Wednesday, August 23rd, 508 AF, continued
Introductions are quickly made, and Ezekial is re-united with the bulk of his equipment as Warwind and Calmert sort through the booty taken from the slain gnolls and cleric. There isn't much on the bodies - a few gold coins, and some potions and scrolls, but the items strewn across the blanket prove to be very interesting. Layed out seperately are an iron torch, three black cones, a black sceptre with violet gems, a small black sphere and a black metal tube. A detect magic quickly identifies the iron torch as magical and the black bead as carrying some unknown dewoemer. The black tube is a scroll case, with a scroll bearing some unfamiliar writing inside. Quick examination doesn't identify the language, but Calmert recognises it as some kind of ritual. All of it is quickly stowed for later examination, even the non magical items after Durhon reminds everyone that if the evil folk want them, they must be worth stealing.
After the loot is split up, plans are made. THere appears to be no other exit from this room, or any other part of the dungeon that the party has seen, but Calmert knows that the clerics used a door in the seemingly blank wall. A quick search turns up a secred door, and after some deliberation over whether to continue on or search the rest of the dungeon for similar devices everyone proceeds down the dark corridor beyond. Ezekial and Yip share scouting duties, the kobold pleased to discover that the lithe warrior is the quiet, stealthy comrade he's often wished for when the creaking armor of his other comrades has given them away. Even better, Ezekial's keen eyes are the first to catch sight of a portcullis hidden in the ceiling of the passageway and he proves skilled enough to disable it before it falls.
"Ezekial very skilled," Yip comments blithely, despite a momentary twinge of instinct when he notices Ezekials skills at traditionally illicit arts. Ezekial winks at him.
Eventually the passage brancehs off into a T intersection, both directions quickly twisting and turning to prevent easy determination of what's beyond. The two scouts wait for the other veterans to catch up.
"Left or right?" Ezekial asks. "I don't know what's up this far."
"Left," Durhon grunts. "Always go left first."'
The left passage leads into a small chamber, a room with three doors on the far wall and a passageway leading off into the darkness to the parties left.
"Split up and search," Ezekial asks Yip. The kobold nods, and they both move quietly accross the room to examine the doorways. As everyone else filthers into the room, as quietly as they can, the two scouts fall back to confer with them.
"The first two are trapped," Ezekial says.
"Last one too."
"I can't tell what kind there is, but I might be able to jam it enough that we can open a door," Ezekial says. "There could also be something nasty on the far side, so I'll want you close by in case I succeed and they rush me. The choice is yours."
"Easy then," Durhon grunts. "Ye work on the middle door, we wait by the other two just in case. If ye be turned into a smokin' corpse, yer cousin here can fix ye up fast."
Positions are taken as Ezekial starts pulling a variety of hooked and barbed tools from a kit kept in his beltpouch. With a breathless care, he starts to manipulate the mechanisms inside the door and its lock.
"I think I've got it," he mutters. "I think I've got it."
There is an ominous click from the door as he jiggles one of the tools a quarter inch. Ezekial swears and hits the floor fast, waiting for whatever death is awaiting him. Unfortunately,the trap lies not in the door that he's working on, but in the doors his companions are crouched near as they watch him work. Bolts of energy arc out from both portals, and although Yip manages to leap free of the blast the other three are nearly fried by the blasts.
"I'm goin' to kill ye," Durhon growls, shaking his head to keep his beard from steaming. "Of all the stupid, half-arsed..."
Whatever is going to follow is lost as an arrow flies past the dwarf's head. Wounded and angry, Durhon turns to see his attacker, and two grinning gnolls stand in the shadows of the passageway with loaded bows.
"Intruders die," they howl, and their notched arrows are let fly.