Thordak Ironheart |
"Can we please discuss this inside? That Outsider could be zeroing in on the sound of battle, and it did NOT sound friendly!"
Thordak nods and moves up near Lym, "Nothin' personal, lass, but I'm thinkin' yer boyfriend is kind of a nutter. He really doesn't know what he's talking about," he whispers, nodding fairly as he walks away.
"Where do we move up the... passage, or whatever it is?"
"Up the passage works for me. Let's go."
Old Guy GM |
I auto succeed at that check. Do you realize it is the same information as that last paragraph.
Nope, missed that. Copy and paste mistake. Corrected below.
A +3 punching dagger is hidden in the left boot. The deathblade poison that once coated the blade has long since dried and flaked away, leaving only a slight (and harmless) discoloration on it.
Lym Blackhand |
Lym Blackhand wrote:"Can we please discuss this inside? That Outsider could be zeroing in on the sound of battle, and it did NOT sound friendly!"Thordak nods and moves up near Lym, "Nothin' personal, lass, but I'm thinkin' yer boyfriend is kind of a nutter. He really doesn't know what he's talking about," he whispers, nodding fairly as he walks away.
"You think my boyfriend is a nutter? How disconcerting," Lym scoffs.
"I'm out of Knock-spells for the day, so who wants to earn a shiny copper coin by breaking the lock, gentlemen?"
Old Guy GM |
All I needed to know was how you were dealing with the lock.
Breaking the lock is not difficult, just loud.
The air in this long-sealed chamber is putrid. The back wall is the solid rock of the cliff face. A ramp rises from the western door (you are standing at the bottom of it, looking up into the room) to a height of five feet, which is the elevation of the rest of the plank floor. Mounds of dust and rocky debris clutter the floor, while rusty mechanical equipment, large copper tanks, and several rock-crushing and chipping tools sit upon sagging wooden tables. The handle of a shovel sticks up from a debris pile immediately below this aperture. Two pairs of elbow-length, thick leather gloves, stained from long use, hang from hooks beside the north doors (to your left).
A heavy iron grate is the south wall (to your right). This blocks access to a chute that leads outside.
Thordak Ironheart |
"You think my boyfriend is a nutter? How disconcerting," Lym scoffs.
"I'm out of Knock-spells for the day, so who wants to earn a shiny copper coin by breaking the lock, gentlemen?"
Nodding in full agreement, "I totally understand, lass. It does seem quite disconcertin'. I mean, who wouldn't be disconcerted, right? Am I right? Boy that disconcertin' business is troublesome. Might want ta see a healer about that. Gee, I hope I never get it," he mutters before easily dispatching the lock and moving inside.
----------------------------------------------
Inside the chamber
Taking the scene before him in, "Ya know, looks like the Vekkers used this room to divide the gold from the worthless stuff. They used this room to separate the chemicals. Once they got what they needed separated, the waste was shoveled down that chute to where there is probably a pile of all that waste outside. And arsenic is what is typically used for such a process. Probably explains the poisoned area around this cabin also."
Lym Blackhand |
"Let's try to keep moving as quickly as we can," Lym counsels, one fold of her cloak held in front of her mouth and nose as she floats into the chamber - Yay, Overland Flight! - "We don't want to take in too much of this filth and poison ourselves."
Old Guy GM |
As you enter the room, a shadowy form shifts and moves in the room’s corner. A balding dwarf with a few facial scars and a full beard separated into two lengths by gold rings forms before your eyes.
Dusty shadows fade and the dwarf appears to be squatting in the southeast corner of the room, his back to the doors as he scoops up handfuls of gold dust from the ground near the chute. As Silas turns around, gold dust thick in his beard and dripping in slobbery strings from his lips, he says, “You! You have to try this! It’s so… delicious!” As he says this, he stuffs another handful of gold dust into his mouth and swallows.
Thordak Ironheart |
Will: 1d20 + 15 ⇒ (16) + 15 = 31
Raising an eyebrow at the oddness of the dwarf, Thordak cuts his eyes to the group and then back to the strange dwarf. "Quick question, lad. And you are... who exactly?"
Old Guy GM |
The dwarf stands up and approaches Thordak, a manic look in his ghostly eyes. He continues to stuff handfuls of gold leavings into his mouth, and no matter how much he eats, there is no lack of it. He staggers forward a few steps, then the room is filled with butterflies. The ghostly figure fades as the power of Desna washes over him.
"You know me lad, you know..." the apparition's voice trails off. "Run while ye can."
Tomaru |
"If this is the right place, that was probably one of the Vekker Brothers. I know that tree has you shaken, Thordak, but we really need you at your best here. I know it's tough and if you need, we can take a break, you know, so you can compose yourself." He puts a hand on his friend's shoulder and gives him a sympathetic look.
Thordak Ironheart |
Thordak looks to the cleric with an emphatic raised eyebrow as he jerks his shoulder away from the cleric. "What tree?! Why do ya keep talkin' about trees?! I'm thinkin' yer breakin' up, lad. Ya know, mentally. We're gonna have ta get ya rested at some point. We can't have ya losin' it when we're fightin' the bad guys," he says matter of factly, actually sounding a bit concerned. "Anyway, I'm thinkin' yer right. He does look a lot like Silas Vekkar for sure. Not entirely sure but I'm thinkin' that's him. Well... now what do we do? I'm guessin' we need to check out the rest of this place. While runnin' probably is a good idea, there's no way we'll be doin' that. We've come this far... there's no stoppin' now."
Old Guy GM |
The lock shatters under the dwarf's axe.
The wooden walls of this musty shaft abut the natural stone of the cliff face to the east (to your right). A sturdy-looking wooden stair and rail starts at the bottom of this shaft and circles up into the heights, running clockwise. Above, its passage is lost in the gloom, like the musty interior of an ancient silo. A thick length of chain hangs down the shaft in loops, its links swaying and clanking softly to the periodic gust of wind that penetrates the walls. No windows pierce the wooden walls. Propped against the east wall near the door is an upended wheelbarrow.
Now what?
Old Guy GM |
The construction is sturdy enough. As a Large creature Rexxil is going to struggle to move around in the cabin, especially up these stairs. Not saying he can't make it, but some of these rooms just don't have enough space for the four of you and him. He'll be really squeezing to climb these. How would you like to proceed?
Old Guy GM |
Thordak starts his way up the heavy wooden stair. After he makes the first couple of turns - maybe 10' or so off the floor - the chain and bucket lash out with a rattle and a clank!
touch att: 1d20 + 11 ⇒ (2) + 11 = 13
The heavy iron bucket narrowly misses the dwarf's head, breaking splinters from tower wall!
You guys are up.
Lym Blackhand II |
"You boys just can't stay out of trouble." Lym casts Scorching Ray the chains.
Cast Defensively: 1d20 + 23 ⇒ (8) + 23 = 31
Scorching Ray: 1d20 + 10 ⇒ (2) + 10 = 12 Damage: 4d6 ⇒ (2, 2, 4, 5) = 13
Scorching Ray: 1d20 + 10 ⇒ (17) + 10 = 27 Damage: 4d6 ⇒ (2, 5, 6, 4) = 17
Scorching Ray: 1d20 + 10 ⇒ (7) + 10 = 17 Damage: 4d6 ⇒ (5, 1, 6, 2) = 14
Thordak Ironheart |
My bad. I totally freaking forgot about this.
Managing to avoid the bucket, Thordak looks at it with a raised eyebrow. "Are you kiddin' me? Is that bucket tryin' to attack me?" Taking hold of his longaxe, he takes a swipe at it.
Draw weapon; Attack
+2 Furious/keen/commanding Dwarven Longaxe w/PA: 1d20 + 18 ⇒ (13) + 18 = 31
Damage: 1d12 + 21 ⇒ (7) + 21 = 28
AC: 31/touch 17/ff 27; Hp's 195/229; DR 3/-
Current saves: Fort:+20; Ref:+14; Will:+15
Tomaru |
*Endure Elements
*Longstrider: +10 move
*Magic Vestment: +3 AC
*Heroes' Feast: (Everyone) 14 temp hp; +1 morale to hit; +1 morale Will Sv; +4 morale v poison and fear
Tomaru also holds his action.
Thordak Ironheart |
Lol! You know, how often to actually get to use that phrase to perfection. Even with the "cheese" factor involved to be able to use that properly is pretty cool. I'll be honest, it never even occurred to me.
With a look of perplexion, "Ya thought I would 'kick' the bucket? Now why in the blazes would I do that if I can just smash it with me axe?! I really think ya ought ta think about what yer sayin', lad, before ya say it; because what yer sayin' just doesn't make any sense at all." He then looks over at Tomaru and shoots a hidden thumb in the direction of Praxim while at the same time giving a look that easily says: "The elf is crazy." He then continues on his way up the stairs.
Tomaru |
Tomaru goes up the stairs after Thordak. "Actually, we're all crazy. We have to be to be here right now."
Lym floats up after Tomaru.
Old Guy GM |
Despite the grunting and groaning from Rexil as he squeezes his way up the small (for him) stairs, you can tell that a strong storm has blown in from the mountains. The temperature drops noticeably, and the wind howls outside the cabin. The tower shakes from the force of it, and shutters all around the Vekker's home base rattle in their fixtures.
At the top, a windowless room houses a heavy winch bolted to the balcony. The remnants of a rusty chain descend downward toward the bottom of the shaft where you just came from. Heavy wooden chocks have been nailed to the floor at the edge of the balcony, and the front wheel of a wheelbarrow rests against them. A 10' pole with an iron hook attached lies nearby. A single door from the room is in the east wall in front of you. When you exit the stairs, you are facing east.
Old Guy GM |
'...ahem...' a soft voice clears it throat, looking for your attention....