After gathering up any items of interest from Calcryx's room, Ithelion nods at Shere's suggestion, "Agreed. I suggest that whichever door we choose, we open it from a distance. I can not imagine it is not trapped in some way, and we should expect it to be alarmed with a bell. They know we are coming, we know they are there..." She looks at Daemyar and remembers his recent behaviors and smiles, "We could announce our presence boldly...bash on the door, or open it wide? Ask for parley, perhaps?"
So there is the door in the south wall of Calcryx's room, and there is a door on the west side of the storeroom that you remember the goblins had said leads to Goblinville.
Ithelion performs some arcane thing-a-ma-jigs and now can read, along with Krom and whoever else knows Dwarvish, the scroll case. On the outside is written: "Khundrukar."
Erky's eyes bulge as he finally is able to see around Ithelion, who is studying it. "Khundrukar," he whispers. "By the light, it's true! Open it! Open it!"he says.
Ithelion waits for the gnome to eat a little food, trying to remember anything she knows about the names he has mentioned, "So...Khundrukar you say. Is this citadel built upon it?"
(( History for Khundrukar and Durgeddin the Black: 13 ))
You don't recall much more than you did before. While Krom might know more, you recall what Erky told you earlier:
Erky looks a bit ashamed. "I, um, yes, well...I suppose it doesn't matter if you know or not. It is said there might be artifacts - weapons - magical ones, hidden deep within the earth..... The books I've read tell tales of a place called Khundrukar and a great dwarven blacksmith, Durgeddin the Black. Deep in the bowels of the dwarven stronghold did Durgeddin forge magical weapons of a quality not seen again in Faerun! Rorik, of course, sent me off to find anything I could.....
Krom waves his hand dismissively, "Bah, ain't nothin' but a fairy tale to tell the little ones. Too many dwarves and adventurers went missin' tryin' to find the place. Yer gonna waist yer life on that fool's errand."
Krom's ears perk up a bit hearing Erky talk about the dwarven stronghold and the blacksmith. Reaching into a side pouch, he tosses a ration pack towards Erky.
History: 18 to see if those names ring any bells for Krom.
Erky bows in response, “Apologues, Sir Feline. Though I’m sure to companions are well aware of the reality.” He nods his thanks for the rations. “Well, I suppose I am a few things: scholar, healer, and I’m okay with arms. The tools of ignorance I suppose.”
At ithelions question, “No, I don’t believe so. From what I have gathered, there are potential sites, all several days journey from here.. Though it is heard that perhaps some of the weapons or knowledge of their whereabouts were brought here by descendants of the orcs who raided the dwarves long ago.”
Krom, the legend of Durgeddin the Black and Khandrukar is well-known to you. It is something of a legend among dwarves in the region and you’ve no doubt heard the stories before. Hundreds of years ago, Orc wars pushed out a few dwarven clans From their home. The dwarves fled and an exodus led by Durgeddin began until they finally found a suitable place deep in a mountain. There in the deep, they forged weapons - the greatest weapons the world has seen! The Orcs again find them and destroy them. They carry off much of the exquisitely made and magical goods, but rumors abound that they forgot many of the secret spaces where many weapons were hidden, and so they wait, ready to be reclaimed by the worthy.
Krom, you also rolled earlier when you all were releasing Erky.
Ithelion nods to Shere, and heads back toward the store room. When she is within 30 feet of the door she stops. "Go no further. I expect it's locked, but it's worth a try." A spectral hand appears, hovering near her head, but before it moves she looks around, "Perhaps...take cover. We know they have archers." When everyone is in place, the hand moves toward the door, trying to open it. "Let us hope that Sharpie is waiting on the other side." Gods, what an ill fate has led me to those words, but something more dire awaits the goblins if she is dead! She fingers the whistle around he neck speculatively.
(( @DM: Are there any hobgoblin bodies lying around? ))
Stealth for Ithelion (hiding behind a crate or door, if possible): 9
She awkwardly tries to squeeze herself behind a crate, but fails to notice that the scimitar attached to her backpack is still partially visible.
Here's Ithelion's map of the area you're in currently. Which door are you trying to open? The one in Cacryx's lair or the storeroom?
- neither door seems trapped by magical means, as far as you can tell. - both are definitely locked - it's been about 8 hours since you've been in this area - the hobgoblin bodies are still where fell but all of the goblin bodies have been taken away, dark red stains all trailing past the storeroom door.
(( Ithelion would have gone back to the store room; it's a shorter distance to run, if we need to retreat. My guess is that we are all on room B, since Mage Hand will reach the door. ))
When she fails to open the door, Ithelion nods grimly, and remembers the spell Shere uses to communicate with her. "Do you think you could contact Sharpie?"
As she waits for the big cat's reply she turns to Daemyar, "If we needed you to, would you be able to unlock it quietly?"
So there is the door in the south wall of Calcryx's room, and there is a door on the west side of the storeroom that you remember the goblins had said leads to Goblinville.
Ithelion performs some arcane thing-a-ma-jigs and now can read, along with Krom and whoever else knows Dwarvish, the scroll case. On the outside is written: "Khundrukar."
Erky's eyes bulge as he finally is able to see around Ithelion, who is studying it. "Khundrukar," he whispers. "By the light, it's true! Open it! Open it!"he says.
Ithelion frowns at the pushy Gnome, "We have more pressing matters to deal with; rest assured that we will investigate it thoroughly later." With that she opens the back in her pack, and places all the items safely in the chest and in sacks as necessary.
(( Ithelion would have gone back to the store room; it's a shorter distance to run, if we need to retreat. My guess is that we are all on room B, since Mage Hand will reach the door. ))
When she fails to open the door, Ithelion nods grimly, and remembers the spell Shere uses to communicate with her. "Do you think you could contact Sharpie?"
As she waits for the big cat's reply she turns to Daemyar, "If we needed you to, would you be able to unlock it quietly?"
After gathering up any items of interest from Calcryx's room, Ithelion nods at Shere's suggestion, "Agreed. I suggest that whichever door we choose, we open it from a distance. I can not imagine it is not trapped in some way, and we should expect it to be alarmed with a bell. They know we are coming, we know they are there..." She looks at Daemyar and remembers his recent behaviors and smiles, "We could announce our presence boldly...bash on the door, or open it wide? Ask for parley, perhaps?"
So there is the door in the south wall of Calcryx's room, and there is a door on the west side of the storeroom that you remember the goblins had said leads to Goblinville.
Ithelion performs some arcane thing-a-ma-jigs and now can read, along with Krom and whoever else knows Dwarvish, the scroll case. On the outside is written: "Khundrukar."
Erky's eyes bulge as he finally is able to see around Ithelion, who is studying it. "Khundrukar," he whispers. "By the light, it's true! Open it! Open it!" he says.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion looks at the writing, trying to place the name...
History/Religion/Arcana (same): 25
You don't recall much more than you did before. While Krom might know more, you recall what Erky told you earlier:
Erky looks a bit ashamed. "I, um, yes, well...I suppose it doesn't matter if you know or not. It is said there might be artifacts - weapons - magical ones, hidden deep within the earth..... The books I've read tell tales of a place called Khundrukar and a great dwarven blacksmith, Durgeddin the Black. Deep in the bowels of the dwarven stronghold did Durgeddin forge magical weapons of a quality not seen again in Faerun! Rorik, of course, sent me off to find anything I could.....
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Krom waves his hand dismissively, "Bah, ain't nothin' but a fairy tale to tell the little ones. Too many dwarves and adventurers went missin' tryin' to find the place. Yer gonna waist yer life on that fool's errand."
History: 18 just for fun
Be excellent to each other, and roll for initiative dudes!
"Yet Krom if the elf and gnome is rright, we may find some things to reach our goal. Some fairy tales and legends have a base in truth."
He starts wondering when the rouge will do his duty
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Krom, you also rolled earlier when you all were releasing Erky.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( we did have a long rest, maybe we remembered something ... ;-) ))
"Shall we enterr? Or stand herre debating? I see no magic on the doors."
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ithelion nods to Shere, and heads back toward the store room. When she is within 30 feet of the door she stops. "Go no further. I expect it's locked, but it's worth a try." A spectral hand appears, hovering near her head, but before it moves she looks around, "Perhaps...take cover. We know they have archers." When everyone is in place, the hand moves toward the door, trying to open it. "Let us hope that Sharpie is waiting on the other side." Gods, what an ill fate has led me to those words, but something more dire awaits the goblins if she is dead! She fingers the whistle around he neck speculatively.
(( @DM: Are there any hobgoblin bodies lying around? ))
Stealth for Ithelion (hiding behind a crate or door, if possible): 9
She awkwardly tries to squeeze herself behind a crate, but fails to notice that the scimitar attached to her backpack is still partially visible.
He takes cover readying his crossbow
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Here's Ithelion's map of the area you're in currently. Which door are you trying to open? The one in Cacryx's lair or the storeroom?
- neither door seems trapped by magical means, as far as you can tell.
- both are definitely locked
- it's been about 8 hours since you've been in this area
- the hobgoblin bodies are still where fell but all of the goblin bodies have been taken away, dark red stains all trailing past the storeroom door.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( Ithelion would have gone back to the store room; it's a shorter distance to run, if we need to retreat. My guess is that we are all on room B, since Mage Hand will reach the door. ))
When she fails to open the door, Ithelion nods grimly, and remembers the spell Shere uses to communicate with her. "Do you think you could contact Sharpie?"
As she waits for the big cat's reply she turns to Daemyar, "If we needed you to, would you be able to unlock it quietly?"
(( We got bogged down with discussion of history rolls; so just filling in a gap ))
Ithelion frowns at the pushy Gnome, "We have more pressing matters to deal with; rest assured that we will investigate it thoroughly later." With that she opens the back in her pack, and places all the items safely in the chest and in sacks as necessary.
(( loot list updated ))
Silently, she instructs Elosa to keep an eye on the Gnome and warn her if he goes anywhere near her backpack or other items of interest.
"The spell only goes so farr but I'll try" He points towards the room "Sharpie you there?"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Daemyar gives a silent nod.
Paladin - warforged - orange
Ithelion will wait a minute or two for Shere to make contact if he can. "Perhaps tell her who you are, she might be frightened..."
Shere, when you send this spell, no message is received back from Sharpie.
Daemyar, if you'd like to open the door, go ahead and roll for it. DC12.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Daemyar will go ahead and open the door
Thieves’ tools 13
Paladin - warforged - orange
If Daemyar does not actually open the door (merely unlocks it) she waits for him to return before opening it with Mage Hand.