"Hm, I was kind of thinking of visiting the crafting hall," Sam pushes the rest of his sausage link into his mouth. Chewing, he continues, "Or maybe the brew cellar! Anyone else in?"
"I was also thinking the Crafting hall and maybe the Dungeon. More curiosity for the second, to wether it is in use and why. But I will escort our small friend here to the Alchemy labs. I am also curious what dangers could be in these rooms."
FrostBite wraps a mixture of vegetables and sausage in some bread and puts the whole thing into his maw.
In the Crafting Hall, you find a large room filled to the brim with cabinets. They contain a different set of Artisan's tools each. There is also a set of stairs going down to a gym sized room with hundreds of crafted materials. Swords, Bows, Rings, everything you could possibly craft baring only a few creations. This is a true hall of craftsmen. The room is notably made of metal, a forge connecting up through the roof lights the room.
There is a dwarf at the back of the gym melting armor into ingots there, stacking them into a pile.
Dungeon\Brew Cellar:
In the Garden, immediately before you enter the major areas, are two doors to the left and right. They lead down back under the house, one door is heavy and the other is sturdy but much lighter. They seem well taken care of for being outside. You open the lighter door first.
Its the Brew Cellar! You find a small set of stairs leads to a bar with many glasses, chairs and tables. Nobody is in at the moment but there's a larger opening towards the back and you wander through. It leads to a room with many different kinds of Ales, Stouts, and other types of beer in solid Oak barrels on stands. A dwarf tends to them, rotating certain ones by a measured degree. He sees you and leads you to the back of the room. You notice that he's actually really nice.
There are many brewer's tools hanging from the posts and sitting on the tables at the back. To the far left, the final opening is there with an enormous, thousand gallon tank standing within. It is tended to by many many dwarves, with their brew master standing on the railing in the doorway overseeing it all.
For those who didn't go into the brew cellar, back in the garden, you look towards the heavier doors...
The dungeon doors must be pulled open with effort. (Roll Dex or Strength to open and enter)
Alchemy Lab\Sky Hall:
Back in the house, at the top of the stairs you took going to the observatory, there is one more door. On the third floor of the house, you have a sense of being very high, and the house seems darker here. There is no light source, as the candles are unlit, and there are no windows.
You open the door and find the last dark hallway. There is door on the left, and one at the back. The left door is marked with many warning signs, and a chain stretched taught across it, secured to thick iron rings drilled into the houses frame at four points on each side of the door. The other, a normal door, is for some reason really hard to open.
The alchemy lab seems locked. (Roll Dex, Strength, or Intel to open and enter)
The Sky Hall doors must be pulled open with effort. (Roll Dex or Strength to open and enter)
"Hmm, most curious indeed. Do you think it is a test? Or maybe there is something that they are trying to keep in. Oh goodness this is absolutely terrifying, can you imagine the things that could be behind this door. Monsters, or torture equipment, or worse!! What's worse than that. I'm not really sure. Lava or maybe giant spiders. Oh my, what about giant lava spiders. This place is the worst thing ever. Why are we here again?"
The whole time he is mussing fearfully Prosinet doesn't even realize that he is examining and attempting to figure out the doors locking mechanism.
Prosinet has no idea how to open the lock, but notices through his magic sense (arcana) that the lock is not magical. It can be picked, or broken, without fear of traps.
"Well little one we didn't come up here to get stuck behind a door."
Grabbing the door handles the Dragonborn worked out which way the doors would open and then if Prosinet watches he will see something that no one from the group had seen yet. FrostBites eyes go totally white, clouds of frozen air leak out of the corners of his maw and the scales on his torso start to glisten as they seem to gather the moisture from the air. With the change complete he tries to open the door.
Sam approaches the dwarf working in the Crafting Hall. "Are you a smith?" he starts. "There are some incredible weapons in here. I'm a smith myself. Would love to hear any tips you have."
Frostbite heaves upon the lock and chains. His frost dragon heritage on full display as they shatter like an egg under a sledge hammer. Bits of metal and intricate mechanisms fly across the hallway and the door stands before you. You open it, and Prosinet follows you into the acrid smell of what could only be described as the foulest acid and flesh mixture as it pours out of the room. There is a green haze across the metallic walls and floor, many alchemist's tools are strewn about with tables and charts filled with beakers of liquid and matter.
A skull floats in some green liquid next to the carefully sectioned out dusts and small gems. A sound, like the stretching of raw meat till ripping is heard from the back along with the dripping of liquid. This place is sickening, and you feel unwell being inside here.
(Make a constitution save.)
The longer you are in this room, the more you can see. There are charts, journals, notes, and every other manner of scientific notation on so many theories and tests no single person could have authored them all. You see pictures of grotesque monstrosities, of plague-like toxins, of magical dusts that killed crops on a nationwide level. While combing through this, you see more experiments, potions and elixirs left unfinished with their recipes and ingredients still on the table. There is a burner hooked to a long glass beaker that is trying to boil liquid.
It looks to be barely warmed, though the flame is high.
Sam, the Dwarf tells you that he is Forgemaster Grosk of the Mountain Dwarves Mining Guild. He is a foundry specialist, and while he can't tell you much about making weapons or armor specifically, he does tell you how to recast metal items as ingots. He melts it down and adds a specific kind of acid to form slag that you pull off before pouring into the mold. If you do it without the acid, items you make with those ingots have a chance to break that increases with the rarity of the metal.
Sam acquires enough Borax to melt 5 pieces with it.
Sam acquires an ingot mold.
Sam learns where to buy Borax, blacksmith ingredient. (Alchemist make this to kill insects.)
He then goes on to tell about the legendary smiths that have come through the halls. He is proud to say that at the moment, he is almost finished melting down the last of the beginner smith works, and only the very best pieces remain in the armory. The same goes for the various other crafts, most of whom are championed by representatives here in the mansion, but who choose to work where there materials are. As an example, all of the metal is with the tools and weapons, so he is here. The kitchen has the cooks, the cellar has the brewers, etc.
He shows you to the armory, and you see some of the greatest weapons and armor that you could have ever imagined. The metalwork on the armors is outstandingly perfect. The swords here, some said to have been taken to war over a thousand times, still maintain an edge and gleam. While you can't touch them, you can see the details from the case's edge, with an etching of the master's face beneath it. He leads you back into the forge and explains that you have access to see anything you'd like and to use any of the Blacksmith's tools in the forge including the forge itself.
If you'd like to help him finishing making ingots, he'd even pay you.
Once the doors fly open and the pieces of chain skitter across the floor, Frostbite reverts back to normal as the rage subsides as quick as it apeared.
As soon as he steps into the room he puts a hand to his nose. "Oh. It stinks in here. This might have been the danger they talked about. There is not much I can do against this so let us not linger too long." Most of the equipment and notes do not interest the Barbarian but the images of the Monstrosities catch his eye while Prosinet gets his fill.
The smell of the room is almost enough to prevent the Prosinet from entering the room. But the sight of all the experiments and notes forces him through the door. "F..F..Frostbite, thank you for the way in. I guess we should at least be around right?"
Prosinet walks in trying to take in everything he can, a little put off by the sinister experiments, but excited to learn anything he can.
CON Save 12
Perception13
Rollback Post to RevisionRollBack
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Frostbite feels ill, so much so that nausea has spread into headaches and coughing so hard you dry heave. You perceive something in the haze, but are too distracted by the sick feeling that you can't focus on it.
Prosinet, you've been around enough alchemy experiments so that your body is used to breathing somewhat toxic fumes. Even still, you are sickened by the area and there is a disgust in the background of every feeling of wonderment reading the research.
You both see again that figure in the haze constantly moving back and forth like its trying to avoid sight and succeeding about 90%.
Prosinet finishes reading the book on the table, and its a recipe for regrowing human limbs. The final stages of which include boiling a removed limb in an liquid mixture that would dissolve it fully before distilling that into an elixir. He also notices that there are magic markings on the book in the form of a first level Abjuration spell on the next page. The spell seems familiar...
The liquid in the large glass suddenly finishes boiling. The fire was going throughout the entire researching process, and apparently the liquid didn't need much more. There is brown tar where the blue liquid once was. A hatch opens, and a system of glass work begins to pull the liquid into a single vial through various spirals and screens. It pulls it through the glass tubing submerged in what appears to be iced water, steam flowing from each pool. By the time the tar reaches the vial, its cleaner looking, still brown, but much runnier and cooler.
The vial has a place for an inscription. There is a dedicated inkwell and pen next to it on the table.
You recognize this is where you picked up the current book you are reading. It was on this magic rune's page when you blew open the door.
That's when you notice that there is cracked vial laying just to the corner of the table on the floor. Its empty except for a few drops of the liquid.
The inscription on its outside an incorrect copy of the Abjuration spell...
"I am not really feeling that well. Prosinet do you mind if we......" Seeing the the figure in the haze he tries to focus with little luck. "Hello. Who is there. Come out and show yourself."
This post has potentially manipulated dice roll results.
Torke
Dazed by the laughter still for a good portion of their breakfast and tour around Mr. Wilcox's Mansion, Torke stands up while racking his mind for a moment, and starts aimlessly wandering the halls for being inattentive. He wanders with caution, his left hand by the side of his leather scabbard.
((For fun, I'll roll a 1d12 and reroll 12s since there are 11 locations, and the numbers will be based on which you mentioned first to see where he ends up in. Also, sorry for not replying as early as possible, I slept pretty badly the other day and affected my mood for the other))
5
Torke finds himself in the kitchen after a couple paces, partly to their own displeasure as they wander into a probably uninteresting part of the mansion, but is looking around if possible anyway.
Sam lets down his tough demeanor - he's too excited by the incredible work in this place. He's like a kid in a candy store, looking over the weapons and armor. He jumps at the chance to work with Grosk.
In the kitchen you find wall to wall cook tools hung above, below, to the side of and every other variation of Tetris-like placement around stoves, ovens, and sinks.
There is many different kinds of work being done. Vegetables are being chopped, Fruit is being peeled, and the careful grilling of some kind of white fleshed animal. There is one person who address you directly from the right stove. A dwarf stirring a large pot with various seasons, but surprisingly no meat calls you over and you look in. Its an interesting mixture, perfectly suited for something with fish, perhaps even bird. A gnome across from you is seen applying strange hand methods to some dough, pulling noodles from it in a fast but repetitive stretching and slapping of the same piece. The dwarf explains that its a three part entree, with two large sides like always.
You notice that they are open to having you help, but everyone is really busy so they don't talk too much. There is a door to the back the dwarf says leads to a gallery of different cooks that have come through. A global enterprise, the dwarf explains that one by one every part of the world has come to this mansion, including himself, who used to be a fighter. The gnome chimes in that he used to be a monk, something drew him here, and he's only ventured out a few times ever since.
Crafting Hall
The Forgemaster is extremely appreciative that you decide to help him. He leads you down a metal spiral stair case at the forge to the heart of the forge. The intense heat straightens each visible hair, and the heart's flame sits in a metal casing burning upwards through a metal funnel leading to the smaller, but still quiet sizable, working fire. The heart is larger than both of them, and he shows him the coal stacks.
He explains that there's one more component to foundry work that most people don't understand well. He leads you down one final stair case, and you see another funnel, attached to large wooden poles. They have leather tightly stretched between them. The funnel is noticeably smaller, about the size of an average staff, compared to the chest sized bellows. He explains that fire burns hotter when it has air applied in specific intervals, and when they have multiple people here, they alternate working the bellows and loading the coal. The final loads the scrap work into the crucible on an extension, which goes into the working fire, and then pours into the molds. Sam adds not to forget the Borax during the working fire stage to create slag-and before he can finish about scrapping the scrap off, the Forgemaster laughs and says he's ready to forge like a Dwarf.
Through this process, the two trade through the three jobs. Sam manages to keep up with the Forgemaster in everything but melting the metal. The dwarf managed to load coal and pump air well, but Sam was learning the process of adding the new ingredient and pouring. After a half hour, they had it down, and were working at the same pace. The dwarf reminded him to keep a steady flow, not to over exert. "Too much scrap won't melt. Too much coal kills the heart. Too much air tires you out."
Sam learned how to work in a Dwarven Foundry, and they managed to produce nearly one hundred new ingots before all the scrap weapons had finished. The Forgemaster offered Sam his rightful payment, a firm 100 gold for 100 ingots. Sam notes that it wasn't quiet 100, and the dwarf laughed once again before asking if he'd like to go to the Brew Cellar. His work done far earlier than expected, he figures he can get you an ale on top of those 100 gold before calling it even.
Alchemy Lab
Blue eyes from behind a sunken face crawl out from behind the haze. Sickening thin white skin stretched over newly grown limbs lumbers out and screeches. It lunges towards Frostbite but its too far away to make it to him.
Sam wipes the sweat from his brow and gives Grosk a hearty handshake when he hands over the gold. "Thank you. That felt great...and I've never turned down a beer. Not about to start now."
Without taking his eye off the figure in the haze he called back to his Companion. "Prosinet. Get to the door. I will hold this back."
Opening his mouth FrostBite released a cone of cold with the approaching creature in the middle of it. (Con Save 12DC Half damage if succeed 7 cold damage) As the breath abates he grabs hold of a table nearby hoping that his breakfast does not follow. Steadying himself he stands his ground awaiting the creature to get closer.
"I don't know what you want but you need to stay back. This is your last warning." Taking a deep breath he then goes into a rage causing all that he could see to shrink down to focus on the target in front of him. Frost once more covering his scales, white eyes staring directly ahead and the frost dripping from his lips.
Rollback Post to RevisionRollBack
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"Hm, I was kind of thinking of visiting the crafting hall," Sam pushes the rest of his sausage link into his mouth. Chewing, he continues, "Or maybe the brew cellar! Anyone else in?"
DM - Above & Below
FrostBite | Dragonborn Barbarian
___________________________________________________________________________________________
"I was also thinking the Crafting hall and maybe the Dungeon. More curiosity for the second, to wether it is in use and why. But I will escort our small friend here to the Alchemy labs. I am also curious what dangers could be in these rooms."
FrostBite wraps a mixture of vegetables and sausage in some bread and puts the whole thing into his maw.
Crafting Hall:
In the Crafting Hall, you find a large room filled to the brim with cabinets. They contain a different set of Artisan's tools each. There is also a set of stairs going down to a gym sized room with hundreds of crafted materials. Swords, Bows, Rings, everything you could possibly craft baring only a few creations. This is a true hall of craftsmen. The room is notably made of metal, a forge connecting up through the roof lights the room.
There is a dwarf at the back of the gym melting armor into ingots there, stacking them into a pile.
Dungeon\Brew Cellar:
In the Garden, immediately before you enter the major areas, are two doors to the left and right. They lead down back under the house, one door is heavy and the other is sturdy but much lighter. They seem well taken care of for being outside. You open the lighter door first.
Its the Brew Cellar! You find a small set of stairs leads to a bar with many glasses, chairs and tables. Nobody is in at the moment but there's a larger opening towards the back and you wander through. It leads to a room with many different kinds of Ales, Stouts, and other types of beer in solid Oak barrels on stands. A dwarf tends to them, rotating certain ones by a measured degree. He sees you and leads you to the back of the room. You notice that he's actually really nice.
There are many brewer's tools hanging from the posts and sitting on the tables at the back. To the far left, the final opening is there with an enormous, thousand gallon tank standing within. It is tended to by many many dwarves, with their brew master standing on the railing in the doorway overseeing it all.
For those who didn't go into the brew cellar, back in the garden, you look towards the heavier doors...
The dungeon doors must be pulled open with effort. (Roll Dex or Strength to open and enter)
Alchemy Lab\Sky Hall:
Back in the house, at the top of the stairs you took going to the observatory, there is one more door. On the third floor of the house, you have a sense of being very high, and the house seems darker here. There is no light source, as the candles are unlit, and there are no windows.
You open the door and find the last dark hallway. There is door on the left, and one at the back. The left door is marked with many warning signs, and a chain stretched taught across it, secured to thick iron rings drilled into the houses frame at four points on each side of the door. The other, a normal door, is for some reason really hard to open.
The alchemy lab seems locked. (Roll Dex, Strength, or Intel to open and enter)
The Sky Hall doors must be pulled open with effort. (Roll Dex or Strength to open and enter)
"Hmm, most curious indeed. Do you think it is a test? Or maybe there is something that they are trying to keep in. Oh goodness this is absolutely terrifying, can you imagine the things that could be behind this door. Monsters, or torture equipment, or worse!! What's worse than that. I'm not really sure. Lava or maybe giant spiders. Oh my, what about giant lava spiders. This place is the worst thing ever. Why are we here again?"
The whole time he is mussing fearfully Prosinet doesn't even realize that he is examining and attempting to figure out the doors locking mechanism.
INT check: 12
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Prosinet has no idea how to open the lock, but notices through his magic sense (arcana) that the lock is not magical. It can be picked, or broken, without fear of traps.
FrostBite | Dragonborn Barbarian | Rage 1/2
___________________________________________________________________________________________
"Well little one we didn't come up here to get stuck behind a door."
Grabbing the door handles the Dragonborn worked out which way the doors would open and then if Prosinet watches he will see something that no one from the group had seen yet. FrostBites eyes go totally white, clouds of frozen air leak out of the corners of his maw and the scales on his torso start to glisten as they seem to gather the moisture from the air. With the change complete he tries to open the door.
Athletics w/ adv because of Rage 23
Sam approaches the dwarf working in the Crafting Hall. "Are you a smith?" he starts. "There are some incredible weapons in here. I'm a smith myself. Would love to hear any tips you have."
DM - Above & Below
Frostbite heaves upon the lock and chains. His frost dragon heritage on full display as they shatter like an egg under a sledge hammer. Bits of metal and intricate mechanisms fly across the hallway and the door stands before you. You open it, and Prosinet follows you into the acrid smell of what could only be described as the foulest acid and flesh mixture as it pours out of the room. There is a green haze across the metallic walls and floor, many alchemist's tools are strewn about with tables and charts filled with beakers of liquid and matter.
A skull floats in some green liquid next to the carefully sectioned out dusts and small gems. A sound, like the stretching of raw meat till ripping is heard from the back along with the dripping of liquid. This place is sickening, and you feel unwell being inside here.
(Make a constitution save.)
The longer you are in this room, the more you can see. There are charts, journals, notes, and every other manner of scientific notation on so many theories and tests no single person could have authored them all. You see pictures of grotesque monstrosities, of plague-like toxins, of magical dusts that killed crops on a nationwide level. While combing through this, you see more experiments, potions and elixirs left unfinished with their recipes and ingredients still on the table. There is a burner hooked to a long glass beaker that is trying to boil liquid.
It looks to be barely warmed, though the flame is high.
(Make a perception check.)
Sam, the Dwarf tells you that he is Forgemaster Grosk of the Mountain Dwarves Mining Guild. He is a foundry specialist, and while he can't tell you much about making weapons or armor specifically, he does tell you how to recast metal items as ingots. He melts it down and adds a specific kind of acid to form slag that you pull off before pouring into the mold. If you do it without the acid, items you make with those ingots have a chance to break that increases with the rarity of the metal.
He then goes on to tell about the legendary smiths that have come through the halls. He is proud to say that at the moment, he is almost finished melting down the last of the beginner smith works, and only the very best pieces remain in the armory. The same goes for the various other crafts, most of whom are championed by representatives here in the mansion, but who choose to work where there materials are. As an example, all of the metal is with the tools and weapons, so he is here. The kitchen has the cooks, the cellar has the brewers, etc.
He shows you to the armory, and you see some of the greatest weapons and armor that you could have ever imagined. The metalwork on the armors is outstandingly perfect. The swords here, some said to have been taken to war over a thousand times, still maintain an edge and gleam. While you can't touch them, you can see the details from the case's edge, with an etching of the master's face beneath it. He leads you back into the forge and explains that you have access to see anything you'd like and to use any of the Blacksmith's tools in the forge including the forge itself.
If you'd like to help him finishing making ingots, he'd even pay you.
FrostBite | Dragonborn Barbarian | Rage 1/2
___________________________________________________________________________________________
Once the doors fly open and the pieces of chain skitter across the floor, Frostbite reverts back to normal as the rage subsides as quick as it apeared.
As soon as he steps into the room he puts a hand to his nose. "Oh. It stinks in here. This might have been the danger they talked about. There is not much I can do against this so let us not linger too long." Most of the equipment and notes do not interest the Barbarian but the images of the Monstrosities catch his eye while Prosinet gets his fill.
Con Save 18
Perception 11
(Roller Not working for me)
Con Save 5
Perception 13
The smell of the room is almost enough to prevent the Prosinet from entering the room. But the sight of all the experiments and notes forces him through the door. "F..F..Frostbite, thank you for the way in. I guess we should at least be around right?"
Prosinet walks in trying to take in everything he can, a little put off by the sinister experiments, but excited to learn anything he can.
CON Save 12
Perception 13
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Frostbite feels ill, so much so that nausea has spread into headaches and coughing so hard you dry heave. You perceive something in the haze, but are too distracted by the sick feeling that you can't focus on it.
Prosinet, you've been around enough alchemy experiments so that your body is used to breathing somewhat toxic fumes. Even still, you are sickened by the area and there is a disgust in the background of every feeling of wonderment reading the research.
You both see again that figure in the haze constantly moving back and forth like its trying to avoid sight and succeeding about 90%.
Prosinet finishes reading the book on the table, and its a recipe for regrowing human limbs. The final stages of which include boiling a removed limb in an liquid mixture that would dissolve it fully before distilling that into an elixir. He also notices that there are magic markings on the book in the form of a first level Abjuration spell on the next page. The spell seems familiar...
The liquid in the large glass suddenly finishes boiling. The fire was going throughout the entire researching process, and apparently the liquid didn't need much more. There is brown tar where the blue liquid once was. A hatch opens, and a system of glass work begins to pull the liquid into a single vial through various spirals and screens. It pulls it through the glass tubing submerged in what appears to be iced water, steam flowing from each pool. By the time the tar reaches the vial, its cleaner looking, still brown, but much runnier and cooler.
The vial has a place for an inscription. There is a dedicated inkwell and pen next to it on the table.
You recognize this is where you picked up the current book you are reading. It was on this magic rune's page when you blew open the door.
That's when you notice that there is cracked vial laying just to the corner of the table on the floor. Its empty except for a few drops of the liquid.
The inscription on its outside an incorrect copy of the Abjuration spell...
Its finally clicks, the spell is Protection from Evil and Good
Frostbite and Prosinet: (Roll for Initiative!)
FrostBite | Dragonborn Barbarian | Rage 1/2
___________________________________________________________________________________________
"I am not really feeling that well. Prosinet do you mind if we......" Seeing the the figure in the haze he tries to focus with little luck. "Hello. Who is there. Come out and show yourself."
Initiative 5
Torke
Dazed by the laughter still for a good portion of their breakfast and tour around Mr. Wilcox's Mansion, Torke stands up while racking his mind for a moment, and starts aimlessly wandering the halls for being inattentive. He wanders with caution, his left hand by the side of his leather scabbard.
((For fun, I'll roll a 1d12 and reroll 12s since there are 11 locations, and the numbers will be based on which you mentioned first to see where he ends up in. Also, sorry for not replying as early as possible, I slept pretty badly the other day and affected my mood for the other))
5
Torke finds himself in the kitchen after a couple paces, partly to their own displeasure as they wander into a probably uninteresting part of the mansion, but is looking around if possible anyway.
perception: roll value- 11
Sam lets down his tough demeanor - he's too excited by the incredible work in this place. He's like a kid in a candy store, looking over the weapons and armor. He jumps at the chance to work with Grosk.
DM - Above & Below
"Oh my, this is very very awful for sure, maybe we should go, this is a crazy place! Uhh hello? who's there, we mean you no harm!"
Initiative 13
Trumann Bloth | Loxodon Grave Cleric | War of the Green
Prosinet Fizzlepurtet | Gnome Wizard | The Wilcox Experiment
Kitchen
In the kitchen you find wall to wall cook tools hung above, below, to the side of and every other variation of Tetris-like placement around stoves, ovens, and sinks.
There is many different kinds of work being done. Vegetables are being chopped, Fruit is being peeled, and the careful grilling of some kind of white fleshed animal. There is one person who address you directly from the right stove. A dwarf stirring a large pot with various seasons, but surprisingly no meat calls you over and you look in. Its an interesting mixture, perfectly suited for something with fish, perhaps even bird. A gnome across from you is seen applying strange hand methods to some dough, pulling noodles from it in a fast but repetitive stretching and slapping of the same piece. The dwarf explains that its a three part entree, with two large sides like always.
You notice that they are open to having you help, but everyone is really busy so they don't talk too much. There is a door to the back the dwarf says leads to a gallery of different cooks that have come through. A global enterprise, the dwarf explains that one by one every part of the world has come to this mansion, including himself, who used to be a fighter. The gnome chimes in that he used to be a monk, something drew him here, and he's only ventured out a few times ever since.
Crafting Hall
The Forgemaster is extremely appreciative that you decide to help him. He leads you down a metal spiral stair case at the forge to the heart of the forge. The intense heat straightens each visible hair, and the heart's flame sits in a metal casing burning upwards through a metal funnel leading to the smaller, but still quiet sizable, working fire. The heart is larger than both of them, and he shows him the coal stacks.
He explains that there's one more component to foundry work that most people don't understand well. He leads you down one final stair case, and you see another funnel, attached to large wooden poles. They have leather tightly stretched between them. The funnel is noticeably smaller, about the size of an average staff, compared to the chest sized bellows. He explains that fire burns hotter when it has air applied in specific intervals, and when they have multiple people here, they alternate working the bellows and loading the coal. The final loads the scrap work into the crucible on an extension, which goes into the working fire, and then pours into the molds. Sam adds not to forget the Borax during the working fire stage to create slag-and before he can finish about scrapping the scrap off, the Forgemaster laughs and says he's ready to forge like a Dwarf.
Through this process, the two trade through the three jobs. Sam manages to keep up with the Forgemaster in everything but melting the metal. The dwarf managed to load coal and pump air well, but Sam was learning the process of adding the new ingredient and pouring. After a half hour, they had it down, and were working at the same pace. The dwarf reminded him to keep a steady flow, not to over exert. "Too much scrap won't melt. Too much coal kills the heart. Too much air tires you out."
Sam learned how to work in a Dwarven Foundry, and they managed to produce nearly one hundred new ingots before all the scrap weapons had finished. The Forgemaster offered Sam his rightful payment, a firm 100 gold for 100 ingots. Sam notes that it wasn't quiet 100, and the dwarf laughed once again before asking if he'd like to go to the Brew Cellar. His work done far earlier than expected, he figures he can get you an ale on top of those 100 gold before calling it even.
Alchemy Lab
Blue eyes from behind a sunken face crawl out from behind the haze. Sickening thin white skin stretched over newly grown limbs lumbers out and screeches. It lunges towards Frostbite but its too far away to make it to him.
(Combat Order: Ghoul , Frostbite, Prosinet.)
(I am rolling for its Hit and Initiative, just not here. It does not have 22 HP)
(This turn It closed from 40 feet to 10 feet away. Your move Frostbite.)
Sam wipes the sweat from his brow and gives Grosk a hearty handshake when he hands over the gold. "Thank you. That felt great...and I've never turned down a beer. Not about to start now."
DM - Above & Below
FrostBite | Dragonborn Barbarian | Rage 0/2 | Cold Breath (Con 12) 0/1
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Without taking his eye off the figure in the haze he called back to his Companion. "Prosinet. Get to the door. I will hold this back."
Opening his mouth FrostBite released a cone of cold with the approaching creature in the middle of it. (Con Save 12DC Half damage if succeed 7 cold damage) As the breath abates he grabs hold of a table nearby hoping that his breakfast does not follow. Steadying himself he stands his ground awaiting the creature to get closer.
"I don't know what you want but you need to stay back. This is your last warning." Taking a deep breath he then goes into a rage causing all that he could see to shrink down to focus on the target in front of him. Frost once more covering his scales, white eyes staring directly ahead and the frost dripping from his lips.