Tubard goes into the room in the top right corner (NE) and looks for any trap doors/secret entrances (Investigation 1-1=0). "Welp this looks like a room"
As OldMan and Regula search the room, various papers and notes are stacked neatly on the desk, mostly consisting of Glasstaff’s written orders to apothecaries and alchemists in nearby settlements for more materials for his workshop. You also find a letter signed with the Black Spider’s symbol.
Jake's search of the workshop does not reveal anything further that hasn't already been found. In Glasstaff's chamber, Regula notices a slightly ajar hidden door. "Fellas, this must have been how Glasstaff slipped down to the crevasse.
Tubard enters the northern storeroom and work area. It has been finished with dressed stone block walls and a flagstone floor. Several barrels are stored against the walls here, along with a number of empty crates, straw for packing, hammers, pry bars, and nails.
Galben creeps into the southern passage and after he turns the corner, he sees that it abruptly ends about 20 feet ahead of him.
It is unlocked and contains 180 sp, 130 gp, and a silk pouch containing five carnelians, two peridots , and one pearl. It also contains two magic items: a scroll of charm person and a scroll of fireball.
OldMan takes the scrolls and leaves the rest for Galben to split up.
"The fireball spell will particularly be helpful later. I bet we can get a good price for the gems in town. I really hope I can pry that staff from Glasstaff's cold dead hands."
"There's some loot and gems in a chest. I took the scrolls. They are going to be useful I think." We need to get moving to stay on Glasstaff's trail. I don't want to give him time to heal or get his men organized. Let's group and and keep moving forward."
Regula ducks through the secret door and pops out in the store room. "Tubard, did you find anything else in this room?" Regula looks around the room for signs of additional doors or objects (19 perception check).
Among the crates, he finds 30 beaver pelts. There appears to be a hidden door in the NE corner of the room as well, leading to a hidden passage beyond.
Jake gets in line with the rest, ready to go through the secret passage. "Keep your wits about you, gentlemen. We may yet face some traps like the goblin warned us about. I will remain ready to heal if anyone goes down."
Tubard shoves Regula aside "I can lead this excursion!" He checks to see if there are any traps on the door straight ahead (13-1=12 investigation), if not, he opens the door (8 to hit the door if it is locked with 14 damage if it hits).
OldMan reorganizes his gear so the fireball scroll is handy. "I'm ready to get a new staff. This wizard is so bad to organize this den of evil and torment the townsfolk. I am definitely gonna take something from his corpse. Maybe an ear. Maybe his privates." OldMan grins slyly. "Let's go get into some trouble.""
"Easy there, Tubard," Regula says with a chuckle. "I'm certain there will be plenty Ruffians for all of us."
Tubard's investigation does not reveal any traps and the party enters the passageway through the secret door. There are two doors, one to the east and one to the south. Tubard, quietly trying both doors, finds the east one locked and the south one unlocked.
The door swings open after Bearkill successfully picks the lock. You see racks of weapons lining the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door. The armory is otherwise empty.
And, because I know Galben will ask, the racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each. You will not be able to carry all these slugger.
"Take whatever you'd like gents. I'll take the rest out to the pile before we press on. Bearkiller can you help me move it?"
(Bearkiller)
"Sure, but just so you know Galben, for a person I thought I'd have a moderate amount of respect for, you might be the biggest cheap arse I've every seen."
(Galben gives Bearkiller a smurk)
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Tubard goes into the room in the top right corner (NE) and looks for any trap doors/secret entrances (Investigation 1-1=0). "Welp this looks like a room"
(Galben moves down towards the hallway that is next to the damaged bridge in the south and looks around the corner. Stealth Roll 3+5=8)
OldMan checks to see if the chest at the end of the bed is locked.
OldMan takes the scrolls and leaves the rest for Galben to split up.
"The fireball spell will particularly be helpful later. I bet we can get a good price for the gems in town. I really hope I can pry that staff from Glasstaff's cold dead hands."
(Galben walks back into the main room)
"There is another hallway this way but I don't see a door, must be something hidden down this way. Did you find anything in th other rooms?"
"There's some loot and gems in a chest. I took the scrolls. They are going to be useful I think." We need to get moving to stay on Glasstaff's trail. I don't want to give him time to heal or get his men organized. Let's group and and keep moving forward."
Regula ducks through the secret door and pops out in the store room. "Tubard, did you find anything else in this room?" Regula looks around the room for signs of additional doors or objects (19 perception check).
Jake gets in line with the rest, ready to go through the secret passage. "Keep your wits about you, gentlemen. We may yet face some traps like the goblin warned us about. I will remain ready to heal if anyone goes down."
Tubard shoves Regula aside "I can lead this excursion!" He checks to see if there are any traps on the door straight ahead (13-1=12 investigation), if not, he opens the door (8 to hit the door if it is locked with 14 damage if it hits).
Note: The Googe Doc has been update with everything that was found and who is carrying what.
Everyone gets...
26 sp per person (had 11 in the extras so everyone got 1 more...4 extra now)
19 gp per person (had 8 in the extras so everyone got 1 more...1 extra now)
(Galben makes quick work of dividing up the gold and silver and distrubtes it to the group)
"Here is some motivation for you all. I'm happy to carry the gemstones but if someone else wants to just say so."
(Galben moves into the hallway and checks the other door Tubard doesn't hit and checks to see if it is locked locked: Investigation Roll 10+0=10)
OldMan reorganizes his gear so the fireball scroll is handy. "I'm ready to get a new staff. This wizard is so bad to organize this den of evil and torment the townsfolk. I am definitely gonna take something from his corpse. Maybe an ear. Maybe his privates." OldMan grins slyly. "Let's go get into some trouble.""
"Easy there, Tubard," Regula says with a chuckle. "I'm certain there will be plenty Ruffians for all of us."
"Anyone good at picking locks? Otherwise our path is chosen for us. "
(Bearkiller enters the hallway with thieve tools in hand)
"I am." (He puts his tool in the lock and moves it around to try and open it) (Dexterity Roll 12+1=13)
"Bearkiller, may the touch of Ilmater guide your hand." (Jake casts Guidance on Bearkiller as he passes by in the hallway on his way to try the door.)
(Galben looks in the room and sees the weapons)
"Take whatever you'd like gents. I'll take the rest out to the pile before we press on. Bearkiller can you help me move it?"
(Bearkiller)
"Sure, but just so you know Galben, for a person I thought I'd have a moderate amount of respect for, you might be the biggest cheap arse I've every seen."
(Galben gives Bearkiller a smurk)