| TGZ101 |
The poison is some kind of common neurotoxin and the man likely died within moments of the dart hitting him as he does not seem to be of any exceptional fortitude.
Looking around, you also notice that most of the tapestries have been taken away and anything else of even minute value is missing.
The young girl came to within a few hours after taking her with you to Dannad's family tavern. She was very frightened to begin with and refused to talk. Eventually you all consoled her found that her name is Karen and she had been working as a pickpocket and beggar for the Beggar-King and his gang. She was selected at random to act as the Beggar-King's decoy for the trap and was severely drugged before having her head shaved in preparation. Unless otherwise stated, she could have easily been handed over to the proper officials to become a ward of the city, of which there are many in Punjar.
These boards handle multiple tabs very strangely sometimes and will cross-post to another thread I have open. I also had two posts get eaten within 10 minutes.
| Dagobert the Luckless |
"Well now. It's my professional opinion that we should go down again. Bearing in mind that the nest has been breached and defenses are likely to be high. The average rat colony is well able to anticipate attacks and will often go into hiding, waiting for a better opportunity."
DM
| TGZ101 |
The party heads cautiously down the dark stairs, aided only the light behind them. Eventually they see the glow of braziers at the bottom and come out in the large cavern.
The cage has been moved back to its original position and there are signs of several booted footprints in the dirt around the cages. The bodies of the hobgoblins and the large ape have been drug off somewhere, though the blood and other signs of battle have not been removed.
The body of the rogue is still pressed up against the portcullis in the river, nobody either having seen it or bothered to retrieve it.
Other than that, the room is empty and silent save for the sound of the nearby underground river.
| TGZ101 |
Dannad creeps towards the slave pens and finds them in much the same state as they were left.
Dagobert is likely pleased to see that usual creatures of the caverns are out and about. Rats scurry, bats flit about, and insects crawl through the dirt and mud, perhaps even more so now than before due to the lowered activity of the cavern.
| TGZ101 |
Sorry, things are still tense around here. Exam in the morning, etc, etc. I should get my maps recovered by tomorrow as I believe I've tracked down my missing thumbdrive. Once again, sorry for the delays but I'll at least make sure to let you know I'm still alive. I promise bonus XP when this all finally gets on track again.
| TGZ101 |
The party heads deeper into the Beggar-King's underground lair. The decor quickly begins to change, and the skulls and other bones of many humanoids now lie scattered about, and arranged as macabre decor.
Broken shards of plaster and stone rubble are piled before a narrow cleft that has been torn in the far wall of the chamber (Starting around E13). Through the jagged opening you spy a dusty stone staircase rising through cobwebs into darkness.
A series of lit candles, each planted atop a skull, surround
the cleft. A well-worn footpath avoids the cordon of candles, exiting through an archway on your left that goes up a wide set of stone steps (Starting around row G).
| Hawkseer |
What kind of skulls? Nature if needed 1d20 + 4 ⇒ (11) + 4 = 15
"Looks a bit obvious," Hawkseer remarks. "Let's have a closer look around."
Perception, looking for anything that is other than it seems at first glance. Three rolls, in case they're needed. 1d20 + 9 ⇒ (4) + 9 = 131d20 + 9 ⇒ (1) + 9 = 101d20 + 9 ⇒ (16) + 9 = 25
| Dagobert the Luckless |
1d20 + 8 ⇒ (3) + 8 = 11 - Religion in case it's useful
1d20 + 8 ⇒ (2) + 8 = 10 - History in case, as well.
1d20 + 6 ⇒ (7) + 6 = 13 - Dungeoneering to try and identify when the narrow opening was made.
Not going to learn anything with that lot. Oh well.
Dagobert looks curiously at the arrangements. "Very unhealthy looking to my mind. And obvious, as Hawkseer says."
| TGZ101 |
The rubble, as far as you can tell, is fairly new. Perception shows the remains of some kind of carved seal where the hole has been made. There isn't enough left of the seal, however, to divulge any religious significance.
The skulls are of various humanoids. A closer forensic inspection would be needed to figure out all the exact races. Most of these appear to be human or possibly hobgoblin.
| TGZ101 |
Dagobert can hear nothing else unusual other than the comments of his companions and the sounds of his own feet.
Moving further towards the seal reveals some details that were not as apparent from the other room. Closer inspection of the sigils around the seal show that someone went through the trouble of filling them in with lead a long time ago.
Also from this distance, illumined by the light of sunrods, a single body can be seen lying on the ground in the middle of the western chamber.
| Galad The Redeemed |
Galad traces what remains of the sigils with his finger before noticing the body. "This bodes badly. Come, we must investigate." Summoning his spirit by his side, Galad moves into the room.
Arcana, can I tell anything about the runes, and Perception, to not get sneak attacked: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 10 ⇒ (5) + 10 = 15
Anyway, moving to D11 with my spirit in D10. Hopefully someone else will head up too so the squishy shaman won't get killed.
| TGZ101 |
To specify, both sets of stairs go up. You're all pretty far under the streets at this point. Considering how old Punjar is, this could be part of a sewer or part of one of the dozens of ruins that the city has been built upon.
The party slowly begins to creep over the rubble and into the room.
Once a chapel, this chamber has long since fallen into ruin. A faux portal is painted in black on one wall, decorated with simple silver skulls and stars. A simple wooden bowl sits before the false portal, sticky with blood. Metal censers hang from chains in the corners of the chamber, and the air is thick with swirling smoke.
The desiccated corpse of a human in red robes lies in the center of the chamber, its face frozen in a scream of terror.
| Galad The Redeemed |
Galad kneels next to the corpse and attempts to find the cause of death.
Move to E7, spirit to D7. Heal: 1d20 + 10 ⇒ (14) + 10 = 24
While we're at it, anything religious or arcane about the ritual(?) that happened here? Religion, Arcana: 1d20 + 11 ⇒ (7) + 11 = 181d20 + 6 ⇒ (1) + 6 = 7