Gorkoh looks back to the party and points to the Orrery, "Caerhan want to break clock thing. Said clock thing made friends die...but clock thing don't look broken."
Pushoverhums with intrigue as she analyses the orrery. It's certainly complex, but the idea of her being able to attune to it over a short rest and uncover more of its secrets enthrals her, which is why Gorkoh's sad statement slightly discomforts her. She turns, still holding the thing up with her mage hand, and says 'Well...I think we best keep it intact and functional for now, as breaking it could cause even more of a mishap, right?' She cringes slightly at her own words; obviously more sensible and empathetic thing to do would be leave it, since it's clearly dangerous and lead to Gorkoh's companion's death, but the grief of one sad goblin and his words of warning aren't quite enough to conquer her mage's greed for magic. She waits to see what the party think; if they agree it should be left or destroyed, then it seems she has no choice.
"Based on the scene we arrived at and what occurred after, Caerhan probably went to destroy the orrery but was attacked by the golem instead. And Grigor is probably right that there's a connection to the woman being possessed and the orrery. We'd have to ask her what happened when she arrived here." K tries to put the pieces together. "Now that the golem is taken care of, the orrery can probably be destroyed as well, but just in case it got some other kind of defense mechanism on it..."
She turns to Pushover. "I agree with your suggestion that it might be best to take it with us for now and figure out what exactly it does."
(Seems consensus is keeping the Orrery so will progress story.)
With the lady guard and Caerhan's corpse in tow, the party makes it way back through the tunnels. Natural light pours in from above as it looks like the sun is setting. Captain Truff waits near the entrance, relieved to see her comrade among you all.
"Thank the gods. Thought I'd have to report another missing persons for this hole. And you even found the sergeant, I suppose that means the constable Boot has...fallen in the line of duty?"
K steps forward to speak for the group when it looks like no one else is going to. "Ah, yes, unfortunately, Constable Boot was not able to make it. He was...gone by the time we got to him."
(Did we bring Constable Boot's body with us or nah?)
Grigs off loads Boots' corpse for them. "He's here. Figured someone would want a funeral."
The tired bugbear sits heavily. "It's a mess of all kinds of weird crap down here. Tentacle pit, foot cult, clockwork golem on somekina altar. And no idea what happened to her, but she was possessed by something and tried to kill us."
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(OOC: Oh! good question! And the goblin know we are seriously dangerous, now.)
Cats go Moo!
Gorkoh looks back to the party and points to the Orrery, "Caerhan want to break clock thing. Said clock thing made friends die...but clock thing don't look broken."
Pushover hums with intrigue as she analyses the orrery. It's certainly complex, but the idea of her being able to attune to it over a short rest and uncover more of its secrets enthrals her, which is why Gorkoh's sad statement slightly discomforts her. She turns, still holding the thing up with her mage hand, and says 'Well...I think we best keep it intact and functional for now, as breaking it could cause even more of a mishap, right?' She cringes slightly at her own words; obviously more sensible and empathetic thing to do would be leave it, since it's clearly dangerous and lead to Gorkoh's companion's death, but the grief of one sad goblin and his words of warning aren't quite enough to conquer her mage's greed for magic. She waits to see what the party think; if they agree it should be left or destroyed, then it seems she has no choice.
Xaul Lackluster: Half-Orc Fathomless Warlock: Warlock Dragon Heist
Borvnir Chelvnich: Black Dragonborn Barbarian: Dragons of Stormwreck Isle
Pushover Gerilwitz: Tiefling Wizard: Acquisitions Incorporated
Callow Sunken-Eyes: Goliath Arctic Druid: We Are Modron
DMing The 100 Dungeons of the Blood Archivist , The Hunt for the Balowang and Surviving Tempest City!
Killer Queen has already extended this signature, though not by much!
"Huh. Wonder if it had something to do with what was controlling the guardswoman."
"Based on the scene we arrived at and what occurred after, Caerhan probably went to destroy the orrery but was attacked by the golem instead. And Grigor is probably right that there's a connection to the woman being possessed and the orrery. We'd have to ask her what happened when she arrived here." K tries to put the pieces together. "Now that the golem is taken care of, the orrery can probably be destroyed as well, but just in case it got some other kind of defense mechanism on it..."
She turns to Pushover. "I agree with your suggestion that it might be best to take it with us for now and figure out what exactly it does."
(Seems consensus is keeping the Orrery so will progress story.)
With the lady guard and Caerhan's corpse in tow, the party makes it way back through the tunnels. Natural light pours in from above as it looks like the sun is setting. Captain Truff waits near the entrance, relieved to see her comrade among you all.
"Thank the gods. Thought I'd have to report another missing persons for this hole. And you even found the sergeant, I suppose that means the constable Boot has...fallen in the line of duty?"
K steps forward to speak for the group when it looks like no one else is going to. "Ah, yes, unfortunately, Constable Boot was not able to make it. He was...gone by the time we got to him."
(Did we bring Constable Boot's body with us or nah?)
Grigs off loads Boots' corpse for them. "He's here. Figured someone would want a funeral."
The tired bugbear sits heavily. "It's a mess of all kinds of weird crap down here. Tentacle pit, foot cult, clockwork golem on somekina altar. And no idea what happened to her, but she was possessed by something and tried to kill us."