left. That was the door that I was suggesting to check out. If I'm wrong let me know.
Gloisil is more than happy to relinquish the lead to the ork and/or the Koridur, as he is also a not heavily armored sorcerer.
"Koridur, if you would like to lead, I would feel more comfortable. Although in the heat of battle, I sometimes foolishly jump into the front lines, I am not really suited to being in front."

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"Koridur, if you would like to lead, I would feel more comfortable. Although in the heat of battle, I sometimes foolishly jump into the front lines, I am not really suited to being in front."
"Very well then, I'll be up front in case we're attacked." Koridur steps up to the front of the party and to no one in particular states "Now, where do we go?"

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"Alright. I say we head to the workshop there."(room 2)"That's probably got a shaft or two for the engineers to get the lower levels quickly if need be." Koridur heads towards the door. "Has anyone checked this area for traps? I wouldn't be surprised to find any with all the gnome work here."

Valegrim |

sunset
you hear a faint crash as if the elevator just hit the cieling...
Sunset pads along quietly confident that Koridur an
d Gloisil, being 'native' to places like this, know where they should be headed.
The gun-nut brown Elf spends her time looking around at the walls and ceiling.
Perception:1d20+3

Sunset |

"Um, here Gloisil? Koridur? Where do that lifty thing actually go?" Sunset asks as she tilts her head....looking off into the distant darkness.
"Cause, like, it were goin' up when Koridur, Kurg an' Nix come off'n it, right?" Sunset asks, obviously trying with out success to put pieces together in her mind.
"How many other folks is there in here with us? Th' kind we dun't want t' meet all in'a big hurry?"

Valegrim |

Everyone begins to hear a great straining of nearby machinery and a bit of vibration in the hall; probably best to not stay out here in the hall near the lift.
Koridur
you would hope more of the dwarves survived; some were well known local heroes; also; some of the Ork heroes may have survived; but maybe not; there was hundredS of goblins out there; several tribes; on a brighter note; that means less are in there as long as that fight goes on; so, you might want to hurry and take advantage of your brothers in arms sacrifice.

Gloisil Murigel |

I think we best be duckin' in that workroom quickly, if no one else wants to try the door, I will."
As long as the door looks like a normal door and not like the gnome door, then Gloisil will try to open it hurriedly. If the door opens and nothing happens he will motion the others inside. Gloisil and his familiar Hoot will also make listen checks to see if they can determine what the sound Sunset heard may have been. Gloisil, Listen: 1d20 + 5 ⇒ (2) + 5 = 7, Hoot, Listen: 1d20 + 12 ⇒ (7) + 12 = 19

Sunset |

Sunset shifts and slides an arm around the nearest person nervously,
"I be thinkin' that's th' sound I wus hearin'...an' it don't be soundin' friendly..."
1d2 ⇒ 2
Sunset shuffles closer to Desidera and slides her arm around the other woman's waist.
"Um, Gloisil? How long d'ye think it'll take t' be openin' th' door?" She asks quetly, looking off in the direction the noise is coming from...
Perception:1d20 + 3 ⇒ (6) + 3 = 9
Meh...with that roll, Sunset is probably blowing a stray wisp of Desidera's hair out of her face.... :P
"Gee, your hair does smell nice..." Sunset whispers, suddenly distracted. (^_~)

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"Um, here Gloisil? Koridur? Where do that lifty thing actually go?" Sunset asks as she tilts her head....looking off into the distant darkness.
"I dun' know Sunset. It just kept goin' up. I'm not sure if it had a destination." Koridur follows Gloisil into the room. "We need to move. As long as my team is still up there fightin', that means the goblins are up there with 'em. We were heavily out numbered. If the goblins win too quickly, they'll all be right back down here with us.

Valegrim |

Door is scorched and hacked on and broken ;you dont hear anything within.
I think we best be duckin' in that workroom quickly, if no one else wants to try the door, I will."
As long as the door looks like a normal door and not like the gnome door, then Gloisil will try to open it hurriedly. If the door opens and nothing happens he will motion the others inside. Gloisil and his familiar Hoot will also make listen checks to see if they can determine what the sound Sunset heard may have been. Gloisil, Listen: 1d20+5, Hoot, Listen: 1d20+12

Valegrim |

definately up; over you head is the source of the noise.
Sunset shifts and slides an arm around the nearest person nervously,
"I be thinkin' that's th' sound I wus hearin'...an' it don't be soundin' friendly..."
** spoiler omitted **
Sunset shuffles closer to Desidera and slides her arm around the other woman's waist.
"Um, Gloisil? How long d'ye think it'll take t' be openin' th' door?" She asks quetly, looking off in the direction the noise is coming from...
Perception:1d20+3
Meh...with that roll, Sunset is probably blowing a stray wisp of Desidera's hair out of her face.... :P
"Gee, your hair does smell nice..." Sunset whispers, suddenly distracted. (^_~)

Valegrim |

This room is a workroom and smithy; one a smithy of the upper reaches; things made and repaired here was for upper reach guards and siege breaking weapons such as catapult and ballista; the only thing left not stripped or defaced is a large three headed anvil set in the middle of the floor inscribed with dwarven runes. It is coverned with dried blood as is the ground; looks like perhaps many dwarves were sacrified on this anvil to attempt to break its magic aura; many goblin slogans are scribed in the blood on the floor and anvil.
Gyldry
the anvil is magical; probably weighs a few tons; but you get the idea that things made on this anvil will be better crafted than the ordianary skill of the crafter. The defacing apparently had no effect on the magic of the runes of the anvil.
Koridur
The dwarven runes imply that this anvil is dedicated to the main dwarven diety; the Soul Forger himself, thus to you is a holy item obviously defaced.
Gyldyr sees no need to comment further on the possible impending danger, and keep san eye out.
detect magic
perception1d20+8

Valegrim |

once the party is inside the workroom; the elevator breaks free from its binding at the top of the mounting due to the malfunction/sabotage; and the lift platform can be heard falling free towards the bottom of the elevator shaft banging against the sides as it falls.

Valegrim |

Sunset
Your sharp elven senses pick out an irregularity; a bump in a wood frame that no dwarven craftsman would have lived with; must be something done in a hurry or to hide something; with the precision of it, only a dwarf or elf would be likely to notice; Koridur is probably distracted by his greif at looking in this room; you can practically feel the fury of vengence growing in him.
Sunset hurries into the room with every one else, her attention scattered between watching her friends, hugging Desidera and trying to look every where about in this new place they've entered.
Perception:1d20+3

Valegrim |

the goblin in the party sniffs around and looks at the goblin scrawl.
"Knee Cappers"
"Iron Jaws"
"Shroom Spitters"
"Theys the ones that brokes this hall. Biggum curses they cast to no avail; anvil stands there still true and hail. Feast upon the anvil: flesh stuffed in their own guts fer sausage, bones cracked and marrow sucked; pissNjizzleN all order of waste a heaped; but lo and behold; no brain; no brains <sniffs and looks about> no brain at all; no brain pans opened and no skulls here; this is Bad, much Bad. Me thinks the Infernal Pit sends a GOBLIN KING. I must pray to Mighty Cera AngelRangerMistress for guidance."
Koridur:
You can take the goblins word as gospel that these aforementioned goblins tribes did this; thus you can write it in to the Book Of Grudges. In game terms; this means you get an additional +1 when directly fighting against these tribes and are generally immune to fear or some mind control magic concerning those in the Book if you Invoke a Grudge; if you do all rules of civility go out the window; dwarven grudges are nasty, bloody affairs and you wont be able to retreat or turn away from an invoked enemy. You have some choices here; you can write their names in your book and take vengence; or you can just note it and write it into some Dwarven Holds Great Book of Grudges; a more formal affair, or you can ignore the whole affair.

Desidera Tahn |
Hustled into the other room with everyone else, Desidera can only watch the developments with a sense of unease, wondering what was going on-- or at least wondering what was going on, now that they had the goblin and orc travelling with them. Desidera looked around with Sunset, again wishing that she knew how the Dwarves built this place so she would know where they were, even if she did not really know where to go.
The goblin reading the marks does not make her feel any better either, though she hoped that there was enough time between when they were here and when they arrived.. For that matter, now that she thought about it, they had not really seen any goblins since before. The crashing of the elevator made her jump, and she looked towards the direction of the sound, knowing that others in this complex were as well.

Sunset |

Not sure about a full description of the room. *shrug*
Will Save:1d20 + 2 ⇒ (4) + 2 = 6
"Eeek!" (>_<) Is Sunset's reaction to the loud noise. Jumping and clutching at Desidera as both women are startled by the loud crashing and banging noise that assails them.
Will Save:1d20 + 2 ⇒ (15) + 2 = 17
Sunset blushes and coughs lightly, letting go of Desidera but still clinging onto one of Desidera's hands with her own, and stepping away though her nervousness at the loud sounds coming from the dark is still evident.
"Um...Koridur?" She asks the Dwarf, possibly she is seeking to 'change' the subject or move attention away from her skittish behaviour, "Whut's that?" She points to the irregularity; a bump in a wooden frame that she noticed before the sounds of destruction assailed their ears.

Valegrim |

This is a large room; sorry; about 130 ft by 130ft and the doorway is very large. The room is dirty and has a place for three very hot fires; most of the shelf; racks; tables, chests and bins in the room have been broken; smashed; burned, horribly defaced; had dwarves nailed to them and run into the fire; that sort of horrid stuff. The more you look; the more of this sort of thing you would find; you can fill in the blanks if you want; goblins are generally Choatic Evil.
The floor is stone; blackened by oil, fire, soot and hundreds of years of use.

Sunset |

*hugz* DM Valegrim. No worries and again, thank'e fer your time spent gaming with us! (^_^)
As her eyes take in more of the room, they pass over the remnants of the slaughter,
Fort Save:1d20 + 0 ⇒ (13) + 0 = 13
"Eeeeew..." Is the comment she sums up the view with. One bare brown foot lifts from the floor to be tucked behind a leg.
Of course, the pair of very well made boots that hang from her back-pack would do well to keep her feet protected from the stains and detritus of the place. For some reason the brown skinned Elf seems to feel 'safer' walking around with bare feet, much like their small Goblin freind.

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"The goblins' efforts didn't affect the magic of the anvil," Gyldyr comments, trying to sound helpful. He looks back out the door, worried that the elevator's malfunction might have blocked their way. He doesn't pay much attention to the various horrors in the room, though the smell is offensive.

Valegrim |

just a point of note; this all happened several years back so the smell is not so bad as all that; most things are fairly well dried out; but all the violent death leaves a heavy presence about the place.
Gyldry
The barrier between this world and the spirit world is very weak here; with all the death you can almost hear the murmer of the dead and dying in unfit slumber as if they still walk these rooms. The dwarves probably would be hostile; but all the slain goblins; and, there is evidence pleanty in the hall and in here that a great many goblins were also killed, some of the goblin spirits might not be too hostile to you if they thought you were going to do a dastardly deed to the dwarves; you would have to hide Koridur though or get him to play along.
Also, at the little goblins mention of Goblins and the Infernal pit; you might make a lore roll to capture a lost memory; though you would snicker at Infernal as that applies to Devils and is wrong; should be Abyssal.

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Unrestful spirits. Great. Gyldyr isn't much interested in pointing out the goblin's mix-up of the lower planes at the moment. He gives a polite cough to gain the others' attention. "The room isn't secure for discussion, and I have something important to say." He considers how to best keep from giving anything away to the potentially hostile spirits. Mildly uneasy, he glances around the empty-looking room again, and then meaningfully looks out the door they had just entered. Hopefully they'd listen, instead of thinking he was insane. To prompt them along, he walks to the doorway and waits for the others to follow. No telling how strong these restless dead could be, but no sense in stirring up their hatred.
1d20 + 11 ⇒ (10) + 11 = 21
Lore roll for the memory
1d20 + 11 ⇒ (12) + 11 = 23
And nobody else can detect the spirits, can they? lol

Sunset |

At Gyldyr's final comment,
Will Save:1d20 + 2 ⇒ (3) + 2 = 5
Sunset slides her arms around Desidera again. The other woman can feel the brown skinned Elf's limbs trembling.
"A-a-aye, but whut be th' trouble with th' room...?" Sunset asks, only a slight warble in her voice as her large blue eyes gaze upon the cloaked and mysterious Elf before them.

Valegrim |

Any priestly character can if they try as they are much more likely to sense those of their dieties worshippers as priests act as intercessories between living/dead/and diety; anyone can if they open themselves to it by stepping on one; channeling one; certain feats, sharing like thoughts like hatred and revenge. Those with spirits rather than souls, a subtle distinction, are closer to other spirits; a necromancer even more so. Faith matters a lot; worshiping a death diety and the like; but generally no; most people cannot sense a spirit unless the spirit is strong enough to manifest or there is a joining of some type such as a repeat of the death sequence or if the living intrude upon some domain such as some important task left undead by the dying.
Unrestful spirits. Great. Gyldyr isn't much interested in pointing out the goblin's mix-up of the lower planes at the moment. He gives a polite cough to gain the others' attention. "The room isn't secure for discussion, and I have something important to say." He considers how to best keep from giving anything away to the potentially hostile spirits. Mildly uneasy, he glances around the empty-looking room again, and then meaningfully looks out the door they had just entered. Hopefully they'd listen, instead of thinking he was insane. To prompt them along, he walks to the doorway and waits for the others to follow. No telling how strong these restless dead could be, but no sense in stirring up their hatred.
** spoiler omitted **