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Monday, July 10, 2017

What A Lovely Home You Have!

Let's get our bearings.  With the previous maps orientation, the party is on the south side of the crevasse and see a light ahead (to the east/right) so they make their way into the storage area.  Not much here, nothing of real value but they did make a check for a secret door (only found the one on the south wall) to their surprise!

Once inside the narrow hallway, they had a door right in front of them and one down the hall to the right.  The one in front of them was locked and they couldn't get in it so they went down the hall to the other door.  It's unlocked so they listed carefully and hear.....nothing.

Opening the door, they ease into what appears to be a vault with 3 crypts that are cracked and aged.  There are lifeless skeletons on the ground beside 2 of the vaults.  Ever so cautiously, they ease on through the room until the bones begin to rattle and gather themselves - skeletons alive!  Roll Initiative!

It was a good quick skirmish with, once again, the dwarf defeating the skeletons almost single-handedly however, the two guards in the next room were alerted to their presence and set up an ambush.  Surprise!  The party is rolling good!  Killing one guard in the first foray and the second guard, heavily wounded, surrenders.

Pushed back into the makeshift prison area, they lock the injured guard in a cell and free a mother and her 2 children.  The mother thanks them profusely and says she has no reward to offer them but her family used to run a business in Thundertree and if they find their way to those ruins, she tells them of a secret location where an emerald was stashed away by her father.  The party makes note of this for later.

Rummaging through the tattered clothing and old belongings against the wall, Fallon finds an interesting medallion on a necklace and recalls this as belonging to his Uncle Sawyer......but why would that be here??

Back to the vault room to rummage and loot the vaults, the party finds some healing potions and jewelry.  Afterward, they head toward the double doors to the south west, listening again and hearing nothing, they enter the hallway only to have Fallon fall into the pit!!  Ouch, that had to hurt!

The Ranger, quick with a solution and some rope, helps him out and he (all red faced) thanks her for it (I think they like each other).  Easing their way along the ledge to get around the pit, they eventually make their way to the arched entryway at the end of the corridor on the west wall.

Emerging into the somewhat "H" shaped 20' x 35' room, the party immediately notice the shimmering cistern of water along the north wall that is fed by old drain pipes from the ruined mansion above.  The water is not transparent and the party rolls poorly on perception to notice the satchel in the water.  The root around and make enough noise to alert the three Redbrands in the room behind the door that is located in the north east corner.  As the Bard approaches the door, it swings open suddenly as the Redbrands leap out to attack!  Roll Initiative!

Another quick skirmish - the party is rolling good tonight!  They dispatch the Redbrands, all but one, and leave him wounded locked in the store room.  PS - they are forgetting the repercussions of leaving wounded enemies behind.

Eventually they find the secret door in the north west corner - plus finding out the second come-and-go way is the stairs that lead to the cellar door outside the mansion.

Well, they are back in the cavern where the nothic was!  Where to go from here???

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