Volneer makes eye contact with Dorn, and says, "I say we remove these doors from their hinges! Whatever is left in this vile place must be discovered and removed. You all have fought well, and I thank you, but if you choose to return to West Haven and leave this place intact, I will go on alone." He will face the door on the left resolutely, and ready fire bolt.
Dorn will ask Aria to assist him on the following door; using Aria to support the weight of the door, as he uses his rapier as an improvised crowbar for leverage and either lifting the door off of the hinges, or prying the hinges apart (depending on whether or not the accented hardware is either of the modern chicé or rustic farmhouse variety 😂)
During the rest, Kneecap tested the vial that was found among the treasure. The ochre-hued liquid had an incredibly acidic, bitter taste ... but the brief moment of pain that flared up on the dwarf's tongue faded quickly as his tongue became magically resistant to acid.
Kneecap puts the potion into his bag, sure to tell the others about it.
As the newcomers enter the room, he blushes a bit, whether its from Dorn’s compliments about his battle prowess, the Barbfish comment or the young human lady who just entered the room, it's unclear.
What would be clear to anyone at this point who has spent any time around dwarves, is that Kneecap is young, calling him an adult would be a bit of a stretch.
“Let’s check behind these doors, best not to leave an enemy behind us, especially so close to town.” he says.
Kneecap will cast Guidance on Aria to help her with her tasks with Dorn.
He then turns to Volneer, points at the door and says, a bit too loudly, “Light it up like a gnomish firework at a dragon’s birthday party! Hahaha!”
Volneer studied the cultists, attempting to discern any clues that they may have left behind. Three of them were burned beyond any recognition. The final one had had his brains smashed in by the ochre jelly and, as a result, was just as unrecognizable. Beneath their armor, most of the men had burns of varying severity and stages of healing along their right hand and lower forearm — almost like they had been holding their hands willingly over an open flame. By the look of it, these burns were preexisting to any burns they may have sustained in the melee.
OOC — Of note within the room were the table, the bookcase and the cultists themselves. All three portions of the room have now been examined/searched/investigated/arcana'd. No other details will be forthcoming. Loot from the cultists: leather armor x4, scimitar x4
This post has potentially manipulated dice roll results.
Calim has been quite quiet, seemingly examining his tools and tending to his wounds in a more permanent way. After catching his breath and watching his companions diligently examine the room's contents, he smirks to himself as they try to work the hinges on the doors. Even from this distance he has good reason to believe that he, or his families shop, might have had a hand at creating these very hinges. He knows they are sturdy, to be sure. But, he also feels fairly certain that he knows their weaknesses too.
Without a word, he strides to the door that is not being attacked with magics and attempts to aid the young lady.
Not sure what you would roll for this assistance. I'll put an argument in for something he has proficiency in like survival, since this is in his historical wheelhouse. But, I'll have you determine what is the best skill for this roll - 5
The only other thing that Calim notes is his age in relationship to the others in the crew. He wonders to himself if his age affords him any advantages. He is certainly slower. He creaks more. He has no wonders to hurl. But, he has seen more and has a healthy respect for his own limitations. As he considers this, he racks his memory to see if he remembers any stories of cultists like these that might reveal anything more about their motives and the reason that they might hope to let loose this oozing monster on his beloved hamlet.
As the heroes set about exploring further into the dungeon, the trio of town militia that had accompanied Aria into the dungeon held a short, urgently whispered conversation amongst themselves. A few jostles and pointed looks were passed between them, and then one of them was bumped forward by his mates. His unwilling selection was as good as if straws had been drawn.
"Begging your pardon, miss." The reluctant spokesman said, clearing his throat to gain the group's attention. "But we came down here to make sure your friends were okay. We ain't the adventuring sort."
"It's getting late, see. We've got wives and little ones up top." Chimed in another.
"Captain Stonhelm tasked us with keeping watch over this pit until he figured out what he was going to do about it in the morning, but he didn't say nothing about exploring it."
"If it's all the same to you, we three are going to return topside and keep our night watch ... from a distance."
Aria, for her part, thanked the men.
"Of course." She said. "Thank you ever so much. It was a most brave thing you did, but your part in this is finished."
"I shall keep you in my prayers tonight, may Tyr watch over you and yours."
...
The heroes set about opening the two stuck doors. The torches in their sconces had long since guttered out, but Aria's lantern was shining brightly enough to keep the dark at bay.
Two separate hallways were revealed, each about ten feet wide with flagstones and masonry similar to the previous rooms.
To the east, behind the door burned to cinders by the sorcerer, a long abandoned sort of hall. A thick layer of dust was testament to how little it had been traveled in the past few — perhaps even dozens of — years. The dusty hall went on for about fifty feet before ending at another door.
To the west, another hallway, similar in construction to the first, but this one did not have a thick layer of dust covering it. If the lack of dust were any indication, it appeared to be at least somewhat frequently used. Aria's lantern illuminated what it could ... but the hall eventually went around a bend.
There is no longer a door in the eastern doorframe of the summoning chamber.
It is completely dark now, save for whatever light sources you provide.
This post has potentially manipulated dice roll results.
Volneer is going to set a torch on the ground and use fire bolt to light it. He will then cast mage hand to pick up te torch and send it down the hallway, looking for danger.
Dorn will glance over to callim as he sees him enter the hall. “Calim. kneecap, Aria, and I have this hall covered I believe. Call out to Volneer and see if he needs help? Or perhaps signal him to come along and we all stick together”
This post has potentially manipulated dice roll results.
Volneer will walk down his hallway, keeping the torch out in front of him (about 30 feet). He is moving slowly, constantly waving the torch along the walls, ceiling, and floor, checking for traps. He's also using the mage hand to prod anything suspicious or out of place.
OOC: I have no idea what check to make so I'm just gonna give you a roll and add or subtract based on what skill check I'm using. 7 My only guesses are survival (+3), investigation(-2), or perception (+1).
After exploring a bit more of the hallways and tunnels in the subterranean temple, the right side of the 'T' junction ends at a closed wooden door. The other branch goes for about sixty feet and has an archway off of it that leads — presumably — into another room, but the party has not ventured far enough that hallway to know for sure.
Every hallway has been explored to its termination point. Your options:
— The tree-bridge exit in the room with the collapsed ceiling (the room where you entered the dungeon) — A closed stone door in the circular tree-bridge room. — A closed wooden door at the end of a dusty hallway. — An ascending staircase at the end of a hallway. — An archway that branches off of a hallway.
Finding nothing except a closed door with his present pursuits, Volneer backtracks and catches up with the rest of the party. As he catches up to them he says, in a low voice, "All I found was a door. You?" He brings the mage handtorch with him.
Volneer makes eye contact with Dorn, and says, "I say we remove these doors from their hinges! Whatever is left in this vile place must be discovered and removed. You all have fought well, and I thank you, but if you choose to return to West Haven and leave this place intact, I will go on alone." He will face the door on the left resolutely, and ready fire bolt.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
"Very well"
Dorn will ask Aria to assist him on the following door; using Aria to support the weight of the door, as he uses his rapier as an improvised crowbar for leverage and either lifting the door off of the hinges, or prying the hinges apart (depending on whether or not the accented hardware is either of the modern chicé or rustic farmhouse variety 😂)
Volneer casts fire bolt on the other door.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
During the rest, Kneecap tested the vial that was found among the treasure. The ochre-hued liquid had an incredibly acidic, bitter taste ... but the brief moment of pain that flared up on the dwarf's tongue faded quickly as his tongue became magically resistant to acid.
OOC — Potion of Acid Resistance
Kneecap puts the potion into his bag, sure to tell the others about it.
As the newcomers enter the room, he blushes a bit, whether its from Dorn’s compliments about his battle prowess, the Barbfish comment or the young human lady who just entered the room, it's unclear.
What would be clear to anyone at this point who has spent any time around dwarves, is that Kneecap is young, calling him an adult would be a bit of a stretch.
“Let’s check behind these doors, best not to leave an enemy behind us, especially so close to town.” he says.
Kneecap will cast Guidance on Aria to help her with her tasks with Dorn.
He then turns to Volneer, points at the door and says, a bit too loudly, “Light it up like a gnomish firework at a dragon’s birthday party! Hahaha!”
Volneer studied the cultists, attempting to discern any clues that they may have left behind. Three of them were burned beyond any recognition. The final one had had his brains smashed in by the ochre jelly and, as a result, was just as unrecognizable. Beneath their armor, most of the men had burns of varying severity and stages of healing along their right hand and lower forearm — almost like they had been holding their hands willingly over an open flame. By the look of it, these burns were preexisting to any burns they may have sustained in the melee.
OOC — Of note within the room were the table, the bookcase and the cultists themselves. All three portions of the room have now been examined/searched/investigated/arcana'd. No other details will be forthcoming.
Loot from the cultists: leather armor x4, scimitar x4
Oh, he wanted to study the books. I guess that works though.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Calim has been quite quiet, seemingly examining his tools and tending to his wounds in a more permanent way. After catching his breath and watching his companions diligently examine the room's contents, he smirks to himself as they try to work the hinges on the doors. Even from this distance he has good reason to believe that he, or his families shop, might have had a hand at creating these very hinges. He knows they are sturdy, to be sure. But, he also feels fairly certain that he knows their weaknesses too.
Without a word, he strides to the door that is not being attacked with magics and attempts to aid the young lady.
Not sure what you would roll for this assistance. I'll put an argument in for something he has proficiency in like survival, since this is in his historical wheelhouse. But, I'll have you determine what is the best skill for this roll - 5
The only other thing that Calim notes is his age in relationship to the others in the crew. He wonders to himself if his age affords him any advantages. He is certainly slower. He creaks more. He has no wonders to hurl. But, he has seen more and has a healthy respect for his own limitations. As he considers this, he racks his memory to see if he remembers any stories of cultists like these that might reveal anything more about their motives and the reason that they might hope to let loose this oozing monster on his beloved hamlet.
History Check: 23
As the heroes set about exploring further into the dungeon, the trio of town militia that had accompanied Aria into the dungeon held a short, urgently whispered conversation amongst themselves. A few jostles and pointed looks were passed between them, and then one of them was bumped forward by his mates. His unwilling selection was as good as if straws had been drawn.
"Begging your pardon, miss." The reluctant spokesman said, clearing his throat to gain the group's attention. "But we came down here to make sure your friends were okay. We ain't the adventuring sort."
"It's getting late, see. We've got wives and little ones up top." Chimed in another.
"Captain Stonhelm tasked us with keeping watch over this pit until he figured out what he was going to do about it in the morning, but he didn't say nothing about exploring it."
"If it's all the same to you, we three are going to return topside and keep our night watch ... from a distance."
Aria, for her part, thanked the men.
"Of course." She said. "Thank you ever so much. It was a most brave thing you did, but your part in this is finished."
"I shall keep you in my prayers tonight, may Tyr watch over you and yours."
...
The heroes set about opening the two stuck doors. The torches in their sconces had long since guttered out, but Aria's lantern was shining brightly enough to keep the dark at bay.
Two separate hallways were revealed, each about ten feet wide with flagstones and masonry similar to the previous rooms.
To the east, behind the door burned to cinders by the sorcerer, a long abandoned sort of hall. A thick layer of dust was testament to how little it had been traveled in the past few — perhaps even dozens of — years. The dusty hall went on for about fifty feet before ending at another door.
To the west, another hallway, similar in construction to the first, but this one did not have a thick layer of dust covering it. If the lack of dust were any indication, it appeared to be at least somewhat frequently used. Aria's lantern illuminated what it could ... but the hall eventually went around a bend.
There is no longer a door in the eastern doorframe of the summoning chamber.
It is completely dark now, save for whatever light sources you provide.
Aria has a lantern, however.
Volneer is going to set a torch on the ground and use fire bolt to light it. He will then cast mage hand to pick up te torch and send it down the hallway, looking for danger.
Perception: 21
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Dorn and Arya will meander around the furthest visible corner of the hall, to look further west and see what lies beyond. Perception 3
Kneecap will follow behind Dorn and Arya, weapon and shield in hand, walking quietly.
Calim continues with the group, guarding the rear of the adventurers, keeping his eyes peeled for anything trying to cut them off.
Perception 12
Dorn will glance over to callim as he sees him enter the hall. “Calim. kneecap, Aria, and I have this hall covered I believe. Call out to Volneer and see if he needs help? Or perhaps signal him to come along and we all stick together”
The heroes checked out more of the tunnel complex that had opened up in the earth beneath West Haven.
Volneer sent a torch-bearing mage hand down the dusty hallway, finding nothing.
Meanwhile, the other four heroes peered around the bend in the hall they were exploring.
The hall extended another sixty feet or so ... right to the end of Aria's lantern light. And then the party could see an ascending staircase.
Before the staircase, however, the hallway branched off yet again. This next passage went about sixty feet north before reaching a 'T' intersection.
Random Encounter? (on 18+) 13
The sketchy gray lines are supposed to be a staircase ... I'm no artist. :)
Dorn will advance and take a right down the hall, with Aria behind. Investigating the walls, floors and ceilings for traps. 13
Volneer will walk down his hallway, keeping the torch out in front of him (about 30 feet). He is moving slowly, constantly waving the torch along the walls, ceiling, and floor, checking for traps. He's also using the mage hand to prod anything suspicious or out of place.
OOC: I have no idea what check to make so I'm just gonna give you a roll and add or subtract based on what skill check I'm using. 7 My only guesses are survival (+3), investigation(-2), or perception (+1).
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-
Kneecap continues to follow Dorn and Arya as quietly as he can. He wonders where Volneer went, getting nervous that he’s not following the others.
After exploring a bit more of the hallways and tunnels in the subterranean temple, the right side of the 'T' junction ends at a closed wooden door. The other branch goes for about sixty feet and has an archway off of it that leads — presumably — into another room, but the party has not ventured far enough that hallway to know for sure.
Every hallway has been explored to its termination point. Your options:
Finding nothing except a closed door with his present pursuits, Volneer backtracks and catches up with the rest of the party. As he catches up to them he says, in a low voice, "All I found was a door. You?" He brings the mage hand torch with him.
[A paper drops out of a flash of light and drifts to the ground at your feet] -(extended sig)-