”Thank you both,” says Fergus gratefully, “That will do nicely.”
Pulling out his lantern, he tops off the oil and lights it, saying, “Shall we proceed? Perhaps there are some tracks of our missing townspeople ahead to help us prioritize which path to take.”
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“Marthungrim said the way to the crypt is west through the residential room, then through the common room into the cleansing chamber.
Let’s carefully make our way through and see what we find.”
Quinn steps into the stone archway and lights his magical mace. He drops to one knee and inspects the dirt for tracks or any recent signs of movement in or out of the temple.
Perception check: 17
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
The stone floor is roughly textured in a way that limits how much information can be gleaned from tracks, but it is clear that boot-clad humanoids have come this way in recent days or weeks. Also at least one goat, based on a fresh hoofprint you discover in a patch of dried mud.
The dark, cavernous passage carves a straight swath south, downward into the earth.
"Come. Look here."Quinn points to the tracks. "Look. Boot tracks...and a goat. The goat tracks are curious. Perhaps its a pack goat with travelers, other people looking to help, or maybe some thugs. Either way, we better be on the look out.
Let's go."
Quinn ventures forth.
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
"A goat? How bizarre!" Jorzu joins Quinn at the entrance and peers at the ground in hopes of seeing the goat tracks. "I guess that might benefit us. I mean, the bleat of a goat would carry through the tunnels...surely." He stands tall again and looks to Quinn for the next move. When they move into the tunnel he will assume his invisible state of being to aid any stealth approaches they may take.
The party ventures forward, further south down the ancient, semi-natural tunnel. Quinn leads the way, lighting the path downward with his radiant mace. Jorzu and Laiti remain invisible.
The wide cavern soon ends at an enormous stone double door. Each side bears the image of a towering mountain with a carved gemstone at its heart. A long roll of cloth props one side of the double door open. A fissure in the wall opens to a tunnel leading west.
”Hmm,” says Fergus, moving to the opening of the small tunnel and holding his lantern to it shines down the cramped passageway. Even though this is not the way they will probably go, he does feel a bit concerned leaving an unexplored passage at his back.
(Anything interesting revealed by the light?) Perception: 9
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Invisi-Jorzu joins Fergus at the small branching tunnel. "You want Laiti to check it out?" he asks almost startling his friend. When Laiti hears her name she merely complains; "Here we go again".
Bryony is briefly enthralled by Quinn's new raven. She coos over it with glee and spends a few moments peppering him with questions about it. It takes her a moment, but she notices that the pendant he wears glows the same color as the spirit raven.
"Yes, I want to make sure my aunt is safe," Bryony agrees. "We can always go back to these other places after we rescue the prisoners."
As they travel, Bryony spends time talking to Jeeves as if speaking to a pony is the most natural thing in the world. She feeds him an apple and ruffles his mane affectionately.
"We shouldn't put poor Jeeves into any danger," she says. "I'm glad you were able to tell him not to go too far, Jorzu. Stay safe, Jeeves!" She gives the pony one last pat on the shoulder (since she can't quite reach his neck) before they turn to the ruins.
Quinn points out the goat tracks, and inexplicably this reminds Bryony of the badger they discovered in the last ruins they were in where they met the crazy crystal-headed goblin. "Maybe I'll be able to find that badger again," she murmurs to herself. The halfling finds herself longing for a pet, especially after watching Quinn with his raven and Fergus with Jeeves.
When they come to the stone double doors, with one of them propped ajar, the halfling goes up and peers cautiously inside, trying to see if she can see or hear anything nearby.
Fergus peers down the western fissure. The narrow tunnel is barely five feet high, with smoothed rock edges.
Invisibly passing Fergus, Laiti explores further down the same thin crevasse. "Stairs down," she soon quietly reports. "Keep going?"
Meanwhile, Bryony peers over the roll of cloth propping open one side of the double door, and into the gloom beyond. It is very dark, but she gets a glimpse of a broad staircase descending deeper underground.
Quinn looks to the narrow passage and ponders their next step.
He thinks to himself. "Marthungrim said the way to the crypt was blocked and we must go west. That narrow passage does lead to the west."
Quinn steps forward towards Bryony and the propped open door. As Bryony strains to look what's beyond the door, Quinn focuses on the door itself. He shines Lightbringer along the doorjam, the hinges and down to the roll of cloth.
He speaks to Bryony in a hushed tone. "Remember those footprints. We best assume those tracks are from thugs. They could be setting traps along the way."
Perception check for traps: 11
DM: Does the cloth look clean and newish? Or old and tattered as if its been here for ages?
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Quinn finds no traps. The huge roll of cloth is filthy and worn, but perhaps not ancient. A sticky-looking black stain covers much of its bottom.
Boona sizes up the western passage to be tight, but passable (with some necessary hunching, and perhaps turning sideways in places) and the big double doors to the south as pullable if not pushable (or, if that fails, with a squeeze-through-able opening, currently.)
“Wait a moment, Boona. I’ll check on the others. I’ll give you a sign when it’s all clear to move.” Quinn points at the filthy cloth. “Not sure what that is, but don’t touch it.”
Quinn goes over to Fergus and asks for an update.
“Anything this way? We’re gonna try pushing that door open. Looks like there’s a stairway leading down.”
IF nothing concerning or threatening arises, Quinn will give Boona the sign to proceed with opening the door.
”I didn’t see anything other than some steps going down—and I noticed no obvious tracks. I would expect the prisoners were taken through the main door unless you can see any signs of recent passage in this narrow tunnel,” offers Fergus.
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Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Listening as Quinn and Fergus debate the merit of each route Jorzu chimes in with; "I think both passages offer equal opportunity. If we are looking to access the prisoners then the big doors are our best bet. If its cleansing of the whole place, then we follow Marthungrim's instructions. I believe that whilst related there are two distinct objectives here".
Unless Boona or another objects, she pulls the right door open. The big roll of stained cloth settles slightly.
Lightbringer illuminates a broad staircase ahead, descending deeper underground. Elaborate carvings of mountain landscapes and treasure piles line the walls. You can dimly make out a landing below, holding statues of some sort on either side.
Boona steps forward, gingerly stepping over and around the roll of cloth which had been propping the door open. Her lamp lights spontaneously as she holds it out to explore the space in front of you.
You can clearly see two stone statues – dwarven warriors - on either side of the hallway, and beyond them a pair of doors, and then more descending stairs.
There is a thick layer of dust on everything – not just from age, but from some sort of ancient collapse, cave-in, or explosion, perhaps.
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Fergus:
”Thank you both,” says Fergus gratefully, “That will do nicely.”
Pulling out his lantern, he tops off the oil and lights it, saying, “Shall we proceed? Perhaps there are some tracks of our missing townspeople ahead to help us prioritize which path to take.”
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
“Marthungrim said the way to the crypt is west through the residential room, then through the common room into the cleansing chamber.
Let’s carefully make our way through and see what we find.”
Quinn steps into the stone archway and lights his magical mace. He drops to one knee and inspects the dirt for tracks or any recent signs of movement in or out of the temple.
Perception check: 17
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
The stone floor is roughly textured in a way that limits how much information can be gleaned from tracks, but it is clear that boot-clad humanoids have come this way in recent days or weeks. Also at least one goat, based on a fresh hoofprint you discover in a patch of dried mud.
The dark, cavernous passage carves a straight swath south, downward into the earth.
"Come. Look here." Quinn points to the tracks. "Look. Boot tracks...and a goat. The goat tracks are curious. Perhaps its a pack goat with travelers, other people looking to help, or maybe some thugs. Either way, we better be on the look out.
Let's go."
Quinn ventures forth.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Jorzu
"A goat? How bizarre!" Jorzu joins Quinn at the entrance and peers at the ground in hopes of seeing the goat tracks. "I guess that might benefit us. I mean, the bleat of a goat would carry through the tunnels...surely." He stands tall again and looks to Quinn for the next move. When they move into the tunnel he will assume his invisible state of being to aid any stealth approaches they may take.
The party ventures forward, further south down the ancient, semi-natural tunnel. Quinn leads the way, lighting the path downward with his radiant mace. Jorzu and Laiti remain invisible.
The wide cavern soon ends at an enormous stone double door. Each side bears the image of a towering mountain with a carved gemstone at its heart. A long roll of cloth props one side of the double door open. A fissure in the wall opens to a tunnel leading west.
Fergus:
”Hmm,” says Fergus, moving to the opening of the small tunnel and holding his lantern to it shines down the cramped passageway. Even though this is not the way they will probably go, he does feel a bit concerned leaving an unexplored passage at his back.
(Anything interesting revealed by the light?) Perception: 9
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
Invisi-Jorzu joins Fergus at the small branching tunnel. "You want Laiti to check it out?" he asks almost startling his friend. When Laiti hears her name she merely complains; "Here we go again".
Bryony is briefly enthralled by Quinn's new raven. She coos over it with glee and spends a few moments peppering him with questions about it. It takes her a moment, but she notices that the pendant he wears glows the same color as the spirit raven.
"Yes, I want to make sure my aunt is safe," Bryony agrees. "We can always go back to these other places after we rescue the prisoners."
As they travel, Bryony spends time talking to Jeeves as if speaking to a pony is the most natural thing in the world. She feeds him an apple and ruffles his mane affectionately.
"We shouldn't put poor Jeeves into any danger," she says. "I'm glad you were able to tell him not to go too far, Jorzu. Stay safe, Jeeves!" She gives the pony one last pat on the shoulder (since she can't quite reach his neck) before they turn to the ruins.
Quinn points out the goat tracks, and inexplicably this reminds Bryony of the badger they discovered in the last ruins they were in where they met the crazy crystal-headed goblin. "Maybe I'll be able to find that badger again," she murmurs to herself. The halfling finds herself longing for a pet, especially after watching Quinn with his raven and Fergus with Jeeves.
When they come to the stone double doors, with one of them propped ajar, the halfling goes up and peers cautiously inside, trying to see if she can see or hear anything nearby.
Perception - 5 :(
"Logic will get you from A to B. Imagination will take you everywhere." ~ Albert Einstein
Pronouns: She / Her
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Gareth Blackwood (Dragon of Icespire Peak)
DM: I am currently on a hiatus from DMing due to lack of time :(
Fergus peers down the western fissure. The narrow tunnel is barely five feet high, with smoothed rock edges.
Invisibly passing Fergus, Laiti explores further down the same thin crevasse. "Stairs down," she soon quietly reports. "Keep going?"
Meanwhile, Bryony peers over the roll of cloth propping open one side of the double door, and into the gloom beyond. It is very dark, but she gets a glimpse of a broad staircase descending deeper underground.
Quinn looks to the narrow passage and ponders their next step.
He thinks to himself. "Marthungrim said the way to the crypt was blocked and we must go west. That narrow passage does lead to the west."
Quinn steps forward towards Bryony and the propped open door. As Bryony strains to look what's beyond the door, Quinn focuses on the door itself. He shines Lightbringer along the doorjam, the hinges and down to the roll of cloth.
He speaks to Bryony in a hushed tone. "Remember those footprints. We best assume those tracks are from thugs. They could be setting traps along the way."
Perception check for traps: 11
DM: Does the cloth look clean and newish? Or old and tattered as if its been here for ages?
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Boona walked up to the big doors, " Can push?"
She looked back at the small passage dubiously, " Have to crawl again........."
Quinn finds no traps. The huge roll of cloth is filthy and worn, but perhaps not ancient. A sticky-looking black stain covers much of its bottom.
Boona sizes up the western passage to be tight, but passable (with some necessary hunching, and perhaps turning sideways in places) and the big double doors to the south as pullable if not pushable (or, if that fails, with a squeeze-through-able opening, currently.)
“Wait a moment, Boona. I’ll check on the others. I’ll give you a sign when it’s all clear to move.” Quinn points at the filthy cloth. “Not sure what that is, but don’t touch it.”
Quinn goes over to Fergus and asks for an update.
“Anything this way? We’re gonna try pushing that door open. Looks like there’s a stairway leading down.”
IF nothing concerning or threatening arises, Quinn will give Boona the sign to proceed with opening the door.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Fergus:
”I didn’t see anything other than some steps going down—and I noticed no obvious tracks. I would expect the prisoners were taken through the main door unless you can see any signs of recent passage in this narrow tunnel,” offers Fergus.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Jorzu
Listening as Quinn and Fergus debate the merit of each route Jorzu chimes in with; "I think both passages offer equal opportunity. If we are looking to access the prisoners then the big doors are our best bet. If its cleansing of the whole place, then we follow Marthungrim's instructions. I believe that whilst related there are two distinct objectives here".
"Big doors it is."
Quinn walks over to Boona.
"Boona, give us a hand and open the doors. Remember, don't touch that filthy cloth."
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight). [Retired]
Quinn - lvl 7 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Unless Boona or another objects, she pulls the right door open. The big roll of stained cloth settles slightly.
Lightbringer illuminates a broad staircase ahead, descending deeper underground. Elaborate carvings of mountain landscapes and treasure piles line the walls. You can dimly make out a landing below, holding statues of some sort on either side.
All is still. All is quiet.
Boona heads through the doors to the top of the stairs, lighting her lamp ( Druidcraft) and holding it out to see the landing below.
Boona steps forward, gingerly stepping over and around the roll of cloth which had been propping the door open. Her lamp lights spontaneously as she holds it out to explore the space in front of you.
You can clearly see two stone statues – dwarven warriors - on either side of the hallway, and beyond them a pair of doors, and then more descending stairs.
There is a thick layer of dust on everything – not just from age, but from some sort of ancient collapse, cave-in, or explosion, perhaps.