Atillia crushes the rat in front of her with her staff and then charges the big rat landing a spinning wheel kick, sickly pus oozes onto her boot (gross!).
Durthon charges in and but the big rat deflects his blow but can't dodge Gus's spear wounding it deeply, causing more gross blood to ooze from it.
It wails in pain as a beam of energy streaks across the room and silences the abomination once and for all and it falls to the floor in a squishy thud. Pus and sickly blood ooze onto the floor.
Meepo looks like he is going to throw up. He pulls the dead rats from his pack and dumps them out.
"I think I have eaten my last rat, I will wait for you guys by the fountain, I think I am going to be sick."
Looking around, you see the chewed remains of a humanoid figure. It was Karakas the Ranger that was part of the first party. It appears there were more rats in the room previously as chewed corpses of many dead rats also litter the room.
Poking through the refuse uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the ranger’s corpse are several items: studded leather armor, five daggers, a longbow, a backpack (containing a water skin, one day’s rations, a bedroll, a tinderbox, and three torches), a quiver with six arrows, a potion of healing, and a pouch that holds 17 gp. A gold ring (worth 10 gp) on Karakas’s finger is engraved (in Common) with his name.
There are no exits from the room other than the door from where you came.
“A sad resting place for the man, it looks like there is no sign of the others though, perhaps they managed to escape a similar fate”. Weber pokes through the remains, noticing the engraved ring. “We should return this to the rangers, perhaps he had a family and this will put their minds at rest.”
He gathers the late rangers belongings into the backpack “would be a shame to leave all this to waste away here. If no one objects I may take his armour, it looks to be a tad sturdier than what I have.”
This post has potentially manipulated dice roll results.
As Weber gather's the late Karakas' belongings Gus kneels next to the ranger's body, closes his eyes and grasps the silver scroll pendant round his neck. He mutters a prayer for the dead before standing up and looking around.
He pokes around the detritus in the room with the toe of his boot and the tip of his spear uncovering the miscellaneous coins and gems, picking them up and carefully placing them in a small pouch pulled from his gambeson, "Such strange things to find scattered around a rat's nest, but they definitely don't need these!"
"Aye, Web, if it's gonna help keep you safe around these halls, y'may as well make use of it. Plus, it'll help protect your little friend too!" Gus beams at Weber and gently pats him on the back as he stows the pouch again.
"Wonder what made this poor beastie into such a monster...?" Gus ponders, squatting next to the mangled pile of blood, pus and gore that is the rat's remains.
"If the armor fits take it. The dead have no use for such things." Durthon replies to Weber's question. "I would leave the waterskin and rations alone, who know what kind of diseases you could catch from them."
He considers switching his crossbow for the longbow lying here, but decides that it's going to be too cumbersome to carry. If no one objects, Durthon is taking the healing potion.
"Well, no dragon here. Time to go back to that door we didn't open."
weber reaches out towards the fallen rangers items as Durthon speaks “That’s a fine point you make Durthon.” He picks out the rations and water skin, throwing them to the side. He passes the healing potion from the backpack to Durthon for safe keeping also.
”let’s head back, no need to linger in this filth longer than we should. Meepo appears to be turning a delightful shade of green too.”
After some precautionary steps, you open the door and enter an empty chamber, a door to the North is the only visible exit. It pretty much looks like the other doors (has seen recent use and the traffic pattern on the floor connects the 2 doors) and room is nothing special.
@Atallia:
The door has a small scratch around 3ft high, someone damaged it in some way installing something on the other side of the door.
"If someone's b'n messing' with the door, then they might not be too far away, we should be real careful." Gus says, moving closer to Attalia and the door.
"Doubt it was rats this time," he continues, adjusting his grip on his spear.
Evaluating the door, it is not locked and does not appear trapped. However, it does appear something was done to the door but it must be on the other side as it looks normal on your side other than the small amount of damage you noticed.
"Maybe we should just head on, the sooner we find Meepo his Dragon, and the others that came down here before us, the better." Gus Leans against the door and pushes it open carefully with his shoulder, keeping his shield and spear raised in case there's something waiting for them on the other side.
As you open the door slowly, Gus see's a bell, right before it rings however, Atillia grabs it just in time!
The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.
“I don’t like the looks of this. Is there any way through the wall?” Weber takes a quick look in the room. “I may be able to move the caltrops” Weber grasps onto his arcane focus and summons a spectral hand (mage hand) collecting the caltrops off the floor and dropping them in a bag if available or in the corner of the room.
The caltrops lift off the floor as you guide them to the corner of the room one by one.
Atallia approaches the wall and before climbing over it, she sees 2 goblins stretched out on the floor laying on their bedding in the NW corner of the room past the wall. They are awake however as they fidget or say something now and then, they are not facing her location however. Climbing over the wall is easily done if you choose to.
Atillia crushes the rat in front of her with her staff and then charges the big rat landing a spinning wheel kick, sickly pus oozes onto her boot (gross!).
Durthon charges in and but the big rat deflects his blow but can't dodge Gus's spear wounding it deeply, causing more gross blood to ooze from it.
It wails in pain as a beam of energy streaks across the room and silences the abomination once and for all and it falls to the floor in a squishy thud. Pus and sickly blood ooze onto the floor.
Meepo looks like he is going to throw up. He pulls the dead rats from his pack and dumps them out.
"I think I have eaten my last rat, I will wait for you guys by the fountain, I think I am going to be sick."
Looking around, you see the chewed remains of a humanoid figure. It was Karakas the Ranger that was part of the first party. It appears there were more rats in the room previously as chewed corpses of many dead rats also litter the room.
Poking through the refuse uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the ranger’s corpse are several items: studded leather armor, five daggers, a longbow, a backpack (containing a water skin, one day’s rations, a bedroll, a tinderbox, and three torches), a quiver with six arrows, a potion of healing, and a pouch that holds 17 gp. A gold ring (worth 10 gp) on Karakas’s finger is engraved (in Common) with his name.
There are no exits from the room other than the door from where you came.
“A sad resting place for the man, it looks like there is no sign of the others though, perhaps they managed to escape a similar fate”. Weber pokes through the remains, noticing the engraved ring. “We should return this to the rangers, perhaps he had a family and this will put their minds at rest.”
He gathers the late rangers belongings into the backpack “would be a shame to leave all this to waste away here. If no one objects I may take his armour, it looks to be a tad sturdier than what I have.”
As Weber gather's the late Karakas' belongings Gus kneels next to the ranger's body, closes his eyes and grasps the silver scroll pendant round his neck. He mutters a prayer for the dead before standing up and looking around.
He pokes around the detritus in the room with the toe of his boot and the tip of his spear uncovering the miscellaneous coins and gems, picking them up and carefully placing them in a small pouch pulled from his gambeson, "Such strange things to find scattered around a rat's nest, but they definitely don't need these!"
"Aye, Web, if it's gonna help keep you safe around these halls, y'may as well make use of it. Plus, it'll help protect your little friend too!" Gus beams at Weber and gently pats him on the back as he stows the pouch again.
"Wonder what made this poor beastie into such a monster...?" Gus ponders, squatting next to the mangled pile of blood, pus and gore that is the rat's remains.
Investigation: 16
pokes his head in...
"How long are you guys going to be?"
sees Weber kneeling down next to the dead rat.... shakes his head in disapproval...
"Take as long as you want but don't dare touch that it."
_______________________________________________________________________________________________________
Reviewing the diseased rat, best you can figure it ate something that caused its current condition.
"I think most of this stuff is fair spoils of battle, but let's keep that ring as identification."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"If the armor fits take it. The dead have no use for such things." Durthon replies to Weber's question. "I would leave the waterskin and rations alone, who know what kind of diseases you could catch from them."
He considers switching his crossbow for the longbow lying here, but decides that it's going to be too cumbersome to carry. If no one objects, Durthon is taking the healing potion.
"Well, no dragon here. Time to go back to that door we didn't open."
weber reaches out towards the fallen rangers items as Durthon speaks “That’s a fine point you make Durthon.” He picks out the rations and water skin, throwing them to the side. He passes the healing potion from the backpack to Durthon for safe keeping also.
”let’s head back, no need to linger in this filth longer than we should. Meepo appears to be turning a delightful shade of green too.”
"what did you just toss?"
runs over and sniffs the rations and water skin
"All good! Better than rats that's for sure!"
After some precautionary steps, you open the door and enter an empty chamber, a door to the North is the only visible exit. It pretty much looks like the other doors (has seen recent use and the traffic pattern on the floor connects the 2 doors) and room is nothing special.
@Atallia:
The door has a small scratch around 3ft high, someone damaged it in some way installing something on the other side of the door.
"Hmm, look at these stratches. Someone did something to this door recently." says Atallia. She checks the door over. Investigation: 17
If I find a trap, Thieves' Tools: 15
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"If someone's b'n messing' with the door, then they might not be too far away, we should be real careful." Gus says, moving closer to Attalia and the door.
"Doubt it was rats this time," he continues, adjusting his grip on his spear.
Evaluating the door, it is not locked and does not appear trapped. However, it does appear something was done to the door but it must be on the other side as it looks normal on your side other than the small amount of damage you noticed.
"Maybe we should just head on, the sooner we find Meepo his Dragon, and the others that came down here before us, the better." Gus Leans against the door and pushes it open carefully with his shoulder, keeping his shield and spear raised in case there's something waiting for them on the other side.
Durthon grabs his shield and warhammer and stands next to Gus, ready to charge into the new room if there are hostiles in there.
Atallia stands on guard near the door as well.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
As you open the door slowly, Gus see's a bell, right before it rings however, Atillia grabs it just in time!
The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.
“I don’t like the looks of this. Is there any way through the wall?” Weber takes a quick look in the room. “I may be able to move the caltrops” Weber grasps onto his arcane focus and summons a spectral hand (mage hand) collecting the caltrops off the floor and dropping them in a bag if available or in the corner of the room.
"It's three foot high, I hope you could climb it," says Atallia. She then proceeds to attempt to dodge around the caltrops and vault over the wall. 14
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
The caltrops lift off the floor as you guide them to the corner of the room one by one.
Atallia approaches the wall and before climbing over it, she sees 2 goblins stretched out on the floor laying on their bedding in the NW corner of the room past the wall. They are awake however as they fidget or say something now and then, they are not facing her location however. Climbing over the wall is easily done if you choose to.