Uller
Adventurer
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Orsik starts making his speech outside the slave pen where a number of slaves and drow are gathered for a work detail. The gate to the pen is still open. At first two of the drow soldiers start whipping him to make him stop. He keeps going. Then they knock him down and kick him. He stops for a moment, stands....The drow in charge says "say it again and you'll learn what pain is." Orsik looks about and says "Keep the faith and the light will shine from within!" and they start beating him. Other slaves (the paladins?) step in to help.
Bertram sees the three guards (two drow and one officer) come from the guard tower (area 10) and knows that's his chance because that's all that is usually in there.
He slips away and across the rope bridge/catwalk. Inside he sees a small zurkhwood table and chairs where the guards "keep watch" (really they play games or complain or sometimes drink strange fungal wines but those stocks are low these days). There are three holes in the top of the table, like something is meant to attach to it.
There is a smaller side table and on the wall above it is covered with spider silk webbing set with hooks for hanging gear. On it is the kind of gear that soldiers might need for an extended patrol (waterskins, rations for a couple days for each, a bed roll, etc...when a soldier is on guard duty he typically brings with him the kit he would need if things go badly...disciplined soldiers keep this gear ready at all times...by the looks of this gear, the drow are not so disciplined...it looks like it's been there for a long time and is not maintained...but there is probably some useful gear there).
There is a set of stairs (so steep they are more of a ladder) that leads to an upper chamber. They are badly worn and not well maintained. When something like this breaks, slaves are forced to fix them. Most drow don't know how to repair things...that's what slaves are for.
The doors to the tower are very heavy and can be barred from the inside. They are equipped with arrow slots that can be opened and closed and several are carved into the walls towards the west, northwest, north and north east (and look down on the cavern and the west and north east passages.
Bertram also notices the catwalks have large pins where they attach to the inside of the tower...it is intended that they can be dropped, from inside the tower even when the doors are closed and barred. (yes...onto the webs).
The upper chamber is a store room. There you find (in quite a bit of disarray) extra arms and armor as well as stores of dried rations. Much of it is moldy (at least the leather bags it is stored in are moldy) so you aren't sure it is still good. There are a few empty casks of ale and wine along with full (but open) water barrels (which looks like it's potability is suspect at best). This place appears to be intended to the the last stand in a defensive fight...like the keep of a castle.
Among the weapons you find 6 chain shirts, 6 suits of studded leather armor, 6 shields, 6 hand crossbows, 20 cases of hand crossbow bolts (each with 20 bolts - although some are opened and probably missing bolts), 6 short swords, 10 daggers, 6 bags of caltrops (20 per bag), 4 100' long coils of silk rope, 2 building hammers (simple melee weapons 1d4 bludgeoning damage), 2 bags with 10 iron spikes each.
There are also arrow slits in this room that match the ones below. Sitting on a 'table' similar to the one below is a heavy crossbow designed to fire massive heavy bolts. The weapon is too large for a medium creature to hold and wield (although a large creature could), but it is designed to sit on the table...the table is really a stand for it. It does 2d10 piercing damage and has a range of 100/400. It is a action to load it (one character could load it and another could fire it). There are 8 cases of heavy bolts, each contains 5. The bolts are barbed like harpoons and rope can attached to them. There is a second massive crossbow hanging on the wall. It's probably meant for the room below.
Also you find piled to one side packages that are probably meant to be sent back with the relief patrol...these are valuables captured during the raids as well as any gear of value of yours: any arms, armor, adventuring gear etc. It does not include coins, gems, spell components, spell books, spell foci (unless your spell focus is a shield...then it is here, but if it is a holy symbol or something small then it is not here).
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When Bertram is coming down from the store room the work detail is coming through the tower and the guards are returning their posts. He tries to slip in like he belongs. One of the guards suddenly notices him.
Drow guard: "Wait, where'd you come from?"
Bertram: "Oh...I had to use the, umm, little halfling's pot...I'm back now." (deception check succeeds)
"Next time




"Uh...yeah..." (whispering to one of the other slaves) "Hey, is Orsik all right?"
"I don't think so...he's messed up. Eldeth is taking care of him."
"Shut up!" <a whip cracks across both your backs>
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