As folks progress posts, I will move the scene on.
In regard to searches of the mueseum room,
https://www.unseenservant.us/forum/view ... 19#p678519
The turbans could be bound around anyone's (unhelmeted) head.
Mal' the carved malachite goblin head can be triggered by anyone who speaks Goblin.
Cosmo touches base with former
Three-Moon rescuers,
" Rum, Hello. Cosmo hugs the dwarf. "Did the Dwarves give you anything or ..
You may remember that
Karl Barrelgut gave
Rum the holy symbol of Moradin that the unfortunate cleric wore which has been imbued with a minor blessing.
Gerdal ministers a potion of holy water, swishing the blessed elixir in her crafted goblet and infusing it with other essences and a prayer (to Kali), offering it to the diseased
Veryn.
"It will slow but not negate the poison and corruption flowing through your body. By grace it may provide the longevity and resilience needed in order to sustain your life long enough until Sir Dewey can pray to his god for divine grace to lay healing hands upon you".
Veryn I am presuming you drink the concoction which quells at least the creeping nausea in your stomach and less than minty fresh breath exhaled from ever rotting, halitosis inducing lungs.
He offers the holy water to Gerdal. "Would this delay the terminal effect until after midnight? It's possible I could receive the gift then."
-1 holy H2O from SD.
Gideon blesses another
Cure Light Wounds, allocating it to the paladin.
Callan breaks bread and wine, all who partake receive a minor blessing,
+1hp
I used 11 wafers in total, one each per injured character & npc.
Here is an updated Health Status:
Vann Hector: 3/16hp
Callan: 8/8hp
Veryn: 6/6hp
Rum Lightbender: 11/11hp
Tamson:10/10hp
Isvand: 9/21hp
Sir Dewey: 14/22hp
Sigrid: 9/14hp
Cosmo: 5/14hp
Amos: 12/20hp
Sundance: 7/8hp
Plantie: 4/8hp
Lemmy: 4/8hp
Ozzie: 6/8hp
Bucko: 6/8hp
Gerdal (with Harkazz): 8/8hp (12/12hp)
Patra-patra: 8/8hp
Gideon: 8/8hp
Gnimish: 9/9hp
Treyvor: 6/6hp
Copperpiece: 6/6hp
Meatloaf: 8/8hp
Mule: 12/12hp
This section of Barrowmaze, which I refer to as the 'de Ogilvy' corridors (named after a cleric of Arcantryl that was encountered trying to breach the blocked up wall here), has been secured in as much as the rooms are investigated and no further secrets revealed.
it doesn't mean all secrets found, just using current group perception and skills, you have exhausted the physical 'finding of traps, checking alcoves, searching for concealed or secret doors'.
The wrought iron cell door has a new crafted gnome lock, using
Isvand's short sword styled keyblade. The secret door into the plinth room has been busted by the miners ram. So it is not so secret but as an extra measure to secure belongings, you can if you wish transfer goods and supplies into those two adjoining rooms rather than the current Crypt C.
Your
Mule is secured in the upper barrow mound chamber. Too big to fit through the ceiling hole even though the block & tackle might hold its unloaded weight.
the two explosive trapped rubble cairns are still in effect below the dangling rope.
Tamson is a ranger, used to outdoors and will volunteer to aid
Bucko in guarding the upper entrance from intruders, adding his archery skills to any defence.
Miners
Lemmy, Ozzy, Plantie & Meatloaf are good to explore / excavate as basic labourers.
Sundance will shadow
Sigrid,
Gerdal has
Patra-patra and
Sir Dewey has yet to shake off
Copperpiece.
Gnimish & Treyvor can patrol the 'Long Corridor' as the group mingle.
Statue-in-the-Wall ... with some concentrated actions, physical investigations, poking, prodding and asking questions, a direct approach is proffered with
Vann Hector giving it his heirloom earring.
The statue is impassive for a moment, staring blankly, motionless until it suddenly turns its head to look at the gold trinket. The hand moves to place the jewellery into a jacket pocket,
minus earring from inventory
"I am a Vermissian Sage. What mysteries of arcane delicacy do you wish to know? I can offer you my wisdom and knowledge of things that were, that are and that may never have been.
For a price. Research is expensive and knowledge is priceless." it says. The visage of the statue-man has a scholarly look about him, certainly not a fierce warrior gaze, much more that of a head-teacher gazing upon the latest influx of illiterati.
It answers but probably provokes more questions.
Those mages and clerics of Arcantryl can take a skill check Intelligence or Wisdom vs [4d6] for any recall on what such a 'sage' might specialise in.
Actions please