09-26-2016, 09:08 AM
Present: all.
Once the plan settled, Lugar and Torin take the lead since they are the toughest cookies.
Giant accompanies Toot (riding Boo) to soothe the shaman's constant fear of imminent danger.
Murkatos and Portho follow for arcane support.
Maul closes the ranks and provides more support as needed.
The grey dwarf quickly shows the newcomers around, explaining the surroundings.
The building is a mansion that seems to have sunken ages ago; or maybe a host of stone giants stacked an unhealthy amount of rocks and pebbles on the whole thing. The layout is roughly a hollow square, with a corridor running around on the inner edge and all the rooms being located on the outer side. All four sides of the corridor feature a garden gate pointing inwards but vision is blocked completely by rubble.
The lobby is on the western side. Going around clockwise, there's a large guards' barracks in the northwest corner with lots of rubble and at least six corpses crushed to death by stones. Next are the master and mistress bedrooms; partially collapsed recently. Maul explains that this was the place of the final showdown with the ghost that lethally wounded Merri. The darkmantles just finished her off when the party withdrew in a last desperate attempt to save her life.
The northeast large room was once a library but the many ancient tomes are in grave condition right now. There's a commode with a compartment about 12x12 inches open. The far corner of the library is collapsed, providing the only way to reach the attic. According to Murkatos there's nothing to be seen on the attic anymore. He was the only point of interest there until the party rescued him (after quite some misunderstanding).
The eastern side is governed by the kitchen; also in ruins; and a pantry. There are broken shelves, pots, cauldrons and stuff-- and a trapdoor leading to the cellar.
The southern side features three guest rooms, completely collapsed. Giant explains that he heard some movement here on one occasion and found traces of dust across the corridor as if some creature passed from stone to stone through the open space. Something "corporeal"...
Finally, the southwest corner is the dining room. All the furniture is broken here.
Once this brief introduction is done, Lugar leads the team down the trapdoor where an iron ladder descends into cold, murky waters three feet deep.
Boo needs some encouragement to dive but shows no signs of distress once in the water. Toot gets more than a bit wet in the process but stays mounted.
Portho, though, needs to find some way to safely get into the waters.
Torin finds the floor beneath the water sticky and insisting but does not make movement impossible.
The cellar seems to run around a single rectangular block of granite walls; the west side featuring an iron door in the middle, wide open. Beyond the door is a short corridor and as Torin steps in he can feel the change under his feet; no longer sticky, this floor is firm to hold his weight including the bulky armour. There are a few steps of stairs elevating above water level on the south side and a door open on the top of the stairs; This is the door to the crypt. The iron wall at the eastern end of the passage is closed and the newcomers can see four runes here; Lugar notices that they reset to their original position. It's just a matter of memory to recall what was the winning combination to open it; but first of all Toot has to plan his mining works properly...
OOC - moved party to the cellar in Roll20. I will post a shot of the ground floor later.
Once the plan settled, Lugar and Torin take the lead since they are the toughest cookies.
Giant accompanies Toot (riding Boo) to soothe the shaman's constant fear of imminent danger.
Murkatos and Portho follow for arcane support.
Maul closes the ranks and provides more support as needed.
The grey dwarf quickly shows the newcomers around, explaining the surroundings.
The building is a mansion that seems to have sunken ages ago; or maybe a host of stone giants stacked an unhealthy amount of rocks and pebbles on the whole thing. The layout is roughly a hollow square, with a corridor running around on the inner edge and all the rooms being located on the outer side. All four sides of the corridor feature a garden gate pointing inwards but vision is blocked completely by rubble.
The lobby is on the western side. Going around clockwise, there's a large guards' barracks in the northwest corner with lots of rubble and at least six corpses crushed to death by stones. Next are the master and mistress bedrooms; partially collapsed recently. Maul explains that this was the place of the final showdown with the ghost that lethally wounded Merri. The darkmantles just finished her off when the party withdrew in a last desperate attempt to save her life.
The northeast large room was once a library but the many ancient tomes are in grave condition right now. There's a commode with a compartment about 12x12 inches open. The far corner of the library is collapsed, providing the only way to reach the attic. According to Murkatos there's nothing to be seen on the attic anymore. He was the only point of interest there until the party rescued him (after quite some misunderstanding).
The eastern side is governed by the kitchen; also in ruins; and a pantry. There are broken shelves, pots, cauldrons and stuff-- and a trapdoor leading to the cellar.
The southern side features three guest rooms, completely collapsed. Giant explains that he heard some movement here on one occasion and found traces of dust across the corridor as if some creature passed from stone to stone through the open space. Something "corporeal"...
Finally, the southwest corner is the dining room. All the furniture is broken here.
Once this brief introduction is done, Lugar leads the team down the trapdoor where an iron ladder descends into cold, murky waters three feet deep.
Boo needs some encouragement to dive but shows no signs of distress once in the water. Toot gets more than a bit wet in the process but stays mounted.
Portho, though, needs to find some way to safely get into the waters.
Torin finds the floor beneath the water sticky and insisting but does not make movement impossible.
The cellar seems to run around a single rectangular block of granite walls; the west side featuring an iron door in the middle, wide open. Beyond the door is a short corridor and as Torin steps in he can feel the change under his feet; no longer sticky, this floor is firm to hold his weight including the bulky armour. There are a few steps of stairs elevating above water level on the south side and a door open on the top of the stairs; This is the door to the crypt. The iron wall at the eastern end of the passage is closed and the newcomers can see four runes here; Lugar notices that they reset to their original position. It's just a matter of memory to recall what was the winning combination to open it; but first of all Toot has to plan his mining works properly...
OOC - moved party to the cellar in Roll20. I will post a shot of the ground floor later.