| Bruno "The Keg" Ironspine |
So checking the rules, Rodi's 20 above doesn't beat the Keg's AC so it's an automatic success but not a critical. Looks like I should reduce the damage to 7 ... first d6 plus 3?
"Tripped over some short shit n' gotta toothpick in the leg," the Keg grumbles as he wraps some bandages around the wound after he drags some crates over to the door.
"We dinna need to go in there ... I dinna know what it is, but I dinna like it."
Assurance: Medicine Take 10 for Treat Wounds
Heals: 2d8 ⇒ (3, 2) = 5
| DM NomadSage |
You can hear the thing babbling from beyond the closed door. It does not try to escape, but its maddening voices tug at the ends of your reasoning. It clears quickly the further away you get.
The room with the three matching doors leads into a mess hall. Each door is carved with the images of lordly feasts, although a hooded gray figure appears in each image, silently watching. (Religion check...) The mess hall’s north and south walls are fitted with shelves containing mismatched goblets, platters, and bowls. A number are made of fine porcelain emblazoned with crests of noble families. A raised table with three lavish chairs stands at the east end.
The northern doors lead into a kitchen. A large hearth takes up most of the south wall, and there’s a basin for washing up against the west wall. Dry goods, provisions, and cooking gear clutter the space. It does not appear to have been used in several hours.
Along the western side of the corridor, an alcove at the southern end ends at a locked door.
A little farther north, another door opens to a large barracks, as suggested by the double bunks and footlockers in the alcoves. The walls are decorated with simple paintings and murals, which include sketches of building, temple, and ruin layouts with notations suggesting how to get past obstacles and traps. Two small privy chambers stand against the southern wall. A short stairwell leads down to a door set into the northern wall.
The corridor turns right at the northern end. There are doorways on the north and east end, both locked, as well as a double door constructed of thick wood and heavy iron bands.
Roll20 map updated. The mess, kitchen and barracks are unoccupied. Please post any further investigation or searching, if desired.
| Mikos Karnikov |
"I think the Sprinters retreated past the barracks, but I am curious about that door. We never checked the guard for keys, did we? How about we start there?" Mikos backtracks to the dead man in the hall and checks him for anything useful.
| Bruno "The Keg" Ironspine |
"Eh, at least try the group of keys we do have. Prolly wont work, but we might feel stupid if one did. We kinna also try the door inna barracks or th' one by the Spire before we start breaking doors open."
The Keg is not excited about the pincushion experience he went through last time he tried to break down a door.
| DM NomadSage |
Sorry, thought I already replied here. The doors that are locked are marked on the map. The other doors (double doors and door on the north barracks wall) are not locked.
@Rodi: not enough time to do crafting, really. However, you could cobble together a makeshift set with things found around the level.
| Mikos Karnikov |
Mikos suddenly realizes that the door in the barracks is not locked. "I don't know if the purple rabbit babbler alerted the Sphincters, but I'd rather delay on the dwarven lock picks. I still have the scar to show how well that works." The fighter scratches the puckered wound on his throat and then opens the door in the barracks.
| DM NomadSage |
Ugh, sorry... weird work week in a weird work year.
Mikos opens the door. Beyond is another guard room, this one at the lower end of the Emerald Spire hall. The south wall is fitted with arrow slits, like the similar room farther to the south, and a barred door is in the center of that wall.
To your right is a stack of crates, barrels and sundry items. A heavy double door in the northeast corner provides the only other exit.
Map updated.
| DM NomadSage |
It might be, lol!
EDIT: I zoomed in on the map... lets just say its a very stylized sconce holder. There are others to the south and east.
2nd EDIT: Oh my... I just realized those statues are in the places of 3 traps I left out for obnoxious reasons. Go go, attentive DM!
A statue of a woman with a water urn stands in the hallway.
*
The double doors are not locked. They are very similar to the pair in the corridor further to the east.
| Bruno "The Keg" Ironspine |
The Keg, who has been rifling through the crates and barrels, grunts his assent and takes his shield and rapier heading to the door.
Anything there?
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
| DM NomadSage |
@Keg: more of the same sundries and mundane stolen goods.
Mikos shoves open the double doors. Beyond is a large natural cave, running roughly east to west. It is dimly lit by small oil lamps. The Keg and Ben recognize the marks of excavation, widening the original cavern. Masonry walls enclose structures within the cave, including what looks like a temple to the north and a crypt to the west. At the eastern end, a low stone wall encloses a large pool of water.
There are lights and faint voices coming from the doors to the temple.
A low tunnel exits the northern end of the excavated cavern, heading off into darkness. A cool breeze faintly stirs in its entrance.
Map updated.
| Mikos Karnikov |
Mikos raises his eyebrows. He wasn't really sure what he expected beyond the doors, but it wasn't this. He points at Rodi and then points to his own ear and at the double doors that seem to be a temple. "Anyone you recognize?" he whispers to Keg as he tries to determine whose temple it might be.
| DM NomadSage |
There are no obvious markings on the temple structure to determine its dedicated faith, if any.
Rodi moves up and listens. They hear voices beyond speaking in Taldane...
Stealth check?
You hear a woman's voice speaking. "We will stay. This is our home. Hastenfar will return in a day or two. With his numbers, we can refortify Splinterden."
A man responds, clearly agitated. "But those thrice-damned vigilantes are sure to return, and soon. They killed half our number, already. Klarkosh will not be pleased when we fail to bring him tribute!"
The woman sighs, "Yes, Jaris. Remember that Blackfingers is our master, not the Numerian wizard. The Splinters will survive, as we always have done. Perhaps the adventurers will consider a truce, if we can offer them something they want..."
Are the rest of you moving around? Please place your tokens if so.
| Mikos Karnikov |
Untrained Know religion- Blackfinger?: 1d20 + 1 ⇒ (15) + 1 = 16
Mikos absently rubs the puckered scar on his throat. "They don't seem all that loyal to Klarkosh. They may be able to give us some more information about him. I agree that I'm leaning toward just getting rid of them though."
| Bruno "The Keg" Ironspine |
"They're talking about necromancers ... if they're in league with those slavers, they forfeited their right to this life." The Keg growls ferociously, weighing his weapon in his hand.
| Bruno "The Keg" Ironspine |
The Keg moves up alongside Mikos and casts magic weapon on the man's falchion.
becomes a +1 striking weapon for 1 minute. Gains +1 to attack rolls and double weapon damage dice
| DM NomadSage |
After the Keg casts his blessing, Mikos throws open the door. Inside is a small shrine with rows of pews and a stone altar on a low dais. A large statue of a mysterious, hooded figure stands solemn vigil at the east end. Paintings on the walls depict a gray hooded man in a variety of exploits and triumphs, culminating in his ascension to godhood, when he begins aiding lesser thieves.
Standing behind the altar is a middle-aged woman with long dark hair. She wears chainmail underneath fine leathers and a dark cloak. Sitting in the pews are two other Splinter scouts, one that you recognize from the first battle at the gates. The fourth occupant is the alchemist, Jaris.
They all look to the door, eyes widening...
Actions? You can all act before they do. Also, map updated and added pic of the woman in your journals.
| Mikos Karnikov |
I don't see pupils. Does Creepy Lady not have pupils?
"Should have left when you had the chance," Mikos rasps. 'I'm going to enjoy this." He heads straight for the alchemist baldy? and snicker-snacks.
Falchion: 1d20 + 11 ⇒ (10) + 11 = 21
Snicker: 1d10 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Falchion: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Snack: 1d10 + 2 + 1 ⇒ (10) + 2 + 1 = 13