
Frackit Alloyeye |

The sloping is in the general room, the closest room Ill check the wall and passage frame but not go in.
Find and Remove traps: 1d100 ⇒ 94
Frackit examines the room closest too him and then after inspecting the wall and frame around the doorway, he will look for traps around the door.

Zairiah |

Since Frackit pointed west, Zairiah assumes he thinks they should go that way, but then he starts checking for traps, so she goes west, but warily.
She checks for traps around the doorway before she goes through...
Find/Remove Traps (95%): 1d100 ⇒ 49
... and then proceeds west, if it seems safe.

GMEDWIN |

Frackit checks for traps on the outside of the nearest room to the party. He peeks inside without entering there is a doorway but no door and he sees that it must have been a wine cellar. The jugs of wine in here are mostly
cracked, and their contents have long since evaporated. There a lot of stacks. You do not find any traps.

GMEDWIN |

Frackit walks into the room and sees stack after stack of wine jugs in shelves. He walks behind one of the shelves and sees a strange
skeleton, that of a hunched humanoid creature with a long, thin tail the skeletal arms still cradle an empty wine jug.
Genie Lore check
as the remains of a winemaker genie.
Medicine check

Nura Hamdani |

Nura doesn't know what to make of the skeleton, being skilled in neither medicine nor genie lore. Instead, she uncorks a jug of wine and sniffs it.

Zairiah |

Zairiah comes back and joins the party since Frackit called her, and it sounds like they found something.

Frackit Alloyeye |
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" Sorry, My friend" Frackit says as he sirs beside the Skeleton.
" Seems like you were a passionate fellow. One who either loved wine or made it oe both. If you made these and put your life in them. I hope we can make sure others get to enjoy them. Though we will bury you with some. That way you can rest in piece with the stuff you obviously took pride in* Frackit says as he seems to ugologise with this skeleton.

Paritosh Jumbal |

"While I, and most of my tribe, do not partake in the consumption of drinks of this sort, even we do not make it a point to kill those who would do so, or those who would create such a beverage. Do you think the one that slew this djinn did so because of its affinity for the wine itself?"

Frackit Alloyeye |

" You all need to live a little. Drink some wine, carouse, maybe acxidentally rearrange your parents house as a jest! You know the follies of youth!" Frackit says remembering his own first few dillances with stronger alcohol.
" Still its valuable to someone we can take it with us and sell later" he says looking around and goes to check any doors in this room.
If no doors he will follow down the path. " Remind me to get a 10 foot pole"

Paritosh Jumbal |

"As a youth among my people, we would sometimes sneak out at night and rearrange the camels within the paddocks, to confuse their owners." Paritosh starts to chuckle. "And this one time," he stops and laughs heavier as he recalls the event, "Jansen rode Marilosh's camel for nearly three hours before he realized the mistake!" Tears come to Paritosh's eyes as he recounts the tale. "Marilosh had recognized the switch immediately, but she chose to play along until Jansen figured it out!"

GMEDWIN |

Kamalla says, "Wow, that is some pretty funny antics."
Your group decide to listen to Agrammar and you go into the next room closest to you to be thorough. The next room seems to have been a store room. You find broken bits of bronze plate
mail, faded brocade, weapons with useless scabbards
and hilts, pipes, dented lamps, tobacco, dried meats,
piles of sandals, dried herbs, pottery, eating utensils,
plates, vases, fractured sculptures, small dolls, and
other toys. And much more.

Frackit Alloyeye |

" Seems I found a place for storage though the items look worse for wear. Still if we had the opportunity such things could catch a good price. Mostly to be used and made into be made into new rhings." He says as he begins to poke around for traps and stability.
Find Traps: 1d100 ⇒ 47
Unsafe room: 1d10 ⇒ 6

Zairiah |

Zairiah looks through to see if anything in here is valuable.
Appraise (proficient) Int=13: 1d20 ⇒ 7

GMEDWIN |

Zairiah
Your group then moves into the next room before following the slope. Buried Room. A partial ceiling cave-in left this room filled with a great pile of earth. You notice a pair of skeletal legs protruding from the rubble with most of his belongings rotten but he his holding a beautifully made jambiya in his right hand that has no tell-tale wear or rust same as its sheath.

Zairiah |

Zairiah collects
* a few dinars
* a forgotten purse
* a brooch that looks valuable
* a ring that looks valuable
* 25 gold
* a beautifully made jambiya
She puts the ring on, because she likes the look of it.

Nura Hamdani |

"Best to be wary," Nura warns Zairiah. "My father used to tell me tales of cursed jewelry and that all that glitters may not be gold."

Zairiah |

Yeah, I know the stories, but ever since the wish I think more than ever that fate is just given, not chosen. If the gods want to play with my life, then I will let them... what point is resistance? It is in their hands, not mine.

GMEDWIN |

Agrammar
You decide to follow the slope to the west. After the tunnel narrows to five feet going downward, the hallway opens up to ten feet in width and there is a larger corridor to the north which is 20 feet in width that goes for 50 feet and then turns to the east, at the edge of your light source in front of you there are two doors one to the north and the other to the south plus the corridor continues further west beyond your light.

Aggrammar Deepdelver |

"My thinkin' is that we do not risk any further cave-in, unless we poke at the ceiling with a pick axe or somethin' - the dwarf informs his companions as they move along.
As they arrive at the larger corridor, he peeks around. then turns back to his companions - "Suggestions?"

GMEDWIN |

By peeking around the larger coridor to the north, he sees that the corridor goes east, there is a room to the north with a door and he can also see all the way into the room where you found the dead elf.
Basically, you can check the room around the corner to the north, a room to north down the western hall or the door to the south that is adjacent to it, or you can continue moving west.

Zairiah |

Let's try the door to the north...
She looks at Frackit.
... you want to check it for traps, or should I?

GMEDWIN |

As your party approaches the first northern room with a door the gust of air from the 8 of you unlatches the door and you can walk through. What looks like an Office. This chamber clearly has been visited since the siege but not recently. There are open scrolls on the floor, which obviously came from the two wide open scroll cabinets.

Zairiah |

Zairiah picks up the scrolls and looks through them to see if any are salvageable/valuable.
Appraise (proficient) Int=13: 1d20 ⇒ 7

GMEDWIN |

Zairiah finds a map of the basement dungeon and a general description of each room or what they do.
You are in room 5, it is an office. You have been in 9, 6 and 4. 9 and 6 were store rooms, 9 was collapsed. 4 is a wine cellar. 7 was an armory, 8 was the wizard's study, 10 is a hall. 11 was a barracks. 12 is a special room. There is a list of stores which you imagine have been either consumed or have gone foul in these rooms. There are also some runes.
Zairiah, give me an INT or WIS check to see if you can make out the cant code
Fadilah or Frackit You can give me a spell craft check

Sheikh Ibn Taaib al-Ghurabi |
"We found some treasure, but not much of a pit," Ibn Taaib says, examining the room. As a governor of his people, he surveys the office, trying to find out more of how this place was run and inventory was kept.