IndyPendant's Sunless Citadel

Jair takes stock of the party, noticing the significant wounds of Kuma, Jerek, and Ydir.

"I agree Jerek. It is time to withdraw before we overextend ourselves. I have a little healing magic left but it would be best not to push it. See if the goblins have anything of value and gather their weapons then lets pull back."
 

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Jerek nods briskly, slings his bow over his shoulder and moves off to systematically loot the fallen goblins.

[OOC: Search +6, taking 10. Taking any cash, of couse, and any other portable wealth like jewelry. Goblin weapons can stay unless Heirmund is interested in them (I believe he's the only Small character in the party). Also any water or wine skins, etc.]
 

Heirmund follows along with Jerek helping him collect the loot.

OOC: He's got a stick to hold himself up, what more does a good wizard need? :P
 

The goblins in the two rooms have a small amount of coin on each of them, totalling a little over fifty silver. The last goblin standing, though, also had a silver flask of liquid, as well as a single key. There is nothing to use the key on that you can see in this room, nor does there appear to be anything else of value here.

Lehko opens the door leading out to the north, to see an empty hallway leading off to the west, with one door on the north side near the middle, and another door at the far end, both of which are shut tight. He steps aside to let someone else take the lead, hesitating when Jair announces his decision to rest. Lehko then reenters the room willingly enough, if without enthusiasm, and shuts the door again behind him.

And with that, you begin heading back the way you came.
 


"Let's get to the first room with a door we can secure and gather all the caltrops so we don't have to deal with them again. The three spellcasters will need eight hours uninterrupted sleep and I can do more healing once we have the area secure."
 

As usual, Lehko will assist however he acan with setting camp, including gathering the rest of and placing the caltrops however seems appropriate. He will even consult Jerek on the best placement of caltrops, and the potentiality of some soft of trip or alarm line using our rope or thread if we can find it.
 

Jerek agrees, suggesting the caltrops be placed in front of any entrances and they rig a noise-making trip line in front of the door leading to the known goblins.

[OOC: Unfortunately, Jerek doesn't have Craft(Trapmaking), but we can fake it. I assume this will be a CR 1 trap, so the base craft DC is 20. The rules don't seem to list a time for creating a simple trap, so I don't know if taking 20 is practical. If it is, that's what we'll do. Jerek's modifier is just his INT modifier of +2. If we have to actually roll I'll need an 18 or better, but Lehko could aid another (DC 10 to add +2 modifier) ]
 

Jair will use his last first level slot to heal Kuma and then all his minor healing on Jerek and Ydir so that we are all full in the morning after the night's rest. Nonspellcasters on rotating guard duty, including Terrek who knows guard as one of his animal handling tricks.
 

You retreat back to the first goblin room, thinking it might be a good defensible position. However, it is also utterly filthy--almost as bad as the rat's nests--and you all quickly agree that the stench and squalor (not to mention the blood from the goblin corpses) make it completely unsuitable.

The next room down--the empty, dusty, rat-dropping-strewn room just past it, whose door you opened to first encounter the caltrops and the first barricade--seems ideal. It's big enough for the eight of you, if you don't mind a little crowding. It needs some cleaning before it would be serviceable--but that mostly involves just sweeping the floor, and setting aside the worst of the loose flagstones. It is outside the goblin-populated area, if just barely, and you can close the door leading to the formerly-caltrop-strewn hallway. And it has another door that leads into the rest of the dungeon, that you can retreat through should the need arise.

Its one flaw is that you can't really effectively lay down the caltrops on the inside of the room with you, and laying them on the outside with you would serve no purpose, since with the door shut you wouldn't be able to see any intruders cautiously approach. But a quick reconnoitre of the rest of the nearby rooms shows there isn't really any place you can have both. The fountain room, for example, has the advantage of a long hallway that can be easily caltrop-strewn--but it has no door protecting it, and nowhere to run to should you be required to flee.

No, this room is definitely the best choice. While Ydyr and Kuma stand guard, Lehko gathers up the rest of the caltrops and adds them to his small sack, and Jair begins healing everyone. Then, since rigging a sound trap on the door that leads directly into your 'rest-room' would be pointless, Lehko and Jerek rig a crude noise trap on the door between the two goblin barricade rooms.

((Jair's CLW: 4+1=5. I will need to know how many CMW's you give to each char, please. Note that I will not roll for things like trapsetting until a) something triggers the trap, and b) you can observe the results.))

You then spend some time cleaning up the room you're going to rest in, and tallying the valuables you have so far managed to gather. Your total comes to 262sp, 42gp, 3 small gems, a flask of magical liquid, Karakas' gold ring, 16 lbs (8 'uses') of caltrops in a single small sack, a well-made silver flask of some sort of nonmagical vile alcohol, and a key.

All of that takes up a few hours of your time. Still, all that's left to do now is...nothing. Interminable hours pass while you wait to be able to sleep. Your lamp oil dwindles noticeably during this period; a quick tally shows you that you have brought roughly 36 hours of lantern light, 12 hours of torchlight, and 20 or so hours of candlelight between you all. You decide to use the torchlight while resting and talking in the room, and candles once everyone is finally ready to sleep.

((Once the night's over and you are ready to go in the morning--including the hour's study/prayer/etc time--I will rule you have used up 4 hours of lantern light, 8 hours of torchlight, and 10 hours of candle light. And yes, I know that doesn't add up to a full day. ; ))

You set up watches, measuring the length of time by the number of candles you burn. You are lucky and remain undisturbed for the entire night, awakening the next morning somewhat refreshed, and ready to resume where you left off...

((Heirmund, I'll need to know your spell choices for today.))
 

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