Todd's FR adventure: On the Merchant Road. Part I

Killian saunters in behind the others, keeping an eye (from beneath furrowed brow) on the goblin, while the spiked chain flung over his shoulder is Ready for any attack.
 

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Krug says "Well I guess we'll all be in charge of the Gob unless you wish to take care of him, Aravalir."

Krug enters the room carefully, checking for traps, wiping the goo dripping from his nose.
 

Never taking his eyes off the statues, Aravalir nods. "I can be responsible for him. If someone else wants to take my place covering Saxon, I'll take him from whoever's got him now."
 

The four statues loom 15' above you. They all appear to be elves, by the orate armor and weapons and, well, pointy ears. The northeast a warrior of some kind, the south east, more an archer with bows and arrows (carved stone, mind); The north east statue is a figure dressed in robes with a long staff (Wizard you guess); and the south west statue looks to be a cleric, armor, mace and holy symbols abound (The Elves inform the party The symbols are of the elven deity Shevarash - Elven god of retribution and war who has a strong hatered of Drow)

All the statues, like the rest of the dungon look quite old and worn. In addition, any ornimation (inset jewels, ect.) looks to have been pried out and looted from the statues and walls. There appears to have been plaques on each of the statue's bases, but have all been pried off. There is evidence that the orcs and goblins now living in the dungon have tried their best to disfigure/damage the statues even further, chips and chunks of the statues litter the floor around the room, a great deal of graffitti written in orc is splattered around the walls of the room (closer inspection the writing is in blood, though too old to be from any of the caravan hostages, and you are not sure who's or what's blood it may be).

There doesn't appear to be any traps on any of the doors or in the room at all. Beyond the open door to the west is a corridore 10'wide, it is dark but when any pass by the door, feint voices can be heard.

Map is up.

Actions?
 
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Krug presses his ear to the door to see if he can make out the voices and tell how many there are beyond the door. He will advise the party to open the door slowly to see what's beyond, and be poised to fight.
 
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Killian brandishes his spiked chain in hand, ready behind the doors to charge in if what they sight calls for it.

edit:
OOC: How do you press a voice to a door? ;)
I read that twice and didn't catch it. LOL
 
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reapersaurus said:
Killian brandishes his spiked chain in hand, ready behind the doors to charge in if what they sight calls for it.

edit:
OOC: How do you press a voice to a door? ;)
I read that twice and didn't catch it. LOL

*BLUSH* I meant ear of course. DUH. Changed the post.
 

Aravalir slings his bow and waits as Krug listens at the door. As he does, he loosens his sword in its scabbard and keeps a watchful eye on his new friend, Grig.
 


Krug listens to the voices behind the door that is ajar, but can't quite hear what is being said. You open the door a bit more and see a corridor perhaps 40 feet in length. on the far end of that you see another pair of double doors, again they appear to be open slightly, the voices coming from behind them. You do make out two voices, one deep and gutteral, the other less harsh almost melodic but more comanding. What they are saying you cannot tell.

The fire pit is about 5' in diameter, nothing remarkable about it.

Grig fidgets a bit, testing his ropes a bit but gives up, looks nervously at the statues and at the party.

Actions?
 

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