| Valthrun the Prescient |
Valthrun now clears his throat. His expression is serious, "What I am about to tell you goes no further than this table. Some of this I have known for some time and some of it I found out only this afternoon when I was at the archives in Idiora. If the villagers knew what I know now I suspect most would move away. I don't believe distance would make any difference unless they moved FAR away and most of them lack the resources to do so. I also suspect that Barwain knew some of this. I ran into him at the Silver Mermaid in Idiora. He's scared witless, but he was able to provide a puzzle piece or two. I don't believe he is guilty of doing anything outside of acting in his own personal interests. He's on his way to Delos and who knows where after that." Valthrun stops to take a pull at his mug. He clasps both hands around the stout jar and stares at the decorated handle.
"The rift is a gate to the Shadowfell. I'm not sure how aware you are of other worlds or planes of existence, but think of the Shadowfell as a world much like ours but a little darker. It is said that the darker beings of our world come from this place - demons, drow, kobolds. Personally, I don't think that is completely true, but as in all things there is some truth there. Regardless, there is this rift between our two worlds and it exists where the old keep ruins stand today. This particular 'gate' happens to open up into a particularly bad part of the Shadowfell. A place where it is rumored that Orcus, himself, holds court. I don't know if you know much about the Raboda, but they were the people who lived here before Emporer Michel established the Michelvian Kingdom. The Raboda created many things, our roads, the aquaducts of Delos, and the fortress over the rift. Powerful magics were used to seal the rift and a guard was placed over it. The Michelvians were not stupid, they continued the watch and maintained the guard at the fortress. When the Khorani invasion sacked Delos a few hundred years ago they bypassed the small islands, and the Michelvian Order of Light, the paladins who maintained the guard at the fortress, single-mindedly maintained their watch.
At least until 80 years ago.
With the fall of the Michelvian dynasty the Order of Light lost their place of power. Their major temples were sacked and their coffers looted by the Khorani. Small outposts like the one here had to learn to survive on their own. The order's paladins became fewer in number and they were forced to hire local warriors to fill the gaps in their rosters. 80 years ago the leader of the garrison was a paladin named Sir Keegan. The fortress was crumbling from lack of repair, the guards were mostly local farmer's sons in ill-fitting armor that had been handed down through the generations. They were a good group of people, though, with a lot of spirit and a firm commitment to their duties. We don't know the day it happened but we do know that one night Sir Keegan snapped. Whether he changed allegiances or just fell to the continual pressure being exerted from the Shadowfell we will never know. We do know that in the space of a few hours he managed to murder the majority of those living in the keep. His wife and child were first then he systematically began to move through the fortress slaying all he came upon. A few escaped and it is believed that the guards were eventually able to overpower him and slay him on the spot. The paladins were gone, though. Those who were left knew little of the task and even less of the cause. They went back to their farms and the fortress was left to the elements. The big earthquake twenty years ago finished the job. The keep is now a ruin. The townsfolk stay away because it is 'haunted.' I doubt this, but I do believe there are foul creatures that live there who have been attracted by the fel energy created by the rift. The gate that seals the rift is as strong as ever. The only way it can be removed is for a caster to perform a ritual that will remove the magical locks that were put in place by the Raboda. I suspect the mirror that you boys found is a key element of that ritual, and it seems that Kalorel had more than one source for one of these mirrors." Valthrun takes another long pull on his ale.
"That's why that paper you hold, Mon, is of particular interest to us. I acquired it from a shopkeeper in Idiora that Barwain knew. He was one of Barwain's competitors in the business of selling precious artifacts and curiosities. Apparently, a well-known mage of Saarun visited him a week ago seeking a Fae Mirror. These mirrors are somewhat fragile but are used to enhance a caster's power for performing major rituals. There aren't many in the world and it just so happens that he had one that he was able to sell to this mage for a fairly significant sum.
Anyway, that is what I know. If you boys can find that mirror and break it you will give us precious time to find a way to thwart Kalorel. Of course, if you defeat Kalorel then breaking the mirror will be a moot point and you can sell the mirror for a pretty enough penny to live out your lives to your greatest desires. There is no one else in this town that is capable of this task." Valthrun fixes a hard stare on Pedraig who glares back. "Lord Pedraig, here, understands the dire nature of what you plan to do and will lend whatever assistance he can provide. Right m'Lord?"
| The D.M, |
The slip of paper is a Guild receipt. These are used for substantial purchases between one Guild and another. This particular receipt is a draft between the Mages Guild of Saarun and the Antiquerian's Guild. The amount is 4,000 Guild Credits. Guild Credits don't convert to gold easily as a Guild Credit is more than a measure of precious metal...it's a measure of labor and people. One Guild Credit is said to equal to the value of one human laborer and his total output for his lifespan. How much gold that is worth is the source of many a late night discussion between armchair merchants. The fact that this receipt is in Guild Credits (or GC's) is testament to the value of the transaction. The fact that it is 4,000 GC's is mind numbing. Mon's attention drifts back to the shards of shattered glass now laying on the floor of the Dragon Graveyard as a tear comes to his eye.
The receipt only says "For items received"
| Douven Staul |
"Sons, I know the task you are about to undertake is a dangerous one. Unfortunately, I am too old to assist you with more than my knowledge. Valthrun is a good man and I would keep his counsel well. In the morning I am going to travel back to Delos. I have some people that need to know about the events that have taken place here. Please see me as soon as you get back. I know you will succeed!"
| Valthrun the Prescient |
Valthrun waits for Douven to finish. "We need to act quickly. If the woman you found murdered at the Kobold cave was delivering the mirror then we must assume that Kalorel will complete the ritual soon. I don't know how long the ritual will take but the stories say the original one took three days. If it takes as long to unravel the locks then we have that much time, otherwise your guess is as good as mine. I suggest you start out in the morning after getting some rest."
| Mon.Soul Warlock.Rogue |
Mon rings his hands at the thought of another mirror being in existence. But with his fathers stern warning in mind he quickly strains his mind and knows that destroying the mirror is more important then the gold it could be worth.
"I eagerly await the challenge to destroy all possibilities to open this rift. Even if it means destroying such a valuable piece. The lives of the people or more important" Mon chokes out the words not quite believing he was able to say them but mean them he did.
Mon asks for a hot meal, another ale and his mind starts to drift to the possibilities of riches that could be had if the gods showed favored towards them in the up coming venture.
Then Mon focuses back and says "Tomorrow it is. We will be victorious in vanquishing Kalorel."
| Brogan |
"Well, I guess we know that Ninaren was the mysterious contact in town. She may return if she doesn't expect we know about her, although I suspect not. But pass word to the guard we should to be arrestin' her sight. 'Course that may take some doing."
He takes another swig. "If it's off to the keep next, be ye knowin' of any maps of the keep in town? Or can ya provide a description of where this infernal gate is in the keep?"
| Valthrun the Prescient |
"Unfortunately, we know very little of the keep itself. It's been years since anyone has been up there that has made mention of it. We know that most of the walls and towers were reduced to rubble after the earthquake. There was a mention in one of the archives in Idiora that the guards had managed to chase Sir Keegan 'down below' before killing him. I would only assume that there is a basement in the fortress or even an elaborate dungeon. If that were the case I would imagine it is there that you will find the rift as it must, by it's very nature, be in contact with the earth and must stand straight up like a doorway." He takes a sip, clears his throat and continues,
"The ruins are a mile or two west of town on the Winterhaven-Cromby road. There is an old stone waypost on the King's Road. It's probably overgrown horribly by now, but that will be your indication that you've reached the road to the keep. Across from that building is a narrow road that will wind up into the hills for maybe a half mile or so up the bluff. The fortress sits on the very top of that bluff. I'd suggest looking for some type of downward ramp or stairway near the center of the ruins or in what would have been the primary keep."
| Douven Staul |
"Well boys...it's been a rough few weeks for me. Salvanna has promised me a room upstairs and a hot bath. I am going to go up and take advantage of that. I will see you in the morning"
Douven gets up and wanders towards the front of the inn where he talks to Salvanna briefly then heads upstairs.
| Valthrun the Prescient |
Valthrun watches Douven go then turns his attention back to the group.
"if there isn't anything you will be requiring of me I think I am going to head back to my tower. The next few days are going to be challenging for all of us. I made some promises to Pedraig that are going to take some work to carry out."
Valthrun stands and looks around expectedly...
| Valthrun the Prescient |
"Alas, I am not a warrior. I only possess the knowledge that I have given you for your fight. You might want to check with the attendants for the Temple of Avandra. They could offer you something of use perhaps. Beyond that I think you have pretty much seen all this town has to offer you. The rest will have to come from somewhere else."
Valthrun raises an eyebrow slightly and begins to walk towards the door.
| Arin Sinderhope - Human Mage |
The adventure segment from Arin's perspective.
We got one good sleep and breakfast in, before starting on our quest to keep the rift closed. We have developed quite the reputation of being irresponsible yet successful. It drives Lord Pedraig crazy. We almost babbled to everyone about the rift, but luckily thought to keep our mouths shut at the last second. No need to spread panic.
First thing, we went to the temple of Avandra and asked Sister Lanora for aid in our quest. She was not sure exactly why we needed it but she was able to give us four potions of healing that were gratefully received.
The townspeople were drilling and getting ready for the siege if we were not successful, though they assumed they were drilling for a more mundane threat. They were not expert in the catapult and had just put a stone through the roof of the Lord Pedraig's house, much to the amusement of the Captain of the Guard. The only thing he knew about the keep was rumors of goblins and ghosts. He's a good fellow and will buy us all a round of ale if we make it back. We owe him a round if we don’t. ….( That a joke ).
We traveled to the abandoned keep. Of course we came up the hard way, but it was probably for the best. The best path was likely guarded and or trapped. It wouldn't take someone skilled in magic and the arcane to tell that this keep is not quite right. The very air is cooler and quieter and the local fauna stays clear.
We found the shuttered entrance amid the ruins and started down. I was toward the back, but Buc, the dwarf ranger found a goblin guard in tunnels below. I told them to be careful of goblin traps but do they listen to me? Dwarves can be so bull headed. In his desire to attack the guard goblin, Buc was not paying attention and fell into a pit trap filled with a pack of rats. Dac the dragonborn had the reach and was able to pull him out while the rest of us took out the guard. I helped with magic missile attacks from across the chamber.
Turns out, there were two more goblins in one room and another snuck up and attacked Buc from a side passage. Now events got confused, with much running, closing and opening of doors, annoying curtains and shooting of crossbows. We foolishly split the party but it turned out well anyway. Eventually all the goblins were killed without any of us dying. Mon was all over the place, shifting in and out and zapping black and green rays of dark magic. Warlocks, even Mon, are disturbing. The way they wield magic is just not right. It's just not natural, like the way I do it. Thorend was gleefully in the fray. For a paladin, he sure loves to fight first and pray second. Dac got some good hits in too. Dac and Thorend found they should stay close, cause Dac's warlord abilities aided Thorend. I think Buc was a little frustrated. He got hurt more than he got to hit. I was a bit daring and was very pleased that my attack with a force orb significantly helped take out two of the goblins. I wasn't there to see it, but I’m told the last lowly goblin dodged a impressive hail of arrows and blades (to hear Buc describe it), in an inspired bit of evasiveness before he was blocked in and dispatched.
| Mon.Soul Warlock.Rogue |
"In addition one luck Goblin never got to taste my curse." Mon says unhappily. "On the next round they will feel the stinging searing reminder of my curses that will be laid upon them. They will plead for death and we will happily dispatch them from this world. They will cry for their mommy and beg for mercy but there will be none, unless they help us rid Kalorel from this plane of existence." He holds up a fist to the ceiling shaking it back and forth.
"Buc, next time we shall try and flank them." Mon give Buc a pat on the back and holds a fiendish grin on his face. "They will wish they never set their beady eyes on us. Muhahaha!!"
| Brogan "Buc" Staulsson |
Buc's perspective:
Da, Valthrun and Lord Pedraig have decided not to tell the towns folk what is going on. The tell them there is some sort of Goblin attack coming and Lord Pedraig is drilling his guard and the townsfolk who are acting as the militia. Much good that is does him, the tin general act is tolerated by the townsfolk: for the most part. He did get a stone roof out o' the catapult practice. Too bad his house wasn't designed for one. A bit o' redecorating on account of that "accident". The Captain of the Guard is a good sort, I got him to agree to buy us a round of ale if we make it back! 'Course we have to buy him one if we don't. ;)
After doing my part to keep the town's moral up, it was a short trip to the keep. Didn't see much on the way there, and the animals seem to be smart enough to stay away. Too bad we aren't. We decide to sneak in, with me in front. I sneak down the stairs and see the Goblin on guard. I could have danced a jig without him noticing, so I started sneaking up on him, going around the side of the room. Then Dac and Thorend have to arrive, doing their best to imitate a marchin' band going down Main Street in a parade. I'd have been better off leavin' them at the top of the stairs. Even a blind and deaf Goblin would'o noticed those two comin' straight at 'im, and I couldn't hope he was mute as well. So 'gainst my better judgment I ran straight towards him to try and prevent him sounding the alarm. Sure 'nough, there was a trap I didn't see since I hadn't scouted that area. Rats. Why are there always rats in dungeons? But I didn't have time to thin them out, and at least Dac took the time to give me an arm up out o' the pit. Not like Thorend who might as well have sounded the alarm himself.
Anyway, once out o' the pit, its people runnin' everywhere. The gobbies are trying to snipe with their crossbows and javelins. I respond in kind, while Mon and Arin give 'em a magic lesson. Not a good standup fight, but we killed 'em in the end. Though I've got to tip my helm at that last gobbie, he lead a pretty good chase before we brought him down.
We'll have to see if they got an alarm off to any others further in....
| The D.M, |
As the echo of the goblin's last conscious sound ebbs from its body the silence of the catacombs descends on the party. You share a sip of water in the oppressive silence taking a second to catch your breath. Even the mass of rats in the pit seems to have stopped chittering as they listen for something that never comes. As you rest you feel some of your strength return.
Looking around in the dim torchlight you see that the walls are made of a regular stone brick. The floors of fairly broad, slate flagstone. Small patches of green lichens and mosses cling between the various stones. A lizard skirts by the party quickly and disappears in a small hole eaten in the mortar by its ancestors.
Roll Knowledge engineering:
If you get a 15+
| Mon.Soul Warlock.Rogue |
Dungeoneering check (1d20 1=5)
"Hey you guys..(Mon rubs his hands together) Lets go see whats in those containers in the other room? Hmm shall we??" Mon say.
| Arin Sinderhope - Human Mage |
"I agree, now that the combat excitement is over, I would like us to go check out the boxes. I'm interested in seeing if there are any signs that the goblins are working with the rift openers. " says Arin,
Arin looks closely at the walls. "My bothers, check out the brick patterns, they remind me of the patterns that the Raboda have used on other projects. Valthrun said that the Raboda built this place, so it looks like we are on the right track."
Arin also decides to keep an eye out for brick work that is decidedly NOT using Raboda patterns. It might be a clue they are wandering into still more dangerous places. He's not obsessively squinting at every wall, just trying to remember to check every corridor or so.
Arin continues... "We should have one of us watch from the corridor junction by the tapestry, I think that let us see anyone coming. Either from the door near the tapestry or from the other side of pit.
I ran through the room with the Goblin beds so fast, I don't recall any exits there."
| The D.M, |
There were two doors that you saw. Both are bronze bound wooden doors.
One is located to the east of the rat pit room just past the corridor with the hanging tapestry.
The second was in the room with the beds heading west.
There is also a hallway that headed east from the rat pit room and turned north.
| Thorend |
Buc - before you go bad mouthing your own kind I will have you know that the little twerp did not even know I was there until Dac came stomping down the stairs.
Dungeoneering 1d20+10=25
Checking out the boxes will take time. I am not sure we should do it now but you never know if there may be something useful there.
I will also be checking the walls very carefully for anything that seems out of place or loose
| Brogan "Buc" Staulsson |
Yes, Thorend was nice and quiet. Too bad he was heading straight down the corridor at the Goblin....who then looked up when Dac came tromping through. Besides, its Buc's memory, he can twist it any way he wants too.
Dungeoneering roll for Buc. (1d20+11=31)
Buc gives an impromptu lesson on the stone work of the Roboda period. Who knew? BTW - Wouldn't dungeoneering be useful for finding pit traps, secret doors etc? Just for future reference.
Buck suggests a quick but quiet check for anything significant, or that could give us clues as to the number of Goblins or other creatures that may be serving Orcus. This would be quick opening if not locked, and make a note of any locked chests to decide what to do.
| The D.M, |
"Wouldn't dungeoneering be useful for finding pit traps, secret doors etc? Just for future reference."
Yes, very much so. Let me know when you want to apply a specific skill for a check (i.e. "As I come down the stairs I am checking the floor and ceiling for abnormalities using my dungeoneering skill. I am listening for any abnormal noises or smelling any abnormal smells.") Without prompting I tend to go for a general passive perception check. Also, I don't always remember everyone's skill level so the prompting helps if you remind me that you have an insanely high dungeoneering lol.
| Mon.Soul Warlock.Rogue |
I think we want to search as thoroughly as possible while being quiet. First for trapped boxes.
Mon will be looking first for anything out of the ordinary to search first and then methodically go through the boxes. Prior to opening any boxes though Mon asks Buc to help search for traps.
Perception check for traps on boxes (1d20 1=20)
"Maybe there is another mirror in here. But rest assured I would rather break it here then risk it falling into Kalorel's hands."
| Brogan "Buc" Staulsson |
Buck will help, but he doesn't want to be as thorough. "The good stuff isn't likely to be in the entryway, Mon." He makes a check for traps, and then helps with a quick search. After which he'll go watch the doors/halls.
Buc's perception roll for searching the boxes for traps. (1d20+9=18)
I think we have several possible entry paths to this area. How many people need to be on watch to cover them?
| The D.M, |
"I think we have several possible entry paths to this area. How many people need to be on watch to cover them?"
It depends on how small of an area you want to concentrate your group. The room with the crates and barrels has two entrances, one on the west wall and one on the north. The west wall entrance has a door, the north entrance is a corridor with a tapestry/drape across the hallway.
None of you pick up on any apparent hidden doors/false bottoms etc. You do notice (with a cursory search) that the crates are packed with food, clothing, simple tools. You also find two large casks marked with the word "Hakt." They are the size of typical beer casks and that's probably what is in them. The clothing appears to be used, the tools are worn from typical daily use, and the food, while not spoiled is not fresh either.
| Mon.Soul Warlock.Rogue |
"Hmm, doesn't seem to be much here that is useful in making sure the rift stays closed. But that ale there, well now were talkin. Looky there, why thats enough courage in them casks for the whole lot of us. Can you imagine the celebration we will have when we get out of here." Mon jabs Buc with an elbow and displays a large grin. ;-)
"We should hide these dead goblins so nobody accidentally finds them. After that we should be ready for our next push deeper into this hell hole, and we shall deliver Kalorel to his gods. Lets go..."
| The D.M, |
Online play - I am kicking around some ideas on how I want to do the online portion of the game. I like it because it accomplishes two things.
1. It gives us a continual written record that you all can refer back to so that some of the more subtle clues/connections are easier to see.
2. It keeps things consistent. Because we are more continually engaged in the game there is a lot less forgetting of things that are important to the storyline.
The downside for me is that it's hard for me to tell who's actually reading the script. I'd like everyone to have an option to act at each decision stage and I'm not always sure if people have read up to the decision stage and are aware that they have a chance to do something before I resolve it (if that makes any sense).
I am thinking I might allow a 12 hour gap after each decision point so that everyone gets a chance to respond before I resolve what is happening. Does this work for everyone?
For example, right now I have Mon who has suggested moving the goblin bodies into the crate-and-barrel room. It seems everyone agrees that that is a good idea. Checking the bodies for items can be done while they are being moved as well. I could resolve that now, but I haven't heard from Dac or Arin yet. So, I will wait 12 hours or until I have heard from them to tell you what you find and let you know if anything occurs in the interim.
| The D.M, |
You group picks up and moves the bodies of the four goblin guards into the crate-and-barrel room. While doing so you quickly rifle through the pockets/bags of the goblins and manage to find 43 g.p. and 51 s.p. You also find six javelins, two poorly maintained shortswords, and two medium quality crossbows along with a total of 32 quarrels.
As you finish you realize the whole encounter took approximately an hour to resolve from when it started, resting, searching and moving the corpses.
The general area contains three rooms that you have explored.
Room 1 - pit trap with rats (they are still in there), 4 pillars, exits to all four cardinal directions. North - stairs back up, East - hallway that ends in wooden door with bronze hinges, handles. There is also a corridor that t's off to the south, just before the door that leads to the crate-and-barrel room after going through a hanging tapestry/drape. South - leads to the sleeping quarters. West - corridor goes west for thirty feet, turns north. Has not been explored up to the turn yet.
Room 2 - Sleeping Quarters (?) - "L" shaped room with the ends pointing east and south. Two straw pallets here that have obviously been used for sleeping. 3 exits North, East and West. North leads to the pit room, east is a door that opens into the crate and barrel room, and west is a door that has yet to be opened.
Room 3 - Crate-and-barrel room. This room holds several crates full of used clothing, tools, and household items of limited value. Also two kegs of beer with the markings "Hakt" on them. There are also four goblin corpses stashed behind some of the crates here.
At this point we are ready to move on if you are so inclined...
| The D.M, |
As you stop to take stock of your surroundings and prepare to move on you take a second to listen to your surroundings. The dungeon is not a totally quiet place. You can hear the sounds of ground water dripping from various cracks in the walls and ceilings. You can hear movement off in the distance down the open corridor. It sounds fairly distant and doesn't appear to be coming any closer. You can hear the chitter of the rats from the pit room. The smell of the chambers is cloying. Combined odors of spilled blood, damp earth, old decay, and oiled mail merge to an unpleasant but soon to be easily recognizable smell. Those with any dungeoneering experience can quickly block this smell out though others seem to relish it as it is the odor of easy loot and crashing excitement. Flickering torches on the wall play tricks on the eyes as your party members occasionally turn to see something that never was there. This is not a natural place and all of your senses are alive, including those not commonly brought to the surface. The hair at the back of you neck is telling you that perhaps a return to the comfortable fireplace at Wrafton's is not such a bad idea.
| Brogan "Buc" Staulsson |
Well, 24 hours would be more appropriate for me. I typically won't be able to give the game much time until the evenings. For example, I would have suggested throwing the goblins into the pit trap and resetting it. Maybe the rats will choke on the goblins.....
Buc will look for signs of use, and listen at each door, trying to find clews that may help decide which way to go. I've made a perception and dungeonering roll for this:
Buc's rolls for dungeonering and perception. (1d20+11=26, 1d20+9=22)
After that, he suggests looking into the West corridor at the entrance room since we can't see if it leads to a door or not.
| The D.M, |
Thinking better of your plan your group lifts the goblins and carry them to the rat pit. You manage to quietly toss them in much to the glee of the vermin at the bottom. You had managed to fish out the mangled pit-cover earlier. You kick yourselves for not having noticed the cover earlier. The paint job on the canvas is fairly crude, but in the shadows of the poorly lit dungeon it would be easy to miss you guess.
With the goblins at the bottom of the pit you place the cover back in (it's too bent and broken to replace over the opening in the floor, but you are able to put it back in such a way that it's not clear how the goblins ended up at the bottom of their own trap). You also note that if they aren't discovered soon it might be impossible even to recognize the corpses for what they are. The rats are behaving more like sharks than rodents and are devouring the flesch from the goblins faces. The sounds of the dungeon have continued unabated and the deaths of these four seem to have troubled the fabric of this particular universe little.
Time to move on?
| Mon.Soul Warlock.Rogue |
I was out of town for a couple of nights, so 24 hr should work fine. There are a couple of other suggestions that I have seen people request before. 1st would be that if a player was not able to respond within the alloted time they could have a standard action list with the DM so you would know what they would first do. Each player should have a standard action on ready per say.
Mon Soul - if I had to make a standard move more then 3 steps long into a area that is unknown or unseen, I will always make a stealth check- 1d20+14. I would grant the DM permission to make such a roll. Mon also will be usually in the back unless on a scouting mission with Buc.
"Great idea feed those grimy bags O' bones to the rats, Buc. I think we are now ready to move on. I will follow the lead of Buc and Thorend."
| Brogan "Buc" Staulsson |
Buc's ready to move on, and as scout, he will be using stealth (+8) to minimize the chance of being spotted, and dungeonerring (+11) to try and spot traps or anything else unusual.
How do you want to work standard activity such as that? I could make a series of rolls, or Kurt can just roll when he needs one.
"Yeah, lets check out that corridor to the West. I'll take Mon with me in case we find somethin' nasty. That way there will be two of us until the rest of you catch up".
The idea is for Buc and Mon to use stealth and go ahead of the group by one move (5 squares). At the end of the corridor we will decide to wait or go forward with the same spacing depending on what we find. Sound good Rob?
| Arin Sinderhope - Human Mage |
Arin was lost in thought. He helped with corpses, but was not really paying attention to his surroundings. He shakes his head.
"Gods, this place is distracting." mutters Arin, "Anyone want to give the Sleeping Quarters a quick view before we leave? There is a door in the Sleeping Quarters, I fear there may be goblins behind that door thus let's check that out first so they cannot sneak up behind us. If it turns out to be an empty closet then...
We don't want to go North up the stairs yet, South is the Sleeping Quarters and there are no doors out of there. East is closed door. West is the unknown hallway. I'm in favor of checking out the unknown hallway to the west. What do you all think?"
| Mon.Soul Warlock.Rogue |
| Thorend |
We continued to explore the basement of the keep. After taking care of the remains of the goblins, (feeding them to rats) we went down a hallway that ended with three doors (one was a double door). Listening to the doors we heard sounds coming out of one of them. Buc opened the door and I charged in smacking the first pesky goblin. The battle was on. That goblin dropped pretty quicky (was too surprised to resist much) and I ran around a table of torture instruments to get the head torturer which turned out to be a hobgoblin. Mon kept disappearing and then would pop up some place when he would shoot lightning bolts from his fingers and curse the goblins. Buc was busy hitting everything he shot at with his bow. Dac came in and helped me take out the goblins. And Arin was finishing everything off with his bolts of death. Once the room was cleared Buc and Mon when down a hall with holding cells and started questioning a prisoner goblin. I found the keys on the torturer's belt and unlock the cell and the shackles holding the goblin. For his freedom he told us where the source of funding was that this group was using to get things to open the rift. We escorted him to the stairs leading out and then when back to investigate the other doors. The single and double doors were locked so Mon picked the lock on the single door. We found that to be a store room. After careful listening at the double doors we determined someone was behind there and quietly unlocked and opened the door. Quess what will happen next?? Charge....
| Mon.Soul Warlock.Rogue |
After I open the double doors I see what looks like a goblin at about 40'. I also hear him and maybe another goblin talking and playing some sort of card game.
I make a full move into and down the hallway stealthily to take a look and bring back a report.
Stealth check in hallway (1d20 14=24)
At the end of the movement I look to see how many beings are there, what weapons they have and any other information that will be handy in delivering them a swift end to their meager lives.