Dungeon Adventure Path: Life's Bazaar

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"Let's do the doors in the west wall north of us first. Reduces the chance of anyone attacking us in the back." Cassandra snarls while moving to the next door.
 

Sando: Searching around a bit, you find a secret door in the southern wall. Unlocked and untrapped, it opens into a twenty-foot-square chamber with a ten foot high ceiling. Small mounds of rubble and detritus occupy most of the room, with the vast majority of the rubble piled near a roughly hewn, 5-foot diameter tunnel bored into the west wall. Three wooden chests sit in the middle of the floor.

The chest's lids are carved and painted with anthropomorphic figures resembling a badger, a fox, and a rabbit. The smashed remains of padlocks lie strewn about the chests.

In the south wall, a wooden level juts out from an iron plate. It looks like it can slide up or down, and is currently in the "down" position.

Thels: The gear shaped door to the room to the north has a gnome glyph carved into it, unlike any of the glyphs the party has seen before.
 


"W..W..wait" says Tekk. "Sando found something f..f..f..funny here"

Tekk looks through the 5-foot tunnel. Is it a dead end, it turns, or does it continue beyond darkvision sight?
 

Sando looks the chests over with out touching them. He then looks the lever over with out touching it. He is just about to move the lever when Cassandra calles for him. "Hold your voice down woman. I'm right here." He says and goes to look at the Glyph.
 

Sando: As far as you can tell from looking at them, the three animal chests were locked until recently—the smashed locks on the floor clearly belonged to them. When you inspect the glyph Cassandra's looking at, you can see that it's nothing more than the gnome glyph for "D."
 

Tekk: The tunnel turns off towards the north after ten feet. It's tubular and roughly five feet in diameter.
 

Shaking his head (and mind) free of the unwanted and unneeded memories rising back out of their depths he forced them into, Carrach growls at noone in particular:

"I hate being underground!"



Turning to Qoll, he admonishes him:

"You shouldn't have done that. It could have been trapped," and with a sideways glance at Tekk and Cassandra he adds, "Besides we already have two volunteers for the 'opening-the-trapped-door-duty'!"


"I really don't like the idea of following that tunnel, especially since it was probably burrowed by whatever kind of creature we slew above, considering its size and the fact that the gnomes surely did not build them into their city. We would also be very hampered in our movements should they decide to come at us within it, most of all my brother and I."

"But according to this map," he waves the piece of parchment around and almost crumples it in growing frustration, "we are surrounded by doors! Aargh!"

Carrach whirls around in search of the gnomish rogue and begins to shout:

"Sando! Why wasn't this door trapped? What kind of letter was on the door and does it have any significance?"
 

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