Hoid will proceed towards Trolkarl and either go up the well after the spider or shoot arrows. Arrows preferred , climb only if the Spider is out of sight.
Chadwick yells he found Trolkarl, but there appears to be something wrong with him and he's working to get the gate open to get to him.
Chadwick to Trolkarl "If it's blindness don't worry about it, mine lasted less than a minute." He adds reassuringly like there's absolutely nothing concerning with having your sight stricken with an evil mage running about.
You are in a room that appears to be a laboratory. There are two large tables holding various pieces of lab equipment (alembics, tongs, small fire pots, mortar and pestle, etc.). A humanoid skull rests on one table with a book stand that is empty. Another skull of a horned beast is on the other table. There are several threadbare tapestries hanging here. Bookshelves are in the corner containing rotting tomes. Four sconces are on the wall that are unlit. A faintly pulsating magical diagram is on the ground that dimly gives off a greenish glow. It is on the floor in front of what appears to be a 5’ diameter circular door made of a dull silver metal. There is a large wheel handle in the center of the door. Four smaller dials can be seen near the edge of each quadrant of the door.
Kragen casts Detect Magic and examines the room. The only magical energy he detects is from the Magic Circle inscribed on the floor.
Kragen will examine the two tables a little more closely for anything of interest? Investigation check = 4
Then proceeds to move to the door on the east wall, just south of the secret passage the Spider exited and examines the door. If all seems normal with the door, he will attempt to open through normal means, i.e. use the handle. Investigation check = 19
Kragen's examination of the tables yields no additional information. It seems to be a fairly typical alchemical lab set up. The horned skull is of a beast he is unfamiliar with. The humanoid skull appears to be that of a human.
He then searches the door. Nothing seems unusual about the door. He tries the handle and the door readily opens to reveal a hallway beyond. This hallway is similar to the others. It is 7' tall with a peaked ceiling. There are two other doors seen down the hall on the right side.
Have we found any keys that look like they might work? If not and assuming we can tell which way it swings Chadwick will tell Trolkarl to assist and try to brute force it.
Strength check: Nat 1 (3 total) Chadwick slips and bangs his head on the gate in a hilarious three stooges routine.
The door swings away from the well, towards the wooden door there. The wooden door has a dead bolt lock on the dungeon side. That door was open when you arrived.
"Recommend that we organize in groups to do the following: Investigate the Spiders demise and retrieve articles of interest, investigate all unexplored areas except for the vault door with the magical circle. Once complete, we execute a short rest."
"That would provide those wounded during the recent battles to recover and care for wounds and refresh. During that time, the magical ward in front of the Vault door should subside as they typically have a duration of 1 hour."
"After short rest, we engage the Vault and attempt to investigate and explore within?"
"We can then hole up for a full days rest or decide to move onward, depending on clues we find during our investigating the Spiders domain."
We should stick together. There is safety in numbers and the tasks are not so significant that much time will be saved. Recover the Spider’s effects first and then move inside.
(I don’t want to break the adventure into multiple threads because someone is always left in the dark about what is or isn’t going on. Unless gameplay necessitates breaking into separate groups, I am always against splitting up. This is purely about game convenience, enjoyment and involvement, but I feel strongly about it.)
We should stick together. There is safety in numbers and the tasks are not so significant that much time will be saved. Recover the Spider’s effects first and then move inside.
(I don’t want to break the adventure into multiple threads because someone is always left in the dark about what is or isn’t going on. Unless gameplay necessitates breaking into separate groups, I am always against splitting up. This is purely about game convenience, enjoyment and involvement, but I feel strongly about it.)
Your group springs into action following the pursuit and defeat of the Black Spider. Ropes are tied together and Trolkarl is assisted in climbing up the well to the surface. No one can open the lock of the iron bars door. The iron bound wooden door is left open for now. It has a deadbolt on the dungeon side of it.
Gneuman is then assisted in his descent to the valley floor. He is able to navigate the slope once he arrives at that level. He finds the corpse of the Black Spider without difficulty. The Black Spider remains dead. He would be able to drag his body in reach of the ropes to haul it up to the promontory if you like. Several interesting items are found on his person:
Scroll case with a scroll inside
Two large, intricate books
A unusual crystal of orange and yellow hues
A dagger
Two keys
Pouch – 48gp, 38sp
Pouch – Obsidian spider with silver tipped legs (Lolth) 75g
Pouch – 4 Bloodstone 50g, 2 Red Garnets 100g
Gneuman is pulled back to the promontory top with all of the loot. The horses are collected and brought to the courtyard. (( Up to you where they are now )) The front door is able to be closed. It is not sturdy in any way.
A well-earned short rest is then taken. (( Update your characters for each of your actions during that short rest. ))
The magic circle remains in place on the floor of the laboratory. There is room to approach the vault without interacting with the magic circle, one at a time. Erbert, Kragen and Trolkarl confer about the magic circle. There is a predominance of Divination runes seen in its construction. This is unusual in that there is usually a predominance of Conjuration and Abjuration runes. These are typically there for calling something to the magic circle, or, keeping something within/without the magic circle. It must have been placed for a different reason involving Divination.
Thanks!
Hoid will proceed towards Trolkarl and either go up the well after the spider or shoot arrows. Arrows preferred , climb only if the Spider is out of sight.
Gneuman yells down the well, "Trolkarl? Hoid? Anyone? Is everyone alright?"
Chadwick yells he found Trolkarl, but there appears to be something wrong with him and he's working to get the gate open to get to him.
Chadwick to Trolkarl "If it's blindness don't worry about it, mine lasted less than a minute." He adds reassuringly like there's absolutely nothing concerning with having your sight stricken with an evil mage running about.
/Moved this dialogue from private chat to group.
Kragen asks Hoid "See to Gnueman and the others my Friend, i intend to identify the ill that has occurred here and cleanse this place of evil!"
Kragen moves to the center of the room holds his Holy Symbol <The Scales of Justice> aloft and ritually casts "Detect Magic"
Gneuman shouts down the well again, "It is done. I'm heading your way, by means of the top of the tower stairs."
The gnome then makes his way towards the tower wall to climb.
Shouting back up.
That is good news!
speaking back down the corridor
Sounds like Gneuman washed the Spider out.
I hope this goes away also. Chadwick, in the mean time if you could help with this metal door it would be appreciated.
Promontory
Dungeon - Upper level
Dungeon - Lower level
You are in a room that appears to be a laboratory. There are two large tables holding various pieces of lab equipment (alembics, tongs, small fire pots, mortar and pestle, etc.). A humanoid skull rests on one table with a book stand that is empty. Another skull of a horned beast is on the other table. There are several threadbare tapestries hanging here. Bookshelves are in the corner containing rotting tomes. Four sconces are on the wall that are unlit. A faintly pulsating magical diagram is on the ground that dimly gives off a greenish glow. It is on the floor in front of what appears to be a 5’ diameter circular door made of a dull silver metal. There is a large wheel handle in the center of the door. Four smaller dials can be seen near the edge of each quadrant of the door.
Kragen casts Detect Magic and examines the room. The only magical energy he detects is from the Magic Circle inscribed on the floor.
Kragen will examine the two tables a little more closely for anything of interest? Investigation check = 4
Then proceeds to move to the door on the east wall, just south of the secret passage the Spider exited and examines the door. If all seems normal with the door, he will attempt to open through normal means, i.e. use the handle. Investigation check = 19
Kragen's examination of the tables yields no additional information. It seems to be a fairly typical alchemical lab set up. The horned skull is of a beast he is unfamiliar with. The humanoid skull appears to be that of a human.
He then searches the door. Nothing seems unusual about the door. He tries the handle and the door readily opens to reveal a hallway beyond. This hallway is similar to the others. It is 7' tall with a peaked ceiling. There are two other doors seen down the hall on the right side.
Chadwick has been trying to open the gate (post 1847), but that might have gotten lost in the transition from live to PbP.
The gate is locked
Have we found any keys that look like they might work? If not and assuming we can tell which way it swings Chadwick will tell Trolkarl to assist and try to brute force it.
Strength check: Nat 1 (3 total) Chadwick slips and bangs his head on the gate in a hilarious three stooges routine.
The door swings away from the well, towards the wooden door there. The wooden door has a dead bolt lock on the dungeon side. That door was open when you arrived.
Trolkarl is no longer blinded.
Kragen to the group.
"Recommend that we organize in groups to do the following: Investigate the Spiders demise and retrieve articles of interest, investigate all unexplored areas except for the vault door with the magical circle. Once complete, we execute a short rest."
"That would provide those wounded during the recent battles to recover and care for wounds and refresh. During that time, the magical ward in front of the Vault door should subside as they typically have a duration of 1 hour."
"After short rest, we engage the Vault and attempt to investigate and explore within?"
"We can then hole up for a full days rest or decide to move onward, depending on clues we find during our investigating the Spiders domain."
Pauses to listen to counterpoints?
We should stick together. There is safety in numbers and the tasks are not so significant that much time will be saved. Recover the Spider’s effects first and then move inside.
(I don’t want to break the adventure into multiple threads because someone is always left in the dark about what is or isn’t going on. Unless gameplay necessitates breaking into separate groups, I am always against splitting up. This is purely about game convenience, enjoyment and involvement, but I feel strongly about it.)
I'm in agreement on all accounts.
Your group springs into action following the pursuit and defeat of the Black Spider. Ropes are tied together and Trolkarl is assisted in climbing up the well to the surface. No one can open the lock of the iron bars door. The iron bound wooden door is left open for now. It has a deadbolt on the dungeon side of it.
Gneuman is then assisted in his descent to the valley floor. He is able to navigate the slope once he arrives at that level. He finds the corpse of the Black Spider without difficulty. The Black Spider remains dead. He would be able to drag his body in reach of the ropes to haul it up to the promontory if you like. Several interesting items are found on his person:
Scroll case with a scroll inside
Two large, intricate books
A unusual crystal of orange and yellow hues
A dagger
Two keys
Pouch – 48gp, 38sp
Pouch – Obsidian spider with silver tipped legs (Lolth) 75g
Pouch – 4 Bloodstone 50g, 2 Red Garnets 100g
Gneuman is pulled back to the promontory top with all of the loot. The horses are collected and brought to the courtyard. (( Up to you where they are now )) The front door is able to be closed. It is not sturdy in any way.
A well-earned short rest is then taken. (( Update your characters for each of your actions during that short rest. ))
The magic circle remains in place on the floor of the laboratory. There is room to approach the vault without interacting with the magic circle, one at a time. Erbert, Kragen and Trolkarl confer about the magic circle. There is a predominance of Divination runes seen in its construction. This is unusual in that there is usually a predominance of Conjuration and Abjuration runes. These are typically there for calling something to the magic circle, or, keeping something within/without the magic circle. It must have been placed for a different reason involving Divination.
By chance the The Spider have slippers labeled “For Spider Climbing”?