To go underground
August 17th - 18th |
in Tietha |
Character and players in the game tonight:
Glaive (Janielle), Ghoral (Bill), Jarlyn (Dennis), Perrol (Bob) and Kross (Heath)
We are moving the food over to the lockable store room. [Kross will keep the key.]
With some of the lamp oil, will break it down to a smaller container. Will also pack a small set of firewood.
We are planing on doing something to the secret door aftter we head down. We set up two different sets of markers to tell if the door was opened.
Ghoral says there are some giggling, leaves rustling and birds chirping. We are heading down.
Ghoral see a 30 x 30 room with some metal faces all around the room. We find a torch sconce that looks like some kind of switch. A lantern is lit and the torch sconces is examaned. (counter clock way looks to be bad) The sconces is turned clock ways and secret doors opens to a empty 10 x 20 room. Perrol goes in and looks around and falls into pit. (Its a bad thing)
* Segment 12
Kross will light a lantern while the others work on getting Perrol out of the pit.
Perrol is pulled out of the pit.
The sludge is comming out of the pit.
* Segment 4
Moved over to the sconces and and turn it back to the normal postion. With being Overly Cautious, Kross did not turn it all the way. Glaive steps up corrects the position, it CLICKS and the door closes right before the creature gets to the door.
Battle Ends.
Ghoral moves to the center of the room and is able to see the end of the hallway and sees a large door with a large gear on it.
With everyone in the room, a voice in Trade Tongue welcomes us to Jidazrune. The voice says:
Welcome to Jidazrune. Behold the wonder!
But beware, ye who seek to plunder.
Traps abound and guardians peer,
Beyond every corner, behind every gear.
We see, in this room, two large doors with a large gears on it.
The door marked with the Dwarven symbol for the letter “A” is stuck open by a rock. Perrol looks inside and sees rubble everywhere in the room, a metal rod with a gold tip in the center in the room, and there is a small tunnel against back wall. There are also lots of cobwebs in the room as well as a dozen small cots and chests. We were able to find out the “A” door is traped. Also see that the “J” door is also traped.
We move towards the hallway and see clearly a large door with a large gear on it, marked with a “Z” on it. There is a hallway to the left and right with the same type of door with letters above the door. To the right the hallway ends in a wall after ~50 ft and there are four doors with letters “D”, “I”, “N”, and “E”. Perrol does detect magic and determines that all are magical.
With Ghoral walking down the left hall, a pit open below Ghoral and just in time he is able to jump back, avoiding the spike trap. There is a creature dead in the trap. Kross is able to tell that the creature is humaniod about the size of a dwarf and it has natural concealment for hiding in the underground.
Ghoral jumps across the pit and sees the the other two doors have the letters “R” and “A”. The passage ahead looks like a dead end, but after some review, it is found out to be a illusion. Going thru the illusion, we find a room with two doors that have letters “Z” and “E” on them. With the two doors, Glaive is able to pick the lock, but could not disarm the trap set on the door. If the door is completely opened, it will set off the trap. We decline to set off the traps and head back to the first room for the gold colored tiped rod.
From what he recalls from before, Kross is able to tell that some piles of rubble are not there anymore. From what Kross saw in the pit, it was probabley these humaniod creatures. Perrol hears a sound of faint snoring coming from the tunnels.
The gold-ish rod does not help with the locks on the door.
We go thru the small tunnel, find one set of tunnel that shows a bright light. We head towards that light and find a large room with some large pillers that are shaped like gnomes standing on their sholders. A spot at one of the pillers looks like that creature.
The game ends for the night.
+1 XP |
5 XP unspent
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