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Post by andrewwerdna on Jan 4, 2017 22:30:19 GMT -5
Jurlis says, "The door seemed a bit warped by age, it might not close all the way. But if we can get it closed proceeding south does sound sensible."
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Post by kaptaincarbon on Jan 5, 2017 12:11:24 GMT -5
The group speaks in aggressive whispers while moving south. There is some discussion on whether or not to close the warped door. As you approach the familiar noise sends shivers down the spines of brave men and old wounds begin to ache with trepidation. Aside from the horrific buzzing, the bees concern themselves with the hive in side of the room and do not journey beyond the warped door. Dockzer, Ypres Zo, Jurlis, and Nadre move to the western corner and Ypres zod relights the last bit of his torch and shines it down the southern hallway to find a short passage cutting towards the east.
Torchlit (Ypres Zod): 1 Rounds
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Post by andrewwerdna on Jan 5, 2017 23:18:23 GMT -5
"I don't like the look of this hallway," Jurlis says as he searches for traps.
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Post by dungeonsnake on Jan 5, 2017 23:57:20 GMT -5
Ypres Zo will light a fresh torch off the last flames of this one, once it becomes necessary. He will attempt to help light Jurlis's way, looking curiously at the walls and floor while also tripping over his own feet
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Post by kaptaincarbon on Jan 6, 2017 9:03:32 GMT -5
The light on Jurlis's torch flickers dead which is quickly followed by a sharp crack of Ypres' torch which contrasts the dying light of the past few minutes. Light circles the hallway as the group turns checks for traps around the corner and finds a long passage engulfed in darkness. The passage proceeds further than the torch can show but the adventurers are greeted by a ghastly site. Blood! Dried and old which first looked like black ink stains the floors walls and ceilings of the passage in front of you. Signs of violence are all around you as the streaks of blood make drag marks on the floor away from you.
Torchlight: Ypres (5 more turns)
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Post by sonofblashyrkh on Jan 7, 2017 11:00:30 GMT -5
Nadre, "We can push forward checking for traps and looking out for whatever monstrosity did this or we can explore the start of the other passages and decide which route to take from there. We haven't checked the east passage and we know wolves are to the west. Maybe wolves are more manageable than this mess."
Is there a knowledge check, investigation etc that can take advantage of Nadre's Intelligence to identify what may have caused this bloodshed?
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Post by dungeonsnake on Jan 7, 2017 21:25:25 GMT -5
Ypres Zo will first check the area for potential danger - holes in the walls or ceiling that could shoot blades or spikes, odd stonework, etc. He will also look if there are any other clues lying about on the floor nearby - scuffs on the stone, bits of fur, etc. Then he will touch the blood to try and ascertain just how old it is. He's not a smart man but he's seen enough blood that he might have some idea of roughly how old - yesterday, or years ago? Then he will examine the streaks - are they the same age as the rest, and what was being dragged? Something big, multiple bodies, etc?
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Post by kaptaincarbon on Jan 9, 2017 9:31:21 GMT -5
Ypres Zo checks around the floor right before the bloodied hallway. Though the light is not the best to reveal all of the details, he does clearly see a tripwire which runs across the the hallway. It is a thin piece of twine stretched taught across the width of the hallway. It is tied a foot above the floor through two makeshift holes in the wall.
Torchlight: Ypres Zo (4 more Turns)
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Post by Verminaard on Jan 9, 2017 15:01:50 GMT -5
((Calahas has returned, or more accurately his player has. He's always been here, in the shadows. It is assumed he is merely in marching order again right now, bow at ready.))
Calahas speaks up in a whisper: "I think it's safe to say that whatever did this is intelligent. The trap is not sprung -- it was likely set up after this bloodshed occurred. Goblins, perhaps?" He brings his bullseye lantern aloft, but does not light it yet. Instead, he deftly steps over the tripwire, sneaks forward a few feet, then stops and listens intently. He then glances back to the party. "Want me to light this? We'd be able to see a bit farther."
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Post by andrewwerdna on Jan 10, 2017 3:35:04 GMT -5
"Go ahead and light the lantern, but I think we should proceed forward," Jurlis says as he walks further on, trying to step over the tripwire.
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Post by sonofblashyrkh on Jan 10, 2017 8:00:19 GMT -5
"Let us move ahead cautiously but first, Calahas, light your lantern. "
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Post by azullimao on Jan 10, 2017 8:08:01 GMT -5
Dockzer agrees with Jurlis and waits for Calahas to light his lantern before passing over the tripwire.
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Post by kaptaincarbon on Jan 10, 2017 8:51:47 GMT -5
Carefully and thoughtfully your party passes over the tripwaire and makes their way through the hall of violence. You gingerly pass over the dried blood as it were still wet or even alive. the foul odor of death hangs in the air as Calahas turns on his lantern. the light hits the western wall as your group approached the corner. The the south a door stands, heavy and iron with monstrous jeering and discussions. The voices are not distinct but it sounds like many voices at once. To the north, another door catches the light.
Torchlight: Ypres (5 more turns) Lantern: Calahas (21 More Turns)
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Post by Verminaard on Jan 11, 2017 0:17:06 GMT -5
Calahas immediately crouches and turns back to the rest of the party, placing his hand over the front of the bullseye lantern to block the light but not necessarily extinguish it. He huddles in close and speaks in a barely audible whisper: "Again, I suspect goblins. One or two we may be able to take, but I would prefer to not fight this many. I suggest we be as quiet as we can and head down the corridor to the north. Hopefully the raucous noise to the south will drown out any of the sounds the more heavily armored among us may make. Are we all in agreement?"
------------------------------------------------------------- ACTIONS:
If the party is in agreement, Calahas and the rest will begin moving as quiet as they can to the north in marching order, ready for an attack from either side. He will remove his hand from the lantern, letting it shine once more, and begin sweeping it along the floors and ceiling on the lookout for traps, his pole in his other hand gently probing, again making as little noise as possible. If the party makes it to the north door without incident, Calahas will then examine the door and listen intently for any noteworthy noises.
QUESTION TO THE GM:
Where does the blood trail lead?
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Post by andrewwerdna on Jan 11, 2017 0:47:05 GMT -5
Jurlis whispers, "If we want to go north we could go back through the entrance room and head east. It seems we would end up in the same place without risking being heard walking down the hall."
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