5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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Zove steps back out of the nothing-verse, dual strands of blood running wet from her nostrils. She looked like she just got punched right in the face. But there was a focus to her gaze, a concentration, as she stumbled across the little tent and fumbled for a quill "...nothing yet...just...have to get this down..." she stammered, writing furiously in her courtly script the sudden revelations of the maze-pocket...in a race before the pages became stained with shadow and blood.

Upon completion she was more likely to talk and offered "I know what it is, and how to defeat it...but it will take time. The chest holds an important key..."

Arcana for any residuals of the maze trap. She wants to be able to do this herself, so is looking for ways to set it up or basically just anything she can get from it. Detect Magic also.

Arcana: 1d20 + 4 ⇒ (10) + 4 = 14
Arcana, Inspiration: 1d20 + 4 ⇒ (1) + 4 = 5


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

The Giant Wolfspider also known as Vrindel, finally drops his animalistic form when Zove emerges bleeding from the mental trap.

"I'm not sure what is happening here with all the disappearing and such... and the Ley lines feel fine to me... but I do know what to do about bleeding and injury".

Vrindel moves to lay on hands, and heal Zove, finding it hard to work around her furious scribbling and chanting at the book.

2d8 + 3 ⇒ (4, 5) + 3 = 12 Cure Wounds at 2nd Level.

But is still able to get some healing magic into the squirming wizard.


At the mention of ley lines "That's just it Vrindel...we were outside the network...a maze universe of contortions and heavy thoughts. That's his weakness, he can't cross into pocket dimensions...we must learn to craft such spaces..." frothy drool sputters from her mouth as the healing magic purges her of impurities and her mental fervor subsides. "Even the necromancer's art fails after a time, flesh and bone find their way back to the eternal cycles of matter...but mind...mind and soul...our ancestors knew this aspect of life was yet more enduring. In their ploy for power they have preserved something...something within Anymore. He is not what he appears..."


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

The gnome looks from Vrindel to Zove to Vrindel. "She just appeared out of nowhere. Zove just appeared. And, Trevor has lost it, too. Talking about playing chess with an old man." His cheerfulness has been replaced with confusion.

"I'm going to go talk to the horse. Maybe figure some things out." The gnome steps out of the tent to continue his conversation.

speaking horse:
"That was weird. My companion just reappeared."

"Pardon my manners. You can call me Ibrox. What do you call yourself?"

"What can you tell me of this Vinder? Is that his tent? Do you know why he came up here? Do you know where he is now?"

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro stood founded-dumb at the mad ravings of the re-appeared Trevor, but his patience had been spent and his hand curled into a fist as he prepared to attempt to beat the man into coherence and, consecutively, begin to take the course where he could not discount that he may have had something to do with Zove's disappearance--unlikely as that is, but too horrible to be discounted.

Fortunately his sensible (and not at all paranoid) violence was side-tracked as the wizard stumbled in, raving about...something about as odd as Trevor playing chess (pah!).

"Speak sense, woman! You talk gibberish. Craft a pocket dimension? Who is 'he'. And what is an 'Anymore'.

And...have you learned aught of the shard of Thor that we are here for?"


Zove punched Aterro in the chainmailed chest as hard as she could, communicating with the warrior the only way she knew how...

Touch of the Wizard: 1d20 - 1 ⇒ (13) - 1 = 12

Barely leaving any trace of sensation "G#$ d*%nit, brave sentinel. Listen to my words for I tell you how we might at last defend against or defeat our foe. If the enemy has power here in this universe...we simply create a new universe." She lets it settle in to his neurons before "This Anymore entity we met in the cave, feeble and hopeless, is in fact a carrier of spirit and mind...bearing forth the essence of Teronidas Voidweaver, Archmage of the ancient city of Vael Turog. A tortured captive, he seeks vengeance against all scathsidhe...perhaps all fey...or perhaps in his rage his hatred extends even further..." she rambles.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor lets go of Ibrox when Zove returns. He goes to grab her and hug her, but then hesitates and, thankfully, Zove starts on her own, writing herself away from him.

He takes a step back, confused by what she is saying and her punching Aterro confuses him further.

"Wow... This is a conundrum! We need to move everyone in the box, is that what you're saying? Every. One?" he says.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Oooofff," Aterro grunts, more from surprise that the fragile fey punched him than any real damage.
Indeed, for a moment he hopes she didn't just hurt her hand on his heavy armor.

The cornucopia of words washes over him with little effect. He hangs on to the idea that the...thing...they encountered at the cave (and which turned down his dagger for lack of usefulness!) is some kind of magical creature...and he probably should've killed it when he had the chance.

As Trevor suggests something more solid--if equally insane--he chews on the idea.

"But to get out of the box, do we...have to...play chess?" he inquires, not really seeing how the dots connect.


Ibrox:
The horse listens to your questions occasionally pawing at the ground or snorting softly. Finally after several long heartbeats while you hear various shouting and grumbling from inside the tent, the horse begins to snuffle and whiny softly.

"I've found that strange and wonderous things occur around you two legged folk. Especially those who smell of magic like yourself." The young stallion says. "As for my name, I am called Pearl by most, I think it is because my shiny white and gray coloring." He adds holding his head high and proudly, while flicking his tail.

At the mention of Vrinder, Pearl's head droops slightly. "He's not my favorite master. I much preferred young master Ysdrik to Vrindel, but I'm afraid he's gone now, killed in a big battle back home."

"Vrindel always smells funny, makes my nose itch and tickle half the time. Like you, he smells of magic, but also like old blood and dead things. I got used to it after a while, but sometimes it still makes my skin shiver."

"He hasn't been here for a while. Went down into the ground with the others and hasn't come back. I've no idea why or for what. He's always going underground, digging up old bits of this and that. Pretty dull really, but he does give me good food and makes sure I'm brushed and warm and dry most nights so I can't really complain much."


Zove's word prowess had failed her, unable from her perspective to be any more clear. Perhaps it was a limitation of common to have such difficulty expressing matters of magic and soul. "*sigh* No...forget it."

Anything inside the chest we unlocked? Also was that hand sized thing a book? She will take a look at both.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

[speaking horse]"Thanks Pearl. You've been very helpful."

I assume your Vrindel's were meant to be Vinder's[/spoiler]

The cheerful gnome returns to the tent and surveys the state of conversation. He wonders what he missed, but everyone seems to be as confused as when he went to speak to the horse.

He clears his throat to gain the attention of his companions, "Alright, the horse's name is Pearl. His master is Vinder who is that Doctor Necromancer from the village. He took everyone underground awhile ago. So, that's where we should be headed."

He looks to Aterro and Zove, "Did you get that small metal box open that we found? Anything useful or dangerous?"


Examining the opened chest further, it is only about half full but you do find several items. First, is two sets of fine traveling clothes with black and red coloring. An expensive, fur lined heavy cloak with an embroidered silver thread stair step pattern along the collar and outer edges. A money pouch contains fifty gold coins from various nations, but most are newly minted crowns featuring the crown of Morgau on one side and the profile of Hristina, the new Duchess of Krakovar on the other. In addition to the gold, there are 18 silver and 25 copper coins. Finally there is a belt pouch containing several small compartments. Each of the smaller compartments holds a few tablespoons of a dried herb. They seems to be labeled in tiny script, Kariv Thyme, Khazzaki Pepper, Centaur Mustard, etc.

The smaller hand sized box is locked.

INT(Arcana or Nature) DC10:
You've seen something like the belt pouch before in Courlandian markets. It is commonly known as a Rothenian Spice Kit and usually contains a variety of spices to improved any meal, especially for anyone traveling on the road.

In game terms, the spice kit allows anyone proficient with cook's utensils to make a DC5 Intelligence check when preparing a meal during a long rest. If successful, then anyone eating the meal can regain one additional hit die up to their normal maximum. A failed check simply results in a normal, but over spiced meal.


Did the Detect Magic on the chest reveal any remaining markings of the maze trap? Will redirect that on the objects inside and the hand sized book. Then...

Zove handled the small box around in her hands, convinced there was no magical trap this time before grinning "Trevor...care to help me again?" holding up the little jerry-rigged lockpick she had kept from the brassiere/brazier.

Improvised Thieve's Tools, assuming helped: 1d20 + 3 ⇒ (16) + 3 = 19


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

The sight of new Krakovar coins pains the paladin, reminding him of his past failings.

When Zove asks for help, Trevor hesitates, not wanting to get back to the old man so soon. The old man might be there this time, and he had been quite unhappy at seeing Trevor so frequently. He is about to voice his concern when Ibrox's reaction comes back to him and he decides to keep these concerns to himself.

"Sure, why not. The necromancer's brassiere is sure handy..." he says, and gives Zove a hand, though he cringes the whole time, worried he'll get sucked in once again.


Zove: Sorry, I didn't realize your Detect Magic was still active. The cloak in the large chest softly glows with Abjuration magic. The small lock box has a strong necromantic aura. There are still a few lingering traces of Conjuration magic on the chest itself, likely associated with the original trap.


Yeah, cast it as soon as she came back, and rolled Arcana looking for anything to help her construct the maze magic herself, like residual symbols or something.

"This cloak seems to radiate an abjurative ward...protective magic. Though also, the magic of planar signatures...banishment and counterspelling. We should be careful donning this...radiative aurae can also be faked..." she warns.

So, seeing the aura, what can I roll now to look for magic traps before opening? Investigation? Arcana? I guess its same mod for me

1d20 + 4 ⇒ (1) + 4 = 5

Will open regardless of result


Completely ignoring the glow of magic emanating from the small locked box, Zove continues to wiggle her improvised undergarment derived lockpick into the mechanism until there is a soft 'click'. It takes a few seconds more, but suddenly the lock pops open. As it does so the wailing screams of a multitude of tortured souls fill the tent. The screams are vile enough to feel as though they are withering your minds directly as well as leaving your ears ringing for long seconds after.

Everyone in the tent, which I think is everyone at this point, CON Save DC15 or take Burst from the Grave: 3d6 ⇒ (5, 4, 2) = 11 necrotic damage plus deafened for 1d4 ⇒ 1 minutes. Save results in half damage and not deafened.


Con: 1d20 + 1 ⇒ (5) + 1 = 6

Zove's ears ring from the void energy reverberating in her soul...


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

1d20 + 2 ⇒ (16) + 2 = 18 CON Save

Vrindel expecting the worst is able to get his hands up over his ears before the worst happens.

"Quit opening things! Please! he shouts in what he deems is an appropriately too loud voice.

He then runs from the tent, not only to escape the eerie sound, but also to make sure that it doesn't attract anything unwelcome.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Con save DC 15: 1d20 + 1 ⇒ (12) + 1 = 13

The gnome grabs his ears and falls to the floor in complete pain. He looks around as an eerie silence fills his ears and head. What did they do now? Blood slowly drips from his ears.

After a minute, he works his jaw to pop his ears, "I need a nap before we go spelunking."


Zove looks at Vrindel's mouth moving hopelessly "What did you say??" she shouts back, surprised to be completely deaf.


The small box contains two envelopes, one sealed with the black and red crown of Morgau, the other simply sealed with plain yellow beeswax. Under the two letters is a small leather bound book. The book has a silver embossed skull on the cover. Finally, there is a small padded case holds a pair of finely crafting gold rimmed glasses. Each of the lenses glow with a soft divination aura.

Vrindel steps outside of the tent and sees no immediate threats. But a few seconds later he hears a distant call for help coming from somewhere inside the keep.

"Help! Can anyone hear us! HELP! Get us out of here!" The shouts are muffled and hard to hear, but certainly real.


Zove attempted to seize all the wondrous items in the name of the party as the commotion rose, unbeknownst to her, outside.

---

A minute later, as her deafness wore off and the call of the captives reached her healed eardrums, Zove let her consciousness enter Snicker. The fey hawk had simultaneously resolved to find them.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12 Keen sight ability should negate disadvantage from dim light, if applicable


Male Daytona 500 DM / 12

Vrindel quickly steps back inside, and motions the others to follow him. He rights the words... TROUBLE... in the dirt outside and starts towards the keep.


Snicker circles the immediate area, but doesn't see or sense anything unusual. Following Vrindel's motions, the hawk lands near the entrance and chirps softly. The shouting is definitely coming from somewhere inside.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Con save: 1d20 + 2 ⇒ (9) + 2 = 11

Blood drips from Trevor's ears, drawing lines on his cheeks as he screams in pain and falls on his buttocks.

Taken by pain, he winces and wails softly hoping the pain would go away.

Finally, when it does, he looks to the others: "Can we not open anything else, yes?"

I'd rather have a short rest soon or, better yet, a long one.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox will reluctantly follow anyone headed for trouble. Readying to turn invisible to save his wounded self.


"Another trick, you think?" she asked the party in general, wiping the blood from her ears and clothes. "No. It doesn't matter either way, does it? We're going in there..."

We might want Vrindel with his high passive perception to lead the way on this one, since we are seemingly entering a more traditional dungeon...traps and what not about that I obviously cant detect. Although I suppose as long as it were bright light Snicker hawk form could have advantage (+5 passive) to its pp for 19.

I'm fine with a short rest and I know its my fault, but long rest seems like it might put whatever is inside in danger.


The entrance to the keep is pitch black with no light shining inside at all. A thin wisp of smoke continues to drift out the doorway, but there's no obvious sign of a fire, torch, or even a brazier. The smoke smells of both wood and something herbal. There's also the tinge of blood and death in the air drifting from the opening.

The ground outside the door has been heavily traveled in recent days. Bare, muddy ground shows the prints of multiple shoes, boots, and bare feet having trampled back and forth from the keep to the midden piles and elsewhere in the courtyard.

As you all hesitate around the entrance, debating whether to rest or not, the cries slowly grow faint and eventually stop completely.

Resting or not resting? Is anyone actually going through the door before resting?


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

If there are cries of anguish, then the rest will have to wait. But perhaps we can atleast make sure we distribute whatever items we've found so far? Or at least keep track of them until we take a short rest.

Items collected:

-Two sets of fine traveling clothes with black and red coloring.
-An expensive, fur lined heavy cloak with an embroidered silver thread stair step pattern along the collar and outer edges.
-A money pouch contains fifty gold coins from various nations, but most are newly minted crowns featuring the crown of Morgau on one side and the profile of Hristina, the new Duchess of Krakovar on the other. In addition to the gold, there are 18 silver and 25 copper coins.
-A belt pouch containing several small compartments. Each of the smaller compartments holds a few tablespoons of a dried herb. They seems to be labeled in tiny script, Kariv Thyme, Khazzaki Pepper, Centaur Mustard, etc.
-Two envelopes, one sealed with the black and red crown of Morgau, the other simply sealed with plain yellow beeswax.
-A small leather bound book. The book has a silver embossed skull on the cover.
-A small padded case holds a pair of finely crafting gold rimmed glasses. Each of the lenses glow with a soft divination aura.

Trevor nods as Zove says to go forward: "Yes, it seems these need help. Rest will have to wait." he says, but does not seem to be willing to go first...


Doesn't matter to me who holds it...not trying to 'hog the treasure' or anything. ;) And I'm fine resting just worried there might be consequences for a longer one.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

"I shall lead the way. I agree it would be most prudent to rest and recover, but from the sound of things that might be too late. Perhaps they are simply trapped behind a rock slide or something".

Vrindel enters the keep carefully and stealthily, hoping to get a clue as to what is happening.

1d20 ⇒ 20 Stealth

1d20 + 5 ⇒ (6) + 5 = 11 Perception


Zove followed along in curiosity, Snicker perched on her shoulder, but as the cries for help died so too did her hope of finding anyone safely inside...


You all spend a few minutes recovering from the traps in the necromancer's tent and then carefully make your way through the doorway and into the ruins of the keep. Vrindel leads the way moving with quiet determination followed by Zove, Ibrox, Trevor and Aterro.

The entryway quickly gives way to what once must have been the keeps great hall. The wide open room stretches the length of the ruin. Several portions of the ceiling have collapsed and much of the area is filled with rubble and other debris. Not far from the entrance is a pile of shovels, picks, and other digging gear along with a pair of oil lamps and a half dozen flasks of lamp oil.

Peering into the darkness, Vrindel makes out two stairwells. One, leading up to the collapsed second floor, is impassable due to debris and crumbling stone. The second leads down and like the courtyard has been recently cleared and shows signs of recent foot traffic. It also seems to be the source of the smoke that drifts lazily up from whatever burns down below.

Two bodies lie covered under blankets behind the piled equipment and are the obvious source of the foul smell emanating from the room. Both appear to be former villagers.

Int(Medicine) DC12:
Both men are covered in dirt and dust and appear to have died from being crushed by stone or other rough, heavy objects.


Zove picks one of the lamps and fills it with the oil, setting a few flasks in her bandolier for later. Although her race possessed the sight-of-night, she felt a fear from the dim places in the old castle...their black and white shades reminding her of the Shadow Realm wilds, outside the comfort of her high towers.

Zove examined the blocked path upwards, trying to deduce if it was possible to clear with a little work, or if it was truly a lost cause. She even touched one of the stones, postulating an illusion at play...

Investigation: 1d20 + 4 ⇒ (11) + 4 = 15


The light from Zove's lamp reveals little else to the room. Simply more clarity to the long rotted remains of what once may have been furniture, walls, or other items of use long since returned to the elements.

Investigating the stairway going up, it is quite clear that any significant excavation would very likely lead to a full on collapse of not only the blocking rubble, but much of the rickety second floor as well. Zove's simple pushing on the rocks and moving a few small bits as part of her exploration cause an alarming sifting of dust, dirt, and pebbles to fall from the above as a deep creaking groan echoes throughout the room with the shifting of the old heavy stones.


Stopping suddenly noticing the quick shift "Vrindel, did you note the rooms above during your arachnid sojourn? I don't think there's any chance of getting to the upper donjon from here...else from outside?"

She then directs her unseen force entity to rifle through some of the old furniture looking for ancient treasure in old drawers or any hidden compartments, keeping a safe distance herself.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor squirms as the upper floor threatens to sit on his head: "This... This is not safe, right? I mean, we could just drop the building on them, no? Trap them d- Oh right... The villager... Never mind. We head down?"


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Medicine DC 12: 1d20 + 3 ⇒ (10) + 3 = 13

I'm back

The gnome follows along not so cheerfully. Wounded and wondering what they will find, he shuffles along. He cautiously approaches the bodies knowing that there is a necromancer afoot and offers, "Both these men have been crushed to death by stone or other rough, heavy objects. Be careful."

He surveys the room for any other clues.
Investigation: 1d20 + 5 ⇒ (9) + 5 = 14


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

"We are beat up and tired. I say we do a quick scan of downstairs before withdrawing to recuperate. The cries for help have ceased, so it might be too late for us to do anything. I'll go on a scouting mission. Stay ready".

Vrindel once again takes his arachnid form and moves forward to scout.

1d20 + 7 ⇒ (3) + 7 = 10 Stealth

1d20 + 5 ⇒ (18) + 5 = 23 Perception

Blindsight 10', Darkvision 60', Climb speed 40', speed 40'


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor sighs in relief at Vrindel's suggestion and nods his approval.

He then takes position near the entrance of the stairs, axe ready, waiting for Vrindel to report back.

Do we still hear voices?

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro does his best to stay quite and stay away from the walls, fearing that his natural bent toward destruction might very well bring the whole of the thing down upon them just for an extra-enthusiastic sneeze.

"Might you investigate the second floor, Vrindel, nimble as you are? I'd hate to leave any stone...unturned."

He paces the area, twirling WarGuard.


Spider-Vrindel scurries down the stairs leading further into the depths of the hill. Unlike the stairs up to the ruined and collapsed second floor of the keep, this passage has been recently excavated and is fairly stable. The stairs spiral their way down ten, twenty, thirty, forty feet before ending in a small landing and a narrow passage that leads east.

The thin passage is just wide enough to allow a regular human to pass with only minor trouble. It continues for twenty paces and then opens into a small room. Two men lie trapped under a collapsed beam and several smaller stones. One still apears to be breathing.

There is another exit beyond the cave in, partly blocked by rubble, but passable by someone small or willing to crawl. An eerie red glow emanates from the opening.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

SV attempts to latch onto the mans clothing with his mandibles and pull him loose. He first inspects the beam to make sure it won't fall if he pulls him out.

Do these look like more villager?

1d20 - 1 ⇒ (13) - 1 = 12 Investigation

1d20 + 1 ⇒ (12) + 1 = 13 STR Check


Both of the men appear to be dressed in typical peasant clothes, and you even recognize one of them from the imprisoned group of villagers you encountered a few long days ago.

Spider-Vrindel's examination of the beam leaves him thinking it is possible to get the men out safely, but it will take at least three people. One to lift the beam and one to pull each man to safety. Taking a closer look at some of the stones, you think it might also be a good idea to clear a few of those out of the way as well.


Quote:
She then directs her unseen force entity to rifle through some of the old furniture looking for ancient treasure in old drawers or any hidden compartments, keeping a safe distance herself.

Anything of note while we wait for SV to report back?


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel moves back to the others and takes back on his more familiar Trollkin form.

"There's a couple of villagers in there trapped beneath some rubble. I believe that three of us working together could free them. I think there's bad stuff beyond where they're trapped, but is we could rescue them, and get out of hear to rest and recover, they might have valuable information as to what's going on here".

He then looks at the bedraggled crew..

"I think it's worth the risk. We can always run away if things go south. Whose with me"?


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

The wounded but cheerful gnome stands up and says, "Let's go." An unlikely volunteer for altruism, he must have ulterior motives.

Ibrox follows the crew.


Zove's magical servant rummages through what little broken, rotted goods remain but it finds nothing of value. Most likely anything of real value has already been plundered either long ago or by the recent excavators.

I'll need STR(Athletics) checks from whoever is helping rescue the trapped men.


Zove rushed to help, knowing she would be overshadowed by the burly men and their muscles. The strange half-corridor held her attention, however. She thought it would be worthwhile to know if something crossed into or out of that portal...

Pinching a thin silver wire she traced an authoritative line across the entry, and crushed a brass jinglebell in her palm. Those constituent atoms dissolved and rose to be melded with the ward.

Spending ritual focus to cast alarm on the red glowing entryway, mental version.

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