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Stigr will direct his invisible imp to take advantage of the distraction to check the chest, if its locked, he'll leave it alone, if not he'll try and gently open it and peak inside. Any sign of someone noticing him and he'll stop.
Rurik and Shadowlight will stand uneasy. Rurik has a dislike for drow but he is going to follow the groups lead in this encounter. He will keep his shield up and his hand on the hilt of his sword.
You map the area as you wished. The leader of this group waits for you to do so then makes a request of you. It appears a group of wererats took a stone key these guys found and he would like to get it back. He offers 50 gold apiece if you can return it for him. He doesn't know where it is now, but, if you hapen across it he will reward you for its return.
"We'll keep an eye out for the key, should we happen across any wererats. Thank you for your cooperation." Trin bids them all, last to leave the gang's lair. As he turn to exit, he'll misty step the heck out of there.
"We did enter into a contract to not attack but technically that agreement is now at an end, so the contract is no longer valid. However, they know we are here and there are a lot of them. We might want to wait for a more advantageous time to attack if we even need to attack. I vote we go about our way for now." Maximus says.
Moving on, you head back West then North, coming back to the four way intersection...
Frescoes on the walls of this four-way intersection depict shield dwarves at work. Magic causes the images to move. The dwarves roll and stack barrels, carve blocks of stone, drink from stone tankards, and so forth. As the characters make their way down each hall, the dwarves wave at them and occasionally wink. These animated frescoes are harmless.
You have not gone East or West from here. You came from the North, when you arrived here before, and have just returned from the south.
Other unexplored tunnels are two more tunnels further north that both went West. Also you have the shute in the lightning lab you never tried, which led to the dwarven alter.
Trin: "Goblins are a known quantity. We should check out the source of that music first, while we have all of our resources. The last thing we want is to tire ourselves fighting goblins then find there's an elder demon playing the fiddle down the hall waiting to murder us."
Stigr shrugs, "Perhaps its just another group of travelers? Well, off we go." And he'll send his imp off that way to scout ahead and follow along after with the group.
"I must be about some other business for head office." Melady announces suddenly. She gives you each a quick hug, then heads off to the north. "I'll find you again if I can, but the message I just received was fairly urgent." She then is gone, turning invisible thanks to her gloomstalker ability and disappears.
Once Melady leaves you gather up and move to the East...
The hallway leading to this chamber is filled with the haunting sound of a harpsichord playing. The room contains the following:
Harpsichord. in the middle of the room is a harpsichord made entirely of bones, with human, dwarf, ogre, and halfling finger bones for keys. somber music emanates from it.
Carving. Carved into the north wall is a single measure of musical notes. They are faded and difficult to read.
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Nervously Maximus will start to update his map.
Stigr will direct his invisible imp to take advantage of the distraction to check the chest, if its locked, he'll leave it alone, if not he'll try and gently open it and peak inside. Any sign of someone noticing him and he'll stop.
Investigation: 5
Rurik and Shadowlight will stand uneasy. Rurik has a dislike for drow but he is going to follow the groups lead in this encounter. He will keep his shield up and his hand on the hilt of his sword.
Stigr's imp finds the chest locked.
You map the area as you wished. The leader of this group waits for you to do so then makes a request of you. It appears a group of wererats took a stone key these guys found and he would like to get it back. He offers 50 gold apiece if you can return it for him. He doesn't know where it is now, but, if you hapen across it he will reward you for its return.
What do you do now?
Stigr looks to the others, "Shall we continue on?"
Samantha nods. "I'm ready."
I have an intelligence of six, I know what I'm doing.
"We'll keep an eye out for the key, should we happen across any wererats. Thank you for your cooperation." Trin bids them all, last to leave the gang's lair. As he turn to exit, he'll misty step the heck out of there.
“Well, ya get what ya want, mapmaker? Do we get to kill these beasts now, or are ya lettin em go?” Rurik asks once further back down the tunnel.
"We did enter into a contract to not attack but technically that agreement is now at an end, so the contract is no longer valid. However, they know we are here and there are a lot of them. We might want to wait for a more advantageous time to attack if we even need to attack. I vote we go about our way for now." Maximus says.
Moving on, you head back West then North, coming back to the four way intersection...
Frescoes on the walls of this four-way intersection depict shield dwarves at work. Magic causes the images to move. The dwarves roll and stack barrels, carve blocks of stone, drink from stone tankards, and so forth. As the characters make their way down each hall, the dwarves wave at them and occasionally wink. These animated frescoes are harmless.
You have not gone East or West from here. You came from the North, when you arrived here before, and have just returned from the south.
Other unexplored tunnels are two more tunnels further north that both went West. Also you have the shute in the lightning lab you never tried, which led to the dwarven alter.
Rurik leans towards Shadowlight and says, “Go check the East path for awhile and report back.”
Perception 4
Stigr will send his imp to search the western tunnel here.
While the scouts are gone, Trin spends some time looking at the spellbooks they've found, trying to decipher the arcane symbols for his own use.
Shadowlight reports music playing down the eastern tunnel.
The imp reports back that he found a goblin village down the western one.
Trin: "Goblins are a known quantity. We should check out the source of that music first, while we have all of our resources. The last thing we want is to tire ourselves fighting goblins then find there's an elder demon playing the fiddle down the hall waiting to murder us."
“I can get behind that....random music in a place like this can’t be a good thing,” Rurik states gruffly while scratching Shadowlight on the head.
Maximus agrees with the choice of investigating the music, it is very odd to find something like that down here.
Stigr shrugs, "Perhaps its just another group of travelers? Well, off we go." And he'll send his imp off that way to scout ahead and follow along after with the group.
"I must be about some other business for head office." Melady announces suddenly. She gives you each a quick hug, then heads off to the north. "I'll find you again if I can, but the message I just received was fairly urgent." She then is gone, turning invisible thanks to her gloomstalker ability and disappears.
Once Melady leaves you gather up and move to the East...
The hallway leading to this chamber is filled with the haunting sound of a harpsichord playing. The room contains the following:
Harpsichord. in the middle of the room is a harpsichord made entirely of bones, with human, dwarf, ogre, and halfling finger bones for keys. somber music emanates from it.
Carving. Carved into the north wall is a single measure of musical notes. They are faded and difficult to read.