Theldrin and Xanrym - You don't find any animals larger than normal. But when you inspect the ground you notice a lot of footprints on the ground coming from and leading to the wall in the northeast corner of the room. When you look at the torch bracket in that corner, it seems cleaner than all the others, as though people have been touching it a lot.
Xanrym calls over the others: "Avery, Liarin, I think we found something." Once everyone is a little closer he tries to twist (or pull down or push in) the torch bracket.
OOC: Yep that's it, i guess you need to include the bracketed text in order for it to link properly.
Xanrym - When you pull the torch, a portion of the wall in the corner opens inwards. The small room beyond contains a table, several benches, and a ladder rising to a trapdoor in the ceiling. In the southeast corner is a stout wooden door with a bar across this side holding it firmly shut. The room is otherwise empty.
Avery will bring a light source, and go into this hidden room, and see what he can find. Does it appear to be a meeting room based on the benches? (Investigation: 9; Perception: 17)
Yes, absolutely it is a meeting room. Now that you're in here you see the foot traffic going from the secret door is the most numerous. The ladder has been used recently, however, and those footprints lead to the barred door.
Theldrin follows Avery into the room holding the dagger up high so it shines light as they go. "Interesting..." he says in a low tone as he looks around. "Shall we see what's on the other side of this door?" He shifts his gaze towards the ceiling. "Or the trapdoor first?"
If you open the trapdoor, you'll come up into Bertram's room. I think your characters would work that out from their knowledge of the layout of the floor above.
As you unbar and open the thick wooden door, you see a worming cavern beyond. The floor is smooth dirt, and there is an odour of must and decay here. The air is unusually cold. Many rats scurry for cover as the door is opened. A couple of them look particularly diseased, they make their way further into the cave system. When you take a few steps into the cavern, you see three different paths ahead of you:
1. The northmost path seems particularly dirty and unused.
2. The middle path goes down further and seems to be the most travelled of the three.
3. The southernmost path seems to go onwards forever into darkness, the smell of decay seems stronger from here.
Xanrym wonders why the door was barred. The only two reasons he can think of are "trap people inside" or "bar something from getting out." He's relieved to see that it's just a cavern. Since the only light is from their torch / Theldrin's dagger, Xanrym doesn't see much point in offering to scout ahead. Too bad they don't have Lldryk and his darkvision!
Xanrym says, "I guess we should try the middle tunnel first to see where everyone was going?" He sheathes his sword, gets out his crossbow, and loads a bolt.
(OOC: are the tunnels narrow enough that we have to walk single file here? If so, how does everyone feel about this marching order? I think that both Avery and Liarin are built for melee. I don't think that we're at a very high chance of an attack from behind, but I avoided putting Theldrin at the very end just in case.
"We probably shouldn't leave Lldryk guarding upstairs for too long," Theldrin says slowly as he peers into the cavern with obvious curiosity. He moves the light dagger around looking at the different cavern surfaces, then adds, "Perhaps a short venture in..."
The middle tunnel leads down into a cavern 10ft high. As you enter the caverns a snake hisses from the corner and jumps once before retreating up another tunnel. You see tunnels heading to the north and south, with a little alcove in the northeast corner with a flat wall.
I'll put up a map so you guys can see where you're at in the squirrely cave system.
Avery is going to look for tracks on the cavern floor to see if there has been any recent activity to determine which way to go (Perception: 14 Investigation: 11)
The middle tunnel leads down into a cavern 10ft high. As you enter the caverns a snake hisses from the corner and jumps once before retreating up another tunnel. You see tunnels heading to the north and south, with a little alcove in the northeast corner with a flat wall.
"Ah! A snake!?", Xanrym says with a start. Does Xanrym think that the snake would naturally live in a tunnel complex like this? (Nature: 10)
(OOC: the snake went out one of the other tunnels -- i.e., north or south -- and not up the way we came, right?)
Xanrym will look around the area where he saw the snake jump out for signs that there are more than just that one snake. Snakes don't usually move in "packs," but many snakes are sometimes found together when they find a prime spot for basking in the sun, for example. He remembers Misha's dying words: "your corpses will serve as a meal for ‘her’ and her children." Is this where Misha meant to put their corpses? Was that snake one of the "children"? Unfortunately, Xanrym's overactive imagination kicks in, and he imagines dying down here, swallowed whole by a giant snake, and he doesn't search very effectively. (Investigation: 8, Perception: 6)
Once Xanrym does that, he'll go stand "guard" at the opening to the southern tunnel, crossbow ready. He'll just watch and listen for anything approaching from that direction while the others search the room. (Investigation: 11, Perception: 9)
(OOC: All skill checks in the game log, and apparently, I cannot buy a roll higher than an 8 today!)
Avery, you see footprints leading to and coming from the flat wall in the alcove. Unfortunately, everyone simply sees a flat wall, no torch or lever to pull. No secret switch in the wall or anything. Just a straight wall with nothing on it.
Xanrym thinks about snakes and decides that this was probably quite normal for a snake to be hiding in this dark tunnel at night. Maybe there’s a way the snake can get out through the dirt that people cannot. As you stand at the southern tunnel, the smell of decay is as strong as it’s ever been. Filling your senses
Xanrym thinks about snakes and decides that this was probably quite normal for a snake to be hiding in this dark tunnel at night. Maybe there’s a way the snake can get out through the dirt that people cannot. As you stand at the southern tunnel, the smell of decay is as strong as it’s ever been. Filling your senses
Xanrym joins the others at the alcove, saying, "It smells like something -- or someone -- died down here. The smell is strong down the tunnel to the south."
Xanrym hadn't looked at the alcove, so I guess he could try to search it too. (investigation 13, in game log) If he does not find anything, he says, "I have a hammer. We could use that to tap on the walls and maybe hear if there's a hidden compartment or door in the alcove. But if there's anything more than that one snake down here, the sound might draw them to us. I guess we could just check the rest of these tunnels first and then come back here once we're sure that we're alone."
Xanrym doesn't want to go back yet. He votes trying the tunnel to the south. He reasons, "Maybe the cultists trapped someone down here. Or they've been killing off villagers who are not in the cult and putting their bodies down here to hide the smell. Either way, it seems like we'd find out more by going that way, toward the stench."
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OOC: Couldn't figure out how to link the poisons. But you should be able to find them in the inventory of your character sheets.
Xanrym calls over the others: "Avery, Liarin, I think we found something." Once everyone is a little closer he tries to twist (or pull down or push in) the torch bracket.
(OOC: You have to use the exact item label from the Equipment page if you're trying to use the item macro. In this case, that's Drow Poison (injury) and Torpor (Ingested).)
OOC: Yep that's it, i guess you need to include the bracketed text in order for it to link properly.
Xanrym - When you pull the torch, a portion of the wall in the corner opens inwards. The small room beyond contains a table, several benches, and a ladder rising to a trapdoor in the ceiling. In the southeast corner is a stout wooden door with a bar across this side holding it firmly shut. The room is otherwise empty.
Avery will bring a light source, and go into this hidden room, and see what he can find. Does it appear to be a meeting room based on the benches? (Investigation: 9; Perception: 17)
Yes, absolutely it is a meeting room. Now that you're in here you see the foot traffic going from the secret door is the most numerous. The ladder has been used recently, however, and those footprints lead to the barred door.
Theldrin follows Avery into the room holding the dagger up high so it shines light as they go. "Interesting..." he says in a low tone as he looks around. "Shall we see what's on the other side of this door?" He shifts his gaze towards the ceiling. "Or the trapdoor first?"
If you open the trapdoor, you'll come up into Bertram's room. I think your characters would work that out from their knowledge of the layout of the floor above.
"Let's see what's behind the barred door."
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
As you unbar and open the thick wooden door, you see a worming cavern beyond. The floor is smooth dirt, and there is an odour of must and decay here. The air is unusually cold. Many rats scurry for cover as the door is opened. A couple of them look particularly diseased, they make their way further into the cave system. When you take a few steps into the cavern, you see three different paths ahead of you:
1. The northmost path seems particularly dirty and unused.
2. The middle path goes down further and seems to be the most travelled of the three.
3. The southernmost path seems to go onwards forever into darkness, the smell of decay seems stronger from here.
Xanrym wonders why the door was barred. The only two reasons he can think of are "trap people inside" or "bar something from getting out." He's relieved to see that it's just a cavern. Since the only light is from their torch / Theldrin's dagger, Xanrym doesn't see much point in offering to scout ahead. Too bad they don't have Lldryk and his darkvision!
Xanrym says, "I guess we should try the middle tunnel first to see where everyone was going?" He sheathes his sword, gets out his crossbow, and loads a bolt.
(OOC: are the tunnels narrow enough that we have to walk single file here? If so, how does everyone feel about this marching order? I think that both Avery and Liarin are built for melee. I don't think that we're at a very high chance of an attack from behind, but I avoided putting Theldrin at the very end just in case.
)
"We probably shouldn't leave Lldryk guarding upstairs for too long," Theldrin says slowly as he peers into the cavern with obvious curiosity. He moves the light dagger around looking at the different cavern surfaces, then adds, "Perhaps a short venture in..."
(OOC: marching order works for me)
The middle tunnel leads down into a cavern 10ft high. As you enter the caverns a snake hisses from the corner and jumps once before retreating up another tunnel. You see tunnels heading to the north and south, with a little alcove in the northeast corner with a flat wall.
I'll put up a map so you guys can see where you're at in the squirrely cave system.
Avery is going to look for tracks on the cavern floor to see if there has been any recent activity to determine which way to go (Perception: 14 Investigation: 11)
Side note-I'll be away until Sunday evening
Liarin check out the alcove. Investigation: 4
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"Ah! A snake!?", Xanrym says with a start. Does Xanrym think that the snake would naturally live in a tunnel complex like this? (Nature: 10)
(OOC: the snake went out one of the other tunnels -- i.e., north or south -- and not up the way we came, right?)
Xanrym will look around the area where he saw the snake jump out for signs that there are more than just that one snake. Snakes don't usually move in "packs," but many snakes are sometimes found together when they find a prime spot for basking in the sun, for example. He remembers Misha's dying words: "your corpses will serve as a meal for ‘her’ and her children." Is this where Misha meant to put their corpses? Was that snake one of the "children"? Unfortunately, Xanrym's overactive imagination kicks in, and he imagines dying down here, swallowed whole by a giant snake, and he doesn't search very effectively. (Investigation: 8, Perception: 6)
Once Xanrym does that, he'll go stand "guard" at the opening to the southern tunnel, crossbow ready. He'll just watch and listen for anything approaching from that direction while the others search the room. (Investigation: 11, Perception: 9)
(OOC: All skill checks in the game log, and apparently, I cannot buy a roll higher than an 8 today!)
Theldrin will join Liarin in taking a closer look at the alcove area.
Perception: 11
Investigation: 26
Avery, you see footprints leading to and coming from the flat wall in the alcove. Unfortunately, everyone simply sees a flat wall, no torch or lever to pull. No secret switch in the wall or anything. Just a straight wall with nothing on it.
Xanrym thinks about snakes and decides that this was probably quite normal for a snake to be hiding in this dark tunnel at night. Maybe there’s a way the snake can get out through the dirt that people cannot. As you stand at the southern tunnel, the smell of decay is as strong as it’s ever been. Filling your senses
You have a few options here as far as i can see.
1. Go North.
2. Go South, towards the smell of decay.
3. Go back
Xanrym joins the others at the alcove, saying, "It smells like something -- or someone -- died down here. The smell is strong down the tunnel to the south."
Xanrym hadn't looked at the alcove, so I guess he could try to search it too. (investigation 13, in game log) If he does not find anything, he says, "I have a hammer. We could use that to tap on the walls and maybe hear if there's a hidden compartment or door in the alcove. But if there's anything more than that one snake down here, the sound might draw them to us. I guess we could just check the rest of these tunnels first and then come back here once we're sure that we're alone."
Xanrym doesn't want to go back yet. He votes trying the tunnel to the south. He reasons, "Maybe the cultists trapped someone down here. Or they've been killing off villagers who are not in the cult and putting their bodies down here to hide the smell. Either way, it seems like we'd find out more by going that way, toward the stench."