"Kargan, he seems awfully determined bout that coffin. I think I'll start searching the this room and the remaining coffins while he's at it. Might even get a start on the armoury which I presume is behind that northern door."
Perception: 13
OOC: when searching the coffins I'll use my rope and hook to open the lids facing away from me and at a distance.
The coffin lids each depict the person entombed within. Two of the coffins have carved reliefs of men and on of a woman all a richly dressed and decorated. Inside each coffin you find bones and rotting rags that may well have once been the refinery depicted on the lid. After some searching among the bones and rags you find a platinum signet ring in each. [50 gp]
After a short pause for Titus and Kagan to search the coffin Kyinor the wolf continues to drag/push the coffin into that hall. After about ten feet the heavy object trips the trap mechanism and a part of the floor almost the entire width of the corridor and approximately ten feet long drops away falls twenty feet to a dirt floor below. Each side o the pit has a small ledge that could be used to avoid the pit. They are very thin and look difficult to traverse.
Kargan and Titus then move to the armour upon finishing the search of the coffins and crypt. They find the door locked but the keys taken from the one eyed bandit open it. Inside the small room are some racks containing twelve spears, six short swords, four long swords, six light crossbows, and eight quivers holding 20 bolts each. It seems the Rdbrands were planning to expand their numbers.
All the while Eedim walks between the armoury, cells. and corridor keeping an eye on things and taking the occasional long drink form a wine skin he found somewhere.
Once the pit trap has been set off, my tail starts wagging and i give a couple of playful barks to the others, relived that the potential hazard has been exposed and dealt with.
While the others are searching the armoury i check in on the villagers and our captives, if the villagers are outwardly alarmed (recoiling in terror) i will leave them be and go back to the crevasse to see what the creature is doing. I will move into the cavern, looking for the creature where it was when we passed through on our way to free the villagers if i spot him i will lie down but keep a watchful eye on him. If i can still watch him i will lie down on the northern bridge effectively guarding the group from any threats that would pass through the cavern.
Perception: 12
EDIT : (if the creature is near or touching Thels remains i will act immediately)
"Righto my Dwarven compatriot, I believe we should take these weapons to the villagers for future use. Perhaps once our resident furry is himself again he could detect magic around the area and items to see if we have stumbled onto anything. I'd do it myself but I'm tapped out f spells at the present. I feel that it is important that we divine the place before we leave though even if it means delaying returning to the village til tomorrow. This place would make a fine home base to work from while we seek out this Goblin King too. We'd be able to come and go without any spies in the village knowing our whereabouts. I think this goblin and his pet wizards can't be that far away, possibly 2 day ride at most I'd imagine. What say you my stout friend?"
"Aye titus, it feels good to be surrounded by stone again, even though it is shoddy manling work. By staying here, we would also make sure the scum could not creep back in."
"We have an accord my height challenged comrade. Perhaps it would give you something to do during downtime? It would be marvelous to see some of your kinds' carvings on these walls my friend. Now I suggest we go leash our wayward poodle and finish clearing this den so we may get on with scouring it and having a nice bit wine and food prior to attending to village matters tomorrow?"
"If I had the time, it would be a labor of joy to turn this place into a hall fit for a King, but we have more pressing duties, the thought of Gundren in the clutches of the Grobbi scum still boils mae blood!! Let us search the remaining rooms, and clear up our mess."
As the others search the armoury and talk among themselves, Kryinor stops by the released captives and the imprisoned bandits to see how they are all doing. The Woman and her children seem very afraid of his wolf form so he leaves them to the others rather than disturb them any further.
Kargan and Titus inspect the armoury and make future plans as Eedim continues to look around, drink and keep a very general eye on things.
Soon the three warriors join the wolf skinned druid in the Crevasse room. The spend some time looking for the one eyed creature but are unable to find it. Evidence of its activity is everywhere, parts of the bugbears and Thugs are missing, the same parts. After some uncomfortable thinking it occurs to you that it may have stolen off with it's favored morsels from all of the carcasses. The creature may be hiding in the crevasse still but you think going down into the great crack in the earth would be the only way to be sure.
Thels remains are still at the bottom of the crevasse in much the same state as when you all first saw them.
To the north the store room contains mostly provisions and items of daily use but meager value. The only thing that really stands out are thirty beaver pelts that would probably fetch a good price in town.
as I am preparing to go down into the crevasse and reading the rope etc
"I just don't believe for a second that Glasstaff hasn't left something of interest behind here. He left in too much of a hurry to gather all his belongings. There must be a hidden room somewhere. Wizard are far too secretive to sleep or live with general population. We must find it. Be a couple of dear fellows and let me know if you see any interlopers down there haha!"
When Titus asks about the detect magic I shake my head, and raise my front left paw and point toward the crevasse, growling omoniously.
When Titus mentions he will be going down to retrieve Thel I wag my tail and nod my head watching for the creature trying to figure out where he went, focusing on its smell and trying to listen for chewing noises anything that might give its position away.
Kargan walks down to the south west to have a look at the room where the Bugbears emerged. The first thing Kargan sees as he enters the room is a small underfed goblin lying unconscious on the floor. The room is a mess, it stinks of unwashed bodies and rotting meat. There are four rough bunk beds and poor quality furnishings one might expect in a billet room.
Titus secures the rope and carefully descends into the crevasse. The walls are rough, loose stone but very easy to climb with a rope. Thels body lies incomplete, but in rather fresh condition near the middle of the gap. As Titus climbs down the rope he feels an unnatural chill grow as he nears the bottom.
Keying into his wolf sense Kryinor redoubles his effort to find the creature, feeling sure the crafty thing is hiding nearby. As Titus nears the bottom of the crevasse he picks up a strange scent very close, so close in fact he thinks it may be right below him!
That very moment he sees creature, its great yellow eye peering from beneath the bridge, in his mind he hears, "There is no need for conflict, what do you intend?"
"I need your help Breccha," The druid Reidoth crouched near the fire, sharing a meal with a hulking figure, flickering flames revealing many tattoos tracing their patterns on sun darkened skin. "The Forest tribes have always been steadfast and valuable allies of the Circle of Swords, we need your help more than ever. " The orange yellow light playing across Reidoth's face highlighted the lines of care and concern.
"A new darkness is growing in the woods, and spreads its attention to many places here about. Too many for the Circle to deal with. We...I, ask you Breccha to look to the town of Phandalin. A dear friend of mine Quelline Alderleaf has sent word of bandits, marauding goblins, and a black robed Wizard Glassstaff, threatening the trade route and the people of the town itself. The local authorities seem unable to cope and they are being run over rough shod."Reidoth begins to trace lines in the loose dirt in front of him, he outlines a rough map of the area surrounding the town and makes note of several locations in the country side near by. "Here and here, on the trade route in and out of the town have been reports of goblin ambushes of caravans, they are based somewhere to the North in a ruined castle, the Cragmaw tribe I believe. Quelline tells me the Wizard and bandits are holed up in a ruined manor to the east of town. Be careful Bressha, these are very credible threats. Look for allies among the towns people and those passing through. Offer them reward if you have to, the Circle will pay in coin or in kind any sum you deem appropriate."
The Druid grasps your forearm in the close way warriors who respect each other do, "Thank you, good luck, and Uthgar be at your side my friend. I will be heading for the Ruined village of Thundertree, rumors of a dragon there about, can you believe it?!?"
Two days later you walk through the town of Phandalin. Having found signs of the Goblin ambushes on the trail on both sides of the town the day before. You head for the small farm on the south east of the town near the woods. A polite and wary Inn keeper at the Stone Hill Inn by the name of Toblen pointing you in the right direction. Civilised people, even those who live on frontier, are always cautions of the people of Uthgar. They are in most respects soft and have all the keen edges needed in the wild smoothed off. In turn you feel the surrounding walls and buildings a tad claustrophobic, and the odors of so many people living in such close proximity unpleasant.
Quelline, a stout halfling woman, greets you with a cautious smile that spreads to genuine happiness and affection when she learns you are a friend of Reidoth. Her son Carp stares at you wide eyed, and mouth open, often interrupting your conversation with questions, about your adventures, and wanting to know if you eat raw meat and the like...
She tells you of the troubles with a group of bandits called the Redbrands have been holding the town to ransom, and they grow bolder by the day. She explains that they use the Sleeping Giant Taphouse a base of operations in town and have a lager hideout in the ruined manor on the eastern hill just outside of town. Which is where the evil wizard is.
She mentions her son guiding a band of adventurers to a hidden entrance to the manor the day before and hopes they are alright. They seem to work for a Dwarf or a Nobleman or some such. The nobleman has set up in the Townmasters Hall and would be a good place to find more information or help.
Carp offers his aid in fighting the Goblin menace and chasing off the bandits with a very serious expression. He tells you how quiet he can move and that he would make a good ranger or burglar if that is what you need.
It seems that Reidoth was right in his assessment of the situation here in Phandalin, the people are in danger and need help, the only thing left to decide is where to start!
"Kargan, he seems awfully determined bout that coffin. I think I'll start searching the this room and the remaining coffins while he's at it. Might even get a start on the armoury which I presume is behind that northern door."
Perception: 13
OOC: when searching the coffins I'll use my rope and hook to open the lids facing away from me and at a distance.
I will stop and let Titus investigate the coffin I am dragging before continuing my efforts.
i'll help lift the lids, standing behind the coffins
The coffin lids each depict the person entombed within. Two of the coffins have carved reliefs of men and on of a woman all a richly dressed and decorated. Inside each coffin you find bones and rotting rags that may well have once been the refinery depicted on the lid. After some searching among the bones and rags you find a platinum signet ring in each. [50 gp]
After a short pause for Titus and Kagan to search the coffin Kyinor the wolf continues to drag/push the coffin into that hall. After about ten feet the heavy object trips the trap mechanism and a part of the floor almost the entire width of the corridor and approximately ten feet long drops away falls twenty feet to a dirt floor below. Each side o the pit has a small ledge that could be used to avoid the pit. They are very thin and look difficult to traverse.
Kargan and Titus then move to the armour upon finishing the search of the coffins and crypt. They find the door locked but the keys taken from the one eyed bandit open it. Inside the small room are some racks containing twelve spears, six short swords, four long swords, six light crossbows, and eight quivers holding 20 bolts each. It seems the Rdbrands were planning to expand their numbers.
All the while Eedim walks between the armoury, cells. and corridor keeping an eye on things and taking the occasional long drink form a wine skin he found somewhere.
Once the pit trap has been set off, my tail starts wagging and i give a couple of playful barks to the others, relived that the potential hazard has been exposed and dealt with.
While the others are searching the armoury i check in on the villagers and our captives, if the villagers are outwardly alarmed (recoiling in terror) i will leave them be and go back to the crevasse to see what the creature is doing. I will move into the cavern, looking for the creature where it was when we passed through on our way to free the villagers if i spot him i will lie down but keep a watchful eye on him. If i can still watch him i will lie down on the northern bridge effectively guarding the group from any threats that would pass through the cavern.
Perception: 12
EDIT : (if the creature is near or touching Thels remains i will act immediately)
"Righto my Dwarven compatriot, I believe we should take these weapons to the villagers for future use. Perhaps once our resident furry is himself again he could detect magic around the area and items to see if we have stumbled onto anything. I'd do it myself but I'm tapped out f spells at the present. I feel that it is important that we divine the place before we leave though even if it means delaying returning to the village til tomorrow. This place would make a fine home base to work from while we seek out this Goblin King too. We'd be able to come and go without any spies in the village knowing our whereabouts. I think this goblin and his pet wizards can't be that far away, possibly 2 day ride at most I'd imagine. What say you my stout friend?"
"Aye titus, it feels good to be surrounded by stone again, even though it is shoddy manling work. By staying here, we would also make sure the scum could not creep back in."
"We have an accord my height challenged comrade. Perhaps it would give you something to do during downtime? It would be marvelous to see some of your kinds' carvings on these walls my friend. Now I suggest we go leash our wayward poodle and finish clearing this den so we may get on with scouring it and having a nice bit wine and food prior to attending to village matters tomorrow?"
"If I had the time, it would be a labor of joy to turn this place into a hall fit for a King, but we have more pressing duties, the thought of Gundren in the clutches of the Grobbi scum still boils mae blood!! Let us search the remaining rooms, and clear up our mess."
"You are quite correct my friend. Let's work our way back round"
I then head back toward the crevasse room searching the room prior as I go.
Perception: 4
search perc: 14
As the others search the armoury and talk among themselves, Kryinor stops by the released captives and the imprisoned bandits to see how they are all doing. The Woman and her children seem very afraid of his wolf form so he leaves them to the others rather than disturb them any further.
Kargan and Titus inspect the armoury and make future plans as Eedim continues to look around, drink and keep a very general eye on things.
Soon the three warriors join the wolf skinned druid in the Crevasse room. The spend some time looking for the one eyed creature but are unable to find it. Evidence of its activity is everywhere, parts of the bugbears and Thugs are missing, the same parts. After some uncomfortable thinking it occurs to you that it may have stolen off with it's favored morsels from all of the carcasses. The creature may be hiding in the crevasse still but you think going down into the great crack in the earth would be the only way to be sure.
Thels remains are still at the bottom of the crevasse in much the same state as when you all first saw them.
To the north the store room contains mostly provisions and items of daily use but meager value. The only thing that really stands out are thirty beaver pelts that would probably fetch a good price in town.
I will search the south western room, checking for traps and secret door
perc: 12
whilst taking out my rope and grappling hook,
"Righto lads I guess one of us better go retrieve poor thel. You two cover me and I'll go down."
Athletics: 18
Perception to look around whilst down there: 7
I'll place Thels remains in a hessian bag and tie the bag to the rope so that after I climb out after looking around I can pull them up.
"I don't presume that you have a detect magic spell available fido?"
as I am preparing to go down into the crevasse and reading the rope etc
"I just don't believe for a second that Glasstaff hasn't left something of interest behind here. He left in too much of a hurry to gather all his belongings. There must be a hidden room somewhere. Wizard are far too secretive to sleep or live with general population. We must find it. Be a couple of dear fellows and let me know if you see any interlopers down there haha!"
And with that I repel over the side.
When Titus asks about the detect magic I shake my head, and raise my front left paw and point toward the crevasse, growling omoniously.
When Titus mentions he will be going down to retrieve Thel I wag my tail and nod my head watching for the creature trying to figure out where he went, focusing on its smell and trying to listen for chewing noises anything that might give its position away.
perception: 23
Kargan walks down to the south west to have a look at the room where the Bugbears emerged. The first thing Kargan sees as he enters the room is a small underfed goblin lying unconscious on the floor. The room is a mess, it stinks of unwashed bodies and rotting meat. There are four rough bunk beds and poor quality furnishings one might expect in a billet room.
Titus secures the rope and carefully descends into the crevasse. The walls are rough, loose stone but very easy to climb with a rope. Thels body lies incomplete, but in rather fresh condition near the middle of the gap. As Titus climbs down the rope he feels an unnatural chill grow as he nears the bottom.
Keying into his wolf sense Kryinor redoubles his effort to find the creature, feeling sure the crafty thing is hiding nearby. As Titus nears the bottom of the crevasse he picks up a strange scent very close, so close in fact he thinks it may be right below him!
That very moment he sees creature, its great yellow eye peering from beneath the bridge, in his mind he hears, "There is no need for conflict, what do you intend?"
I tie up the goblin and search him, and the room
perc: 12
"I need your help Breccha," The druid Reidoth crouched near the fire, sharing a meal with a hulking figure, flickering flames revealing many tattoos tracing their patterns on sun darkened skin. "The Forest tribes have always been steadfast and valuable allies of the Circle of Swords, we need your help more than ever. " The orange yellow light playing across Reidoth's face highlighted the lines of care and concern.
"A new darkness is growing in the woods, and spreads its attention to many places here about. Too many for the Circle to deal with. We...I, ask you Breccha to look to the town of Phandalin. A dear friend of mine Quelline Alderleaf has sent word of bandits, marauding goblins, and a black robed Wizard Glassstaff, threatening the trade route and the people of the town itself. The local authorities seem unable to cope and they are being run over rough shod." Reidoth begins to trace lines in the loose dirt in front of him, he outlines a rough map of the area surrounding the town and makes note of several locations in the country side near by. "Here and here, on the trade route in and out of the town have been reports of goblin ambushes of caravans, they are based somewhere to the North in a ruined castle, the Cragmaw tribe I believe. Quelline tells me the Wizard and bandits are holed up in a ruined manor to the east of town. Be careful Bressha, these are very credible threats. Look for allies among the towns people and those passing through. Offer them reward if you have to, the Circle will pay in coin or in kind any sum you deem appropriate."
The Druid grasps your forearm in the close way warriors who respect each other do, "Thank you, good luck, and Uthgar be at your side my friend. I will be heading for the Ruined village of Thundertree, rumors of a dragon there about, can you believe it?!?"
-------------------------------------------------------------------------------------------------
Two days later you walk through the town of Phandalin. Having found signs of the Goblin ambushes on the trail on both sides of the town the day before. You head for the small farm on the south east of the town near the woods. A polite and wary Inn keeper at the Stone Hill Inn by the name of Toblen pointing you in the right direction. Civilised people, even those who live on frontier, are always cautions of the people of Uthgar. They are in most respects soft and have all the keen edges needed in the wild smoothed off. In turn you feel the surrounding walls and buildings a tad claustrophobic, and the odors of so many people living in such close proximity unpleasant.
Quelline, a stout halfling woman, greets you with a cautious smile that spreads to genuine happiness and affection when she learns you are a friend of Reidoth. Her son Carp stares at you wide eyed, and mouth open, often interrupting your conversation with questions, about your adventures, and wanting to know if you eat raw meat and the like...
She tells you of the troubles with a group of bandits called the Redbrands have been holding the town to ransom, and they grow bolder by the day. She explains that they use the Sleeping Giant Taphouse a base of operations in town and have a lager hideout in the ruined manor on the eastern hill just outside of town. Which is where the evil wizard is.
She mentions her son guiding a band of adventurers to a hidden entrance to the manor the day before and hopes they are alright. They seem to work for a Dwarf or a Nobleman or some such. The nobleman has set up in the Townmasters Hall and would be a good place to find more information or help.
Carp offers his aid in fighting the Goblin menace and chasing off the bandits with a very serious expression. He tells you how quiet he can move and that he would make a good ranger or burglar if that is what you need.
It seems that Reidoth was right in his assessment of the situation here in Phandalin, the people are in danger and need help, the only thing left to decide is where to start!
Kargan ties up the goblin who remains unconscious. He then searches the room and finds nothing of importance or high value.