Lost
Re: Lost
Beryl finds that the 1 of the crates likely contained foodstuffs, now rotted then dried into unrecognizable messes. The second contained 7 wool cloaks. Although the crate is in bad shape the cloaks themselves look fine, as if just recently placed here. The final crate is full of 7 water/wine skins, after closer examination they appear to be empty, 7 leather haversacks, and 7 leather backpacks. All empty but in excellent usable shape.
Note: Seven and any number divisible by 7 is considered lucky to the Khuzdul.
The locks are combination type locks, not key. Algrim is unable to open the first chest he tries (furthest west). He opens all the others without issue. From west to east the locks are complexity 5, 5, 3, and 7. A 7+ complexity lock is rare. The chests themselves are carved from the cave itself and once open extend into the floor in some places.
Chest 1, still locked.
Chest 2, weapons, all are in excellent shape, including hangers/sheathes/scabbards. 7 daggers, 7 short spears (4 foot shaft plus 1 foot blade), 7 short swords, 7 slings, 7 pouches with 21 lead bullets each and 7 battle axes. The Dwarves recognize the wood as having been treated by the prayers of a priest of Siem, Iron Wood. As strong and hard as iron.
Chest 3, 7 Quilted Leather gambesons with cowls. 7 sets of leather leggings, calf boots, gauntlets, and baldrics. All in excellent shape.
Chest 4, An intricate key shaped like a dwarf (all the Dwarves recognize it as one of the 2 missing keys to Kiraz). There is also a 75 foot coil of silken rope, a red 10 inch crystal wand, A wooden fork, a short amber rod on a silver chain (Algrim recognizes it as identical to the magic compass carried by Arngeir, a leather pouch containing 49 acorns in perfect condition, and a wooden staff.
Ingram stands watch by the unopened secret door.
Arngeir (resting), Murgar, and Lharzin in the great hall all suddenly feel something pass over them. They all sense magic, very powerful magic.
Sensitivity just passively activated for all 3 of you. Gain +1 to ML. Note that anyone with Disembodiment also has Sensitivity and Telepathy so if it isn't already noted on your sheet you can add them.
Note: Seven and any number divisible by 7 is considered lucky to the Khuzdul.
The locks are combination type locks, not key. Algrim is unable to open the first chest he tries (furthest west). He opens all the others without issue. From west to east the locks are complexity 5, 5, 3, and 7. A 7+ complexity lock is rare. The chests themselves are carved from the cave itself and once open extend into the floor in some places.
Chest 1, still locked.
Chest 2, weapons, all are in excellent shape, including hangers/sheathes/scabbards. 7 daggers, 7 short spears (4 foot shaft plus 1 foot blade), 7 short swords, 7 slings, 7 pouches with 21 lead bullets each and 7 battle axes. The Dwarves recognize the wood as having been treated by the prayers of a priest of Siem, Iron Wood. As strong and hard as iron.
Chest 3, 7 Quilted Leather gambesons with cowls. 7 sets of leather leggings, calf boots, gauntlets, and baldrics. All in excellent shape.
Chest 4, An intricate key shaped like a dwarf (all the Dwarves recognize it as one of the 2 missing keys to Kiraz). There is also a 75 foot coil of silken rope, a red 10 inch crystal wand, A wooden fork, a short amber rod on a silver chain (Algrim recognizes it as identical to the magic compass carried by Arngeir, a leather pouch containing 49 acorns in perfect condition, and a wooden staff.
Ingram stands watch by the unopened secret door.
Arngeir (resting), Murgar, and Lharzin in the great hall all suddenly feel something pass over them. They all sense magic, very powerful magic.
Sensitivity just passively activated for all 3 of you. Gain +1 to ML. Note that anyone with Disembodiment also has Sensitivity and Telepathy so if it isn't already noted on your sheet you can add them.
Re: Lost
Murgar
Feeling the presence pass over him, he stops his playing and does a quick roll of the runes.
Runecraft vs 64: [1d100]=90
Feeling the presence pass over him, he stops his playing and does a quick roll of the runes.
Runecraft vs 64: [1d100]=90
Re: Lost
Arngeir
The Ivinian shivers: "Something powerful has noticed us. I shall see if there are any spirits nearby."
He closes his eyes and quietly recites a Sarajinian litergy to help focus his mind as he attempts to connect to the spirit world:
Disembodiment, 33%:
Percentage: [1d100]=58
The Ivinian shivers: "Something powerful has noticed us. I shall see if there are any spirits nearby."
He closes his eyes and quietly recites a Sarajinian litergy to help focus his mind as he attempts to connect to the spirit world:
Disembodiment, 33%:
Percentage: [1d100]=58
Last edited by shaidar on Thu Jul 25, 2024 6:44 pm, edited 1 time in total.
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Re: Lost
Algrim too focused on his work gives Chest 1 another shot. When he is done he will focus his attention on those keys shaped like dwarves.
Non-Combat Skill Roll [1d100]=91 roller really doesn't want me to open this chest.
Non-Combat Skill Roll [1d100]=91 roller really doesn't want me to open this chest.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
Critical failure, make a skill improvement roll (1d100+16, need a 65+ to increase Runecraft 1 point)Ahlmzhad wrote: ↑Mon Jul 22, 2024 4:23 pm Murgar
Feeling the presence pass over him, he stops his playing and does a quick roll of the runes.
Runecraft vs 64: [1d100]=90
Murgar is completely lost staring at the runes. He has no idea what to make of his throw.
Re: Lost
Marginal Failure, 2 fatigue points.shaidar wrote: ↑Mon Jul 22, 2024 4:39 pm Arngeir
The Ivinian shivers: "Something powerful has noticed us. I shall see if there are any spirits nearby."
He closes his eyes and quietly recites a Sarajinian litergy to help focus his mind as he attempts to connect to the spirit world:
Disembodiment, 33%:
Percentage: [1d100]=58
Re: Lost
It appears that it is going to be stubborn, LOL.GreyWolfVT wrote: ↑Mon Jul 22, 2024 9:39 pm Algrim too focused on his work gives Chest 1 another shot. When he is done he will focus his attention on those keys shaped like dwarves.
Non-Combat Skill Roll [1d100]=91 roller really doesn't want me to open this chest.
Re: Lost
The chill running through her, Lharzin worries for those who went ahead. She goes to find them at the chests.
Lharzin has a short intake of breath at the sight of the key. "That belongs to the line of Kings," she says, reaching forward to take it. She then stops awkwardly, looking troubled as she amends to leave it in the hands of the Locksmith family. She instead takes up and examines the crystal wand.
Lharzin has a short intake of breath at the sight of the key. "That belongs to the line of Kings," she says, reaching forward to take it. She then stops awkwardly, looking troubled as she amends to leave it in the hands of the Locksmith family. She instead takes up and examines the crystal wand.
Re: Lost
Skill Improvement roll: [1d100]=46+16 = 62Rex wrote: ↑Thu Jul 25, 2024 11:06 pmCritical failure, make a skill improvement roll (1d100+16, need a 65+ to increase Runecraft 1 point)Ahlmzhad wrote: ↑Mon Jul 22, 2024 4:23 pm Murgar
Feeling the presence pass over him, he stops his playing and does a quick roll of the runes.
Runecraft vs 64: [1d100]=90
Murgar is completely lost staring at the runes. He has no idea what to make of his throw.
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Re: Lost
Algrim will take the keys to Kiraz. "Might be a good idea if someone else takes at least one o' these keys. If somethin' happens ta me I dun want both keys ta vanish wit me." he eyes the gauntlets "Them look ta be in good shape, but they'd mess wit me work. Someone should take em."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34075
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: Lost
Algrim hands one of the two keys to Lharzin.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Lost
All of the metal goods look to be high quality, even by dwarven standards. They also show no signs of deterioration, even after 500+ years in a damp cave. Most likely magic is involved.gurusql wrote: ↑Fri Jul 26, 2024 7:22 am Can Beryl's knowledge of metalcraft be of any use here?
[_1d100]=(50)=50 (He does have a 51)
Make a skill improvement roll, 1d100+17, 52 or higher and your skill goes up 1 to 52.
Re: Lost
After looking the key over carefully she is sure this is one of the lost keys to Kiraz.
She knows her father posses 2 (the Gatekeeper's and Constable of Kiraz).
The Queen of Kiraz's key was buried with her.
One was buried with Lothrim (the Crown Prince's)
Three are missing:
The King of Kiraz's (the master key)
The Royal Mason's
The spare
The Royal Mason's
The spare
Re: Lost
Ingram likes the balance of the battle axe, it will do nicely.
After a few minutes back on watch Ingram thinks he hears some water splashing on the other side of the secret door.