“Folks? What did you see that lead you down here? The ladies that run this place are terrified. They told us goblins stay back there, and threaten folks in town. Did you see anything to indicate that? It might be worth us investigating.”
Lira follows coming up from the water on the other side.of the submerged stairs. The area is getting crowded. She pulls out a key which matches the key hole on the door.
“Trap! I'm glad you didn't mess with the door. Hear anything?”
”Here,” she points to the floor, “pressure trap. I think opening the door without the key or trying to pick the lock sets it off.”
she looks at the group, pulling out the key they found in cache 3. “Ready?”
Lev follows the group, growing tenser by the minute. "We don't have time for this..." he trails off, immediately cursing himself internally as he thinks of the consequences of not following through now that they've entered the serpents lair. Still, once they go deeper in and possibly engage with whomever is currently inside, this little adventure could interfere with the timing of their meeting with the Serpent Queen.
Silently resigning himself to whatever replications will come from this, Lev nods to Lira as she raises the key. "Lets be quick."
Lira takes the key and carefully puts it into the door lock. Turing it, there is an audible "Click" as the plate of the doorway is disarmed. (A mechanical trap).
Carefully opening the door, a wave of stale air and rot rolls out, thick enough to taste. The smell of sour old blood, burned incense, and death is within. The room is approximately 20x20 with no visible exits except the one you entered.
The chamber is also only about 6 feet tall and you feel a need to crouch as you enter, and be careful with longer weapons.
Crates and racks line the walls, haphazardly stacked. There are rusted swords, chipped axes, daggers etched with the dragon motif. Some are serviceable. Others are clearly trophies, taken from victims.
Against one wall sits a battered strongbox, its lid ajar. Coins spill out, silver and gold mixed indiscriminately, along with loose gems of some value.
The floor is stained dark and sticky. In the corner lies the remains of sacrificed animals: Goats, dogs, chickens. Tied to the back wall is the carcass of a female Kobold. She wears a crystal collar around her neck (the crystal now black). (Halbert: PERCEPTION ROLL)
Seeing the Kobold, Lira crouches down to investigate her.
(Others can make perception rolls or take actions, but the room is crowded.)
The necklace around the dead Kobold is identical, except the jewel is black, not blue, to those worn by the Kobolds who attacked your village. (Spell casters of the Coven of Eternal Winter).
In addition, Halbert notices that Lira wears such a necklace.
Amdaeng began gathering jewels, she had mind to set the place on fire but was worried about it spreading.....perhaps just leaving the doors open to the rest of Blacksand would be just as effective.....
(Only one visible door, the one you entered, but Amdaeng did hear the goblins leave: POST 3466) Amdaeng is able to gather approximately 500 gp worth of misc gems. There is a good amount of coin present as well. The place smells terrible.
(Players can make a do perception rolls (easier if you tell me what you look for)
Amdaeng mentions that she heard something click above her head and then the goblin voices stopped.
Looking around Jherak sees a string hanging from the wood ceiling, and on closer examination, it is a trap door (like an attic) leading to a room above.
As Vydar casts detect magic, he looks about the room to see if anything he can see has a magical aura. There is a faint aura of magic in the room (as if in general, tainted magic has been used in the room (Feels like an magical after taste). Then Vydars eyes catch something more specific.
Near the back of the chamber, half-hidden between stacked crates and a sagging rack of weapons, a bronze chain hangs from a bent iron hook driven into the stone. At the end of it dangles a small fiery red crystal, its surface blackened with soot and grime. (It glows with a magical aura as Vydar looks on it.)
As Amdaeng continues her search she sees another hidden hatch, on the floor beneath the the clutter. (Another hatch, but this one going down). There is approximately 1000 in misc coins in addition to the gems.
When Zarbyn catches up to Amdaeng and the others he too will take some gems and coins.
"Maybe we shouldn't tell anyone in Blacksand about this as it would draw the... wrong kind of attention."
Looking around the room with a possible attic, and a hatch in the floor, Zarbyn anticipates the group may want to explore further, "Up or down?"
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Zarbyn helps in the gathering of coin and gems and considers their options. There are signs of the one above being used recently, likely the way the ones followed by Amdaeng exited.
Lira takes a look at both hatches. "The one below is trapped."She looks at both closely. "I think I can disarm it if we want to go down. The hatch above...I don't see any traps on that one."
“Folks? What did you see that lead you down here? The ladies that run this place are terrified. They told us goblins stay back there, and threaten folks in town. Did you see anything to indicate that? It might be worth us investigating.”
" I just followed Ning, I heard people and goblins are people.....so...."
" Is Lira coming....she's better with traps...."
Lira follows coming up from the water on the other side.of the submerged stairs. The area is getting crowded. She pulls out a key which matches the key hole on the door.
“Trap! I'm glad you didn't mess with the door. Hear anything?”
”Here,” she points to the floor, “pressure trap. I think opening the door without the key or trying to pick the lock sets it off.”
she looks at the group, pulling out the key they found in cache 3. “Ready?”
Lev follows the group, growing tenser by the minute. "We don't have time for this..." he trails off, immediately cursing himself internally as he thinks of the consequences of not following through now that they've entered the serpents lair. Still, once they go deeper in and possibly engage with whomever is currently inside, this little adventure could interfere with the timing of their meeting with the Serpent Queen.
Silently resigning himself to whatever replications will come from this, Lev nods to Lira as she raises the key. "Lets be quick."
Amdaeng grinned at Lev, " It's still early morning we have until the afternoon."
" But.....yes, speed is good."
Lira takes the key and carefully puts it into the door lock. Turing it, there is an audible "Click" as the plate of the doorway is disarmed. (A mechanical trap).
Carefully opening the door, a wave of stale air and rot rolls out, thick enough to taste. The smell of sour old blood, burned incense, and death is within. The room is approximately 20x20 with no visible exits except the one you entered.
The chamber is also only about 6 feet tall and you feel a need to crouch as you enter, and be careful with longer weapons.
Crates and racks line the walls, haphazardly stacked. There are rusted swords, chipped axes, daggers etched with the dragon motif. Some are serviceable. Others are clearly trophies, taken from victims.
Against one wall sits a battered strongbox, its lid ajar. Coins spill out, silver and gold mixed indiscriminately, along with loose gems of some value.
The floor is stained dark and sticky. In the corner lies the remains of sacrificed animals: Goats, dogs, chickens. Tied to the back wall is the carcass of a female Kobold. She wears a crystal collar around her neck (the crystal now black). (Halbert: PERCEPTION ROLL)
Seeing the Kobold, Lira crouches down to investigate her.
(Others can make perception rolls or take actions, but the room is crowded.)
Perception 11
The necklace around the dead Kobold is identical, except the jewel is black, not blue, to those worn by the Kobolds who attacked your village. (Spell casters of the Coven of Eternal Winter).
In addition, Halbert notices that Lira wears such a necklace.
(the jewel on her necklace looks like this)
(RED X is location of the hidden room) Blue is the Red Lantern Tavern where you are staying
Amdaeng began gathering jewels, she had mind to set the place on fire but was worried about it spreading.....perhaps just leaving the doors open to the rest of Blacksand would be just as effective.....
(Only one visible door, the one you entered, but Amdaeng did hear the goblins leave: POST 3466) Amdaeng is able to gather approximately 500 gp worth of misc gems. There is a good amount of coin present as well. The place smells terrible.
(Players can make a do perception rolls (easier if you tell me what you look for)
Amdaeng continues gathering the valuables working her way from gems to platinum to gold etc.
She keeps an ear out for the goblins return....
Amdaeng Perception- 18
Vydar is extremely on edge, but approaches the dead Kobald. It's pretty obvious that some kind of ritual took place here...
He's trying to figure out how the Kobald was killed, though he's sure he already knows the answer.
Investigation: 17
Vydar will also cast Detect Magic.
Jherak takes a look around and isn’t at ease based on the sights and scent of the room. Not far off from what he expected however.
Perception 14 on other (hidden) doors in the room.
If he finds none he too will collect some gems and coin. If he does observe a door, he will quietly wave the others over to point it out.
Halbert looks at the gems for a moment but then focuses on the necklaces, he is happy to be on the good page
I have seen these necklaces before, the kobolds that attacked my village!
Amdaeng mentions that she heard something click above her head and then the goblin voices stopped.
Looking around Jherak sees a string hanging from the wood ceiling, and on closer examination, it is a trap door (like an attic) leading to a room above.
As Vydar casts detect magic, he looks about the room to see if anything he can see has a magical aura. There is a faint aura of magic in the room (as if in general, tainted magic has been used in the room (Feels like an magical after taste). Then Vydars eyes catch something more specific.
Near the back of the chamber, half-hidden between stacked crates and a sagging rack of weapons, a bronze chain hangs from a bent iron hook driven into the stone. At the end of it dangles a small fiery red crystal, its surface blackened with soot and grime. (It glows with a magical aura as Vydar looks on it.)
As Amdaeng continues her search she sees another hidden hatch, on the floor beneath the the clutter. (Another hatch, but this one going down).
There is approximately 1000 in misc coins in addition to the gems.
When Zarbyn catches up to Amdaeng and the others he too will take some gems and coins.
"Maybe we shouldn't tell anyone in Blacksand about this as it would draw the... wrong kind of attention."
Looking around the room with a possible attic, and a hatch in the floor, Zarbyn anticipates the group may want to explore further, "Up or down?"
Zarbyn helps in the gathering of coin and gems and considers their options. There are signs of the one above being used recently, likely the way the ones followed by Amdaeng exited.
Lira takes a look at both hatches. "The one below is trapped." She looks at both closely. "I think I can disarm it if we want to go down. The hatch above...I don't see any traps on that one."