Grymar hears the report from Reena and says “Maybe you should go into that room that we found and close the door, rest up and recover while we go check out this statue. Gas that burns the lungs eh? Potent stuff.” He turns to everyone, saying “Whaddya think? Head over that way?” He looks to the northwest passage.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Kalhala tries to collect himself, but has difficulty as the guilt is pretty heavy. He nods in agreement with Grymar, pulls out his longsword but doesn't say anything. He waits to see what the former prisoners want to do and if they agree, he leads the way down the NW passage.
All - Reena and Jerrid follow you back to the room and as they enter Reena wrinkles her nose and Jerrid begins coughing, "Cough... Cough! Ugh, what is that smell? My...COUGH! Lungs can hardly handle it..." They seem content to stay in the room despite the aroma and you hear Jerrid coughing as you make your way to the northwest passage. You find a hallway that extends east and west. There is a door to the east and a stairway leading south to the west, with what appears to be another corridor leading north opposite the stairway.
Berkarak says, "Our goal here is to find an exit for...," he nods his head towards Reena and Jerrod. "Hopefully this passage leads to the other side of the crevasse."He points west and north.
Kalhala notes Berk's and Mani's suggestion and starts heading that way, briefly looking back to the captives as they cough, somewhat worried about them.
All - To the south a short flight of stairs leads up to a large, iron-bound door. A bloodstained human skull is fixed to the center of the door by an iron spike. The door is open and beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable.
To the north you see a short passage with a door set into the western wall. Thelmund's body lies on the floor in front of it. At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone warrior holds a sword in one hand and a smith’s hammer in the other. The statue is about seven feet tall and stands on a large stone pedestal.
"Hold up, hold up," Berkarak says, squeezing through to the front while holding his finger under his nose and a look of disgust on his face. "Remember there may be a harmful gas in this area." Assuming that they are back far enough and out of danger, Berkarak casts mage hand. A large spectral hand that looks a lot like Berk's, but with bird-like flourishes, moves first to the door, jiggling the handle but not opening it, and then to the statue to feel around for any type of trigger. If nothing happens yet, the hand waves in front of the face of the statue as if to see if it is awake, again trying to trigger any gas trap. If yet no trap is sprung, the hand pushes on the floor around Thelmund.
Lehmani is eager to assist Thelmund if it is at all possible, but the heeds Berkarak's warning. From a distance, she looks for any sign that he might still be alive.
Perception: 14
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DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Berkarak - The door handle doesn't jiggle much, leading you to believe that it is locked. Nothing happens as your mage handles searches the statue for hidden mechanisms nor when you wave in front of it. Pushing around on the floor next to Thelmund you see the stones on which he lays depress slightly and hear a faint click, but nothing else happens.
Lehmani - Thelmund does not move while Berkarak's mage hand gropes the ground around him. You try to watch his chest for movement but see none. You do notice that the flagstones his body lays on appear to be recessed about an inch or so from the surrounding stones. When Berk's mage hand presses them they depress a bit further and a faint click is heard.
"Mates, I believe the trap trigger is spent." Berkarak steps forward cautiously until he reaches the door and looks for a way to open it as (he assumes) others go to tend the body. (Investigation+Guidance24)
Berkarak - You see no visible keyhole on this side of the door and trying the handle you find that you can turn it slightly but it gets harder to turn as it goes, and springs back when you release it. You surmise that the handle is tied somehow on the other side to prevent it from opening.
“Wait a minute, lessee here. That big oak who went over yon chasm mayve trapped things all over the place back here. Lemme let Earl and Fred and all o their cousins find out ifn that be the case.” Grymar looks at the door, examining the crack and getting down on his hands and knees, looking under the door, looking at the hinges, looking for any traps or mechanisms.
Investigation : 13
Grymar goes back to the top of the stairs and hides behind one of the corners and extends his hand, a conglomeration of bees head toward the door, pushing and pulling to see if it will open, or trigger whatever there may bee inside of it.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kalhala finds he is a bit nervous as they arrive at the large statue and the body of Thelmund at it's feet. But as the others do a very good job of checking to make sure the area is safe, he heads over to the statue and looks at the sword and hammer, seeing what kind of shape they are in and if they can be removed.
He then will watch as Grymar plays with his bees, then asks, "When you guys are done playing around, let me know and then I'll just break the door in."
Grymar - Examining the door, you find no evidence of traps but when you look under the crack you see movement in the room beyond and hear hushed speaking in the unmistakable guttural speech of Orcs.
Kalhala - The statue appears to be carved from one solid block of stone, including the weaponry. Up close to the statue you can see now how the bearded jaw is hinged to allow it to open to reveal a nozzle inside. A faint acrid scent clings to it, remnants of the poison gas that felled Thelmund. Standing there, mouth fully agape, the statue reminds you of an oversized nutcracker, albeit a deadly one.
Lehmani - Coming closer to the statue you see the stone helmet has been designed with cog spokes radiating across the top, akin to a sunburst. You also smell the faint aroma of the remnants of the poison gas spewed forth by the trapped statue. It reminds you of ammonia and you feel the mucus membranes in your sinuses inflame, but suffer no further effects. Glancing again at the face of the dwarf you feel his face is familiar somehow... Your head spins and you feel faint as a vision comes over you...
You see the dwarf leaning over a forge, face a mask of concentration and he hammers his touch mark into a finely crafted blade, a blade that you recognize as one of Durgeddin's. Durgeddin picks up the blade and inspects it, and as he does, the field of view zooms in on a ring that he wears, a large finely cut emerald sits in a golden band. The emerald is cut in such a way that it protrudes quite a bit from the band. The vision shifts and you see Durgeddin again, this time clad in the armor depicted in the statue. He wields a sword and hammer and wades into a chaotic battle scene filled with Orcs and Dwarves. The vision shifts again and you watch as Durgeddin, now wounded and without his sword, faces an immense Orc near the edge of the chasm you crossed earlier. Durgeddin smashes the Orc's greataxe with a swing of his hammer and the Orc tosses it away and charges, tackling Durgeddin over the edge of the chasm. The edges of your perception grow blacker as the vision fades, but the last thing you see is the ring on Durgeddin's hand as he and the orc tumble into the darkness below.
Zubien moves up to the door, listening. "Did that sound like orcs to you friend Grymar?" he asks. "You think they are keeping the door closed, or preparing to spring out?"
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Grymar hears the report from Reena and says “Maybe you should go into that room that we found and close the door, rest up and recover while we go check out this statue. Gas that burns the lungs eh? Potent stuff.” He turns to everyone, saying “Whaddya think? Head over that way?” He looks to the northwest passage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Zubien nods in agreement. "Air that burns the lungs, sulfur, or worse?"
Kalhala tries to collect himself, but has difficulty as the guilt is pretty heavy. He nods in agreement with Grymar, pulls out his longsword but doesn't say anything. He waits to see what the former prisoners want to do and if they agree, he leads the way down the NW passage.
All - Reena and Jerrid follow you back to the room and as they enter Reena wrinkles her nose and Jerrid begins coughing, "Cough... Cough! Ugh, what is that smell? My...COUGH! Lungs can hardly handle it..." They seem content to stay in the room despite the aroma and you hear Jerrid coughing as you make your way to the northwest passage. You find a hallway that extends east and west. There is a door to the east and a stairway leading south to the west, with what appears to be another corridor leading north opposite the stairway.
Map:
Berkarak says, "Our goal here is to find an exit for...," he nods his head towards Reena and Jerrod. "Hopefully this passage leads to the other side of the crevasse." He points west and north.
She points down the hall to the left. “That would suggest an eastward route then. Shall we?”
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Kalhala notes Berk's and Mani's suggestion and starts heading that way, briefly looking back to the captives as they cough, somewhat worried about them.
Zubien will keep an eye out for any signs of a threat, drawn by the coughing as they move.
All - To the south a short flight of stairs leads up to a large, iron-bound door. A bloodstained human skull is fixed to the center of the door by an iron spike. The door is open and beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable.
To the north you see a short passage with a door set into the western wall. Thelmund's body lies on the floor in front of it. At the end of the passage stands a statue of a fierce-looking dwarf in heavy mail armor. The stone warrior holds a sword in one hand and a smith’s hammer in the other. The statue is about seven feet tall and stands on a large stone pedestal.
Map:
"Hold up, hold up," Berkarak says, squeezing through to the front while holding his finger under his nose and a look of disgust on his face. "Remember there may be a harmful gas in this area." Assuming that they are back far enough and out of danger, Berkarak casts mage hand. A large spectral hand that looks a lot like Berk's, but with bird-like flourishes, moves first to the door, jiggling the handle but not opening it, and then to the statue to feel around for any type of trigger. If nothing happens yet, the hand waves in front of the face of the statue as if to see if it is awake, again trying to trigger any gas trap. If yet no trap is sprung, the hand pushes on the floor around Thelmund.
Lehmani is eager to assist Thelmund if it is at all possible, but the heeds Berkarak's warning. From a distance, she looks for any sign that he might still be alive.
Perception: 14
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Berkarak - The door handle doesn't jiggle much, leading you to believe that it is locked. Nothing happens as your mage handles searches the statue for hidden mechanisms nor when you wave in front of it. Pushing around on the floor next to Thelmund you see the stones on which he lays depress slightly and hear a faint click, but nothing else happens.
Lehmani - Thelmund does not move while Berkarak's mage hand gropes the ground around him. You try to watch his chest for movement but see none. You do notice that the flagstones his body lays on appear to be recessed about an inch or so from the surrounding stones. When Berk's mage hand presses them they depress a bit further and a faint click is heard.
"Mates, I believe the trap trigger is spent." Berkarak steps forward cautiously until he reaches the door and looks for a way to open it as (he assumes) others go to tend the body. (Investigation+Guidance 24)
Berkarak - You see no visible keyhole on this side of the door and trying the handle you find that you can turn it slightly but it gets harder to turn as it goes, and springs back when you release it. You surmise that the handle is tied somehow on the other side to prevent it from opening.
“Wait a minute, lessee here. That big oak who went over yon chasm mayve trapped things all over the place back here. Lemme let Earl and Fred and all o their cousins find out ifn that be the case.” Grymar looks at the door, examining the crack and getting down on his hands and knees, looking under the door, looking at the hinges, looking for any traps or mechanisms.
Investigation : 13
Grymar goes back to the top of the stairs and hides behind one of the corners and extends his hand, a conglomeration of bees head toward the door, pushing and pulling to see if it will open, or trigger whatever there may bee inside of it.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Kalhala finds he is a bit nervous as they arrive at the large statue and the body of Thelmund at it's feet. But as the others do a very good job of checking to make sure the area is safe, he heads over to the statue and looks at the sword and hammer, seeing what kind of shape they are in and if they can be removed.
He then will watch as Grymar plays with his bees, then asks, "When you guys are done playing around, let me know and then I'll just break the door in."
As they're doing this, Lehmani will study the statue of the dwarf to see if she recognizes any aspect of it...
History: 19
Religion: 4
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Grymar - Examining the door, you find no evidence of traps but when you look under the crack you see movement in the room beyond and hear hushed speaking in the unmistakable guttural speech of Orcs.
Kalhala - The statue appears to be carved from one solid block of stone, including the weaponry. Up close to the statue you can see now how the bearded jaw is hinged to allow it to open to reveal a nozzle inside. A faint acrid scent clings to it, remnants of the poison gas that felled Thelmund. Standing there, mouth fully agape, the statue reminds you of an oversized nutcracker, albeit a deadly one.
Lehmani - Coming closer to the statue you see the stone helmet has been designed with cog spokes radiating across the top, akin to a sunburst. You also smell the faint aroma of the remnants of the poison gas spewed forth by the trapped statue. It reminds you of ammonia and you feel the mucus membranes in your sinuses inflame, but suffer no further effects. Glancing again at the face of the dwarf you feel his face is familiar somehow... Your head spins and you feel faint as a vision comes over you...
You see the dwarf leaning over a forge, face a mask of concentration and he hammers his touch mark into a finely crafted blade, a blade that you recognize as one of Durgeddin's. Durgeddin picks up the blade and inspects it, and as he does, the field of view zooms in on a ring that he wears, a large finely cut emerald sits in a golden band. The emerald is cut in such a way that it protrudes quite a bit from the band. The vision shifts and you see Durgeddin again, this time clad in the armor depicted in the statue. He wields a sword and hammer and wades into a chaotic battle scene filled with Orcs and Dwarves. The vision shifts again and you watch as Durgeddin, now wounded and without his sword, faces an immense Orc near the edge of the chasm you crossed earlier. Durgeddin smashes the Orc's greataxe with a swing of his hammer and the Orc tosses it away and charges, tackling Durgeddin over the edge of the chasm. The edges of your perception grow blacker as the vision fades, but the last thing you see is the ring on Durgeddin's hand as he and the orc tumble into the darkness below.
Zubien moves up to the door, listening. "Did that sound like orcs to you friend Grymar?" he asks. "You think they are keeping the door closed, or preparing to spring out?"