To speed up recovery, we're playing with a house rule that 24 hours rest restores 1d3+CON bonus HP in the field and 1d6+CON bonus HP in an inn or the like.
Start Date: August 22nd, early afternoon
Start Status: Re-mine-der
Start Location: Silverstream Mine
Adventuring: Rennard, Jinx, Mendel, Smoke, Zenobe
At the Tulip: Adrienne, Brigg, Hagan, Xon, Aaron
The Turn
After resting for most of the afternoon, the entire night, and the next morning, the party heads back to Silverstream shortly after their noon meal. When they arrive, they head inside immediately, intent on getting downstairs (well, down ladder) and exploring the area beyond the iron door they discovered on their last visit.
The group follows the left passage and heads to the ladder shaft with Brigg in the lead, followed by Jinx and Rennard, then Smoke and Zenobe. As they head north toward the long oval chamber that leads to the ladder room, they hear the crunching, smashing sounds of rock being broken and dug ahead.The others wait just past the slopped part of the passage while Brigg takes a peek at whatever is making the racket. He's back quickly. "It's the big golem we saw before, digging in the wall ahead. I don't think it saw me, or if it did, it didn't do anything. It's right next to the passage that leads to the ladder room, though, so I'm not sure how we're going to get past it."
"Before we do something risky, maybe we should wait a while. It seems to move around pretty frequently," says Zenobe.
"We could finish exploring some of the nooks and crannies we missed on this level," adds Rennard.
The group spends an hour or so exploring nearby, uncovering a circular tangle of passages to the east of the ladder room and a small dead end near their current position. By the time they're done, the only places left to explore are beyond the glowing ooze that blocks their forward progress along three converging (?) passages. They're debating checking out one of these tunnels when they hear the mining noises stop and the familiar kla-krunch, kla-krunch, kla-krunch footsteps of the construct. The sounds come from the south and are moving west to east, so the party circles north and west to the ladder room.
Down, and north and west. The party ends up at the iron door without encountering anything hostile. "Is it just me, or should we have been ambushed by now?" asks Jinx.
"Maybe we scared whoever or whatever is in charge," answers Rennard.
"Maybe they're all waiting ahead in a big group," suggests Smoke. "Or outside," she adds after a short pause. "We probably should have looked around a bit before we came in."
"Too late now," says Brigg as he moves to pick the lock. *snick* The lock opens easily.
The party moves in and heads right along the corridor. Its polished stone walls echoing their footsteps. The air here is dry and smells stale. There is very little dust on the floor. The corridor takes a turn to the south, continues 40 feet (with a small alcove to the west), branches to the east, and continues with a zig zag to the south.
There is a circular opening in the floor about 4 feet wide in the alcove. "Maybe a well?" mutters Brigg. The east branch turns north and meets up with the corridor south of the entry door, forming a rectangular loop. The south passage ends at bronze double doors that flanked by four slim stone pillars made of same gray and green stone as the walls, ceiling, and floor. A niche near the end of the corridor (east side) leads to a single bronze door. All three doors are marked with a rune (top right from the Lizard Cave rune image). They also have intricate locks similar to the one in the first door. All have faint rub and scratch marks that indicate they may have been used recently. Unlike the entry door, they have no window and fit their frames very tightly.
End Date: August 22nd, afternoon
End Status: Runes and Doors
End Location: Silverstream Mine
Silverstream Mine - Lower Level |
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