Meepo reluctantly leaves the doorway headed into the Goblin stronghold, obviously eager to press forward and rescue the clan's dragon. As he enters the Northern most room, he hesitates at the entrance. 'Bad, this room is bad. This is where they take the bad ones, they don't come back'
No amount of cajoling or coaxing can get Meepo to step over the threshold into the Northern most room. He hangs at the doorway, visibly shrinking away.
Summary and Action
Large hatch-like door is in front of you with a wheel-like mechanism in it's center. It is hidden by a simple but persistent illusion.
Another dry fountain sits against the northern wall. You've inspected it and found nothing of interest.
The hallway between the Goblin entrance room and the Northern fountain has a series of rooms off it, 3 each along the Western and Eastern walls, each with it's door standing ajar. Each of these rooms is empty save for bits of broken stone and debris that's collected in the corners, one of them has a large pile of hay in the far corner.
Jane looks back and forth at the two different paths. "I hate to say it, if there's 'bad ones' down here then we might need to save our resources to deal with them and rescue the siblings. Who knows if we have time to try negotiating with the goblins, or worse." She looks at Meepo for a bit as well. "I know the dragon feels important, I just don't know if it should be a priority."
The hatch turns with the sound of grinding metal on metal as Hogshead leans into it with his weight and strength.
As the last few inches of metal bars pull free, the dwarf is able to swing the door inward and open it. The first impression is of the overwhelming smell of rot, decay and mildew. As if something was left to decompose in a small pool of water.
The room is pitch-black and about 20x20 made from the same carefully set stonework as the rest of the citadel.
Hogshead's dwarven eyes adjust quickly to the dark and allow him to pick out a large pile of .... well rubbish in the center of the room. Something inside that rubbish pile is moving, whether stirred by the noise of the door or the light pouring in you can't say.
In the far NorthEastern corner of the room, Hogshead makes out a humanoid form slumped against the wall.
Summary and Action
Door is open, but it made a ton of noise. Something is moving in what appears to be a giant pile of trash and there is a humanoid against the wall.
To the group, "Be ready - there's something in here moving. If anyone can put light in there, it would be helpful." Hoghead will shout into the room "Hey! We're not here to hurt anyone unless we have to. We can help you if you let us. Come slowly." Persuasion if needed 20
Jane looks around to see if anyone else is going to produce light. If not then she will pull out a torch and light it, then move close to the hatch and try to make put what is through there.
The bonfire roars to life in the corner about the same time the light from Jane's torch washes into the room. The sudden burst of light and heat is enough to awaken the denizens of this room.
Three large sluglike creatures shoot out from the pile of rubbish in the center of the room. Sprouting from the center of the pile are tentacles, large rubbery and covered in small hairlike protrusions, they reach up as if sniffing the air.
"Well we are here and all" looking at the hatch
Laissez les bons temps rouler
Rantel asks Meepo if he knows what is inside the hatch.
Meepo reluctantly leaves the doorway headed into the Goblin stronghold, obviously eager to press forward and rescue the clan's dragon. As he enters the Northern most room, he hesitates at the entrance. 'Bad, this room is bad. This is where they take the bad ones, they don't come back'
No amount of cajoling or coaxing can get Meepo to step over the threshold into the Northern most room. He hangs at the doorway, visibly shrinking away.
Summary and Action
Large hatch-like door is in front of you with a wheel-like mechanism in it's center. It is hidden by a simple but persistent illusion.
Another dry fountain sits against the northern wall. You've inspected it and found nothing of interest.
The hallway between the Goblin entrance room and the Northern fountain has a series of rooms off it, 3 each along the Western and Eastern walls, each with it's door standing ajar. Each of these rooms is empty save for bits of broken stone and debris that's collected in the corners, one of them has a large pile of hay in the far corner.
How would you like to proceed?
"What do you mean bad ones? From your tribe or otherwise?"
Laissez les bons temps rouler
Jane looks back and forth at the two different paths. "I hate to say it, if there's 'bad ones' down here then we might need to save our resources to deal with them and rescue the siblings. Who knows if we have time to try negotiating with the goblins, or worse." She looks at Meepo for a bit as well. "I know the dragon feels important, I just don't know if it should be a priority."
"I tend to agree. Im not so sure about 'rescuing' something that would look at us as a dinner"
Zerxius watches Meepo carefully as he says this
Laissez les bons temps rouler
'Bad, the ones who don't listen to Yusdrayl, who don't bring in food for the clan, the ones who.... bad ones'.
Meepo continues to hover in the doorway, terrified.
"Pft. They dont sound bad to me." Looking at the others. "Which do we choose. Hatch or goblin lair?"
Laissez les bons temps rouler
"Let's open the hatch" Strength if needed 9
The hatch turns with the sound of grinding metal on metal as Hogshead leans into it with his weight and strength.
As the last few inches of metal bars pull free, the dwarf is able to swing the door inward and open it. The first impression is of the overwhelming smell of rot, decay and mildew. As if something was left to decompose in a small pool of water.
The room is pitch-black and about 20x20 made from the same carefully set stonework as the rest of the citadel.
Hogshead's dwarven eyes adjust quickly to the dark and allow him to pick out a large pile of .... well rubbish in the center of the room. Something inside that rubbish pile is moving, whether stirred by the noise of the door or the light pouring in you can't say.
In the far NorthEastern corner of the room, Hogshead makes out a humanoid form slumped against the wall.
Summary and Action
Door is open, but it made a ton of noise. Something is moving in what appears to be a giant pile of trash and there is a humanoid against the wall.
How would you like to proceed?
To the group, "Be ready - there's something in here moving. If anyone can put light in there, it would be helpful." Hoghead will shout into the room "Hey! We're not here to hurt anyone unless we have to. We can help you if you let us. Come slowly." Persuasion if needed 20
Perception 7
Jane looks around to see if anyone else is going to produce light. If not then she will pull out a torch and light it, then move close to the hatch and try to make put what is through there.
Perception: 14
Rantel snaps and his shell pulses with light and he creates a bonfire on the far side of the room.
The bonfire roars to life in the corner about the same time the light from Jane's torch washes into the room. The sudden burst of light and heat is enough to awaken the denizens of this room.
Three large sluglike creatures shoot out from the pile of rubbish in the center of the room. Sprouting from the center of the pile are tentacles, large rubbery and covered in small hairlike protrusions, they reach up as if sniffing the air.
Summary and Action
Roll 'em
Initiative. 11
Laissez les bons temps rouler
Rantel initiative: 2
Hoghead initiative 5
Initiative: 21
Initiative: 21
Babies 2
Mama 15