Continued Adventure
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As she makes her way up, she stops part way to motion Elspaeth forwards with the lamp as the light is blocked by the ceiling of the hall leading to the stairs.
With Elspaeth standing near the base the stairs Berith can see the full length of the stairs and makes it high enough up the stairwell to see above the level of the landing.
It is another hallway, 10’ across, but it turns immediately to the right. You can only see about 10’ down that way.
Rolls
Secret Roll
Berith stops right before the turn to the right, waving the group forward. Once they are close, she's going to crouch down and peek around the corner.

Berith stands in the hall just in front of the stairs. Elspeath stands at the top of the stair on the left so her light can spread down the length of the passage.
If the this is a trap door of some kind, it isn't set to give way at the slightest touch. She's going to have to apply quite a bit of force or weight.
Gently touching the floor again with her sword, Berith is leaning towards trying the trap door.
Would an actual trap be hard to open?
Berith finds that while she can get the edge of her crowbar into the narrow gap, she cannot get enough in gain any real purchase. The crowbar simply comes loose and mars the seam where she made the attempt, making more plainly visible. Even if it had grabbed she's not entirely sure she could prize up a door, stone or not, which seems more likely designed to drop down. Her iron spikes do have a finer chisel point, but are too short to use as a lever.
The seam goes across the entire 10' of the passage and you aren't sure how far down the passage it goes, but given things your've heard of you can assume about 10'. Dwarves are capable of very cleverly hiding such hinges and such, but given you've encountered one magical pit drop it's not unlikely you'll encounter the more mundane variety as well. Though Berith and Eslpeath may hope for a
Rolls
Secret Roll
"Down we go," Berith mutters as she draws her sword again and slowly starts down the stairs. Elspaeth's lantern casting some light to guide her way.
Crouching down to crawling, the party make their awkward way across the room below the invisible plane which triggers the traps. Knowing the trick, it doesn't take them much time to get across with their Goblin cargo. Which is fortunate as it would be problematic to be set upon in such a situation.
Upon reaching the stairs, the party starts down towards the room where the limb beasts were destroyed. From the top of the stair, Elspaeth's lantern easily illuminates the full length of the stairs and a goodly portion of the the floor below. Bits of detritus and scattered papers can been seem as well as some black fluid from the felled creatures to the left.
I'm making the presumptions that you guys don't want to hand out in the trap room. Feel free to post something that contradicts the above and I will readjust it.
As for the room below, you remember that you slew the two creatures to the left of the stariwell as you look down it. The fluid is some of what leaked out of them upon death. You can even see some of your foot prints as at least some of you trode in it to get to the stairs. You remember that you came from the left and had entered the room from a small vertical shaft with a ladder leading up. You also remember a 10" stairwell to the right which lead down.
While there are certainly places and pile of broken furniture that would keep you out of immeidate view from some directions; similarly to the first creature you encountered, your light would stand out. If anyone or anything passed by one of the two stairwells or happened to look into the open chest that hid the tunnel down, they would almost definitely see your flickering light. They might also be able to creep up on you unawares.
While there are no immediate threats, I would not consider it safe and certainly not secure. Functionaly, what that means is more frequent random monster checks. You guys have been very lucky with your checks so far.
Berith startles awake in mild confusion with the early morning sun warming her face. Thinking, "Why didn't Thak wake her? Even though we are only a half a day's walk to the village, he should have..." Then she notices that Thak is not around the campsite. As she rises, Borgo sits up groaning and holding his side. Waking Elspeath to check on Borgo, Berith leaves to scout around the campsite.
Returning after a few minutes late with Thak's sheathed sword, Elspeath points out Thak's pack against a fallen log. Berith throws down his sword next to it and reports that she found some tracks leading back in the general direction of the temple. Unsure what has happened to the warrior, the group eat a quick and quiet meal before making their was slowly back to the village.
You complete your procession at the inn, where you collapse into chairs around a table. The room is already filling by the time you get comfortable and the innkeeper has brought you mugs of ale and plates of cold meat, cheese and bread. The villagers wait with only a few whispers to each other, waiting for you to finish your meal, but you hear their questions. What of the missing? Where are the other adventurers? What happened? Will they leave us?
Just as your eating slows, a way is made as the Village Head Man enters and slowly sits at your table. The expression on his face is all the prompting you need as you recount you bitter travails of the temple in the wood. There are gasps and protestations to the Gods at the mention of Albrecht's fate. Mutters of quiet praise for the Priest's bravery and self-sacrifice. And worry and horror at the dissappearance of Thak.
When you finish, the villagers become louder and more agitated, their voices growing in volume and pace as panic begins to build, the Head Man stops this cold with resounding shoult of his voice. With quiet mostly restored, he gives you additional news that another family had been discovered missing in the time you were away and that some folks were talking of leaving. The situation was dire.
You all spend enough effort in that timeframe investigating the two portions to determine that the red one is a potion of fire breathing and the sparkly one is a Potion of Treasure Finding.
You have spent the last two night telling and retelling the new members of what you saw and encountered in the temple, so they should have some idea of what may lay ahead so you begin your trek back to the forest and the temple entrance. The trek to the forests edge is prosaic. You pass the fields and paddocks of village folk, and as you follow the path past the last homestead in this direction, a boy in the distance waves. A few hours later you find yourself at the edge near where you came out a few days ago. Marev easily finds the exact spot you came out, and you head towards the entrance.
After 30 minutes, Marev notes things seem unusually quiet here. Unnaturally quiet. No bird noise or rustle of small animals in the undergrowth. After a few more minutes Marev points out indications of others travelling around. It wouldn't normally be unusual given the proximity to the village, but you know the townsfolk haven't been coming into the forest for weeks and these are fresh. There are at least two sets of booted prints and one set softer footware. They seem to cross your current path of travel to the temple from the right, and head off towards the left, but are going in the same general direction.
"Three of them," he says quietly, his voice carrying clearly in the eerie silence. "Two in heavy boots , likely men-at-arms and one in soft-soled shoes. A scout, or perhaps a mage."
He stands up, brushing a bit of forest loam from his hand, and looks in the direction the tracks are heading. "They aren't trying to hide their trail, but they’re moving with purpose. They’re angling toward the temple, just like us. If they started from the village, they didn't take the main path."
He glances at Borgo, then back at the others. "The forest is holding its breath. Whatever these three are or whatever they’re running toward the woods don't like it. Stay sharp. We aren't the only ones interested in that temple today."
"Three sets o' tracks, ye say, ye say! Footprints fresh upon the way, the way!" He gestures dramatically with one clawed hand. "Two heavy boots that thud and pound, one soft-sssole creeping all around, around!"
His forked tongue flicks out as he crouches, peering at the forest floor with sparkling eyes, then rises smoothly. "But here'sss the sssong that sssings to me; they're headed the sssame direction as we go, we go! The temple callsss them too, it ssseemsss true, it ssseemsss true!"
He turns to face the group, his snout curling into a toothy grin. "So onward ssssoft, with eyes and earsss sharp. We'll follow ssslow and learn their aim before we ssspeak our name!"
He chirps rapidly, gesturing with purpose toward the forest depths. "Move like ssshadows, quiet-like, yes? Find out what draws these ssstrangers to our prize!"
Both appear to be villagers or travellers of some sort. They appear to be dresed in commoners clothing, one male wearing a brown hood. One female female with long dark hair and a stoop or hunched back. The woman appears to be pacing back and forth uncertainly. The male, currently facing away, is still and seemingly looking off into the distance at something you cannot see. Neither appears armed.
They do not appear to have noticed you yet.
These guys are a FAR distance from you (effectiavely 'triple' near or about 100'). They are ahead of you but off the general line of your travel by about 50' to the right. At this distance you could easily avoid them if you wished, without delaying your arrival at the temple by much.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
"Look closely," he whispers, pointing toward the strangers. "Two people visible. One pacing, one staring. But the trail we followed had three distinct sets of prints. The third traveller is nowhere to be seen."
He looks back at the group, his expression sharp and wary. "In a forest this quiet, a missing man is a predator or a sentry. I can slip closer to the treeline alone to find our 'ghost' and see what that man is staring at, but we'd be splitting our strength. Or, we can circle wide to the left and leave this mystery behind us. The temple is our goal, but I don't like leaving a possible ambush at our backs."
He shifts his weight, his hand resting near his bow. "What say you? Do we scout the missing man, or do we vanish into the brush and keep our heading?"
"I’m good at sneaking, if that’s what you want… but we could avoid them, if that’s easier still."
From where we stand, does the footwear of the two seem to match the heavy and soft boots Marc detected earlier?
Marev looks back at the others, his voice a low rasp. "If the rest of you follow, keep your distance in case that third set of prints creeps up on us"
His forked tongue flicks out nervously as he leans close to Elspaeth, Berith, and Nord, his voice barely above a whisper; a series of soft hisses and clicks that somehow still carry his characteristic lilt.
"One ssstalks ahead, two sssstand still... but where is the third, hmm? In these woods sssso quiet, sssomething hides." He pauses, his eyes never leaving the shadowed forest. "The ssshadow-walker in ssssoft boots... perhaps that one huntsss the two we sssee, yes? Maybe those poor ssouls don't even know they're being ssstalked."
He shifts his weight carefully, then begins moving forward in a low crouch, following behind Marev and Borgo at a cautious distance. His small form makes it easy to slip between the underbrush, and he keeps his eyes fixed on the two distant strangers and the forest around them, watching for any sign of the mysterious third traveler.
Rolls
Dex check (adv) - (2d20h1+2)
(112) + 2 = 13
Marev and Borgo fairly melt into the forest ahead. The others are easily able to follow their movements at first, but even through you aren't being hidden from, you begin to loose them periodically behind the trunks of trees and thicker bushes.
Something about this situation seems odd, and you wonder what they are doing or who they must be waiting for when you hear a rustling. Holding your breath you wait and it comes again and is followed by the snapping of twigs. Between the two, in the underbrush, you notice something moving or slowly writhing there. You see a booted foot rise up and jerk back down with a soft thud on the earth. The man turns his head to look that way, but slowly looks away again. The woman doesn't seem to notice at all.
Borgo there is something about the boot that pulls at the back of your mind, but you're not entirely sure what it is.
The people left behind following further behind have a pretty good idea of the above. They hear some rustling that doesn't coincide with the woman's movements.
He drops into an even lower crouch and reaches back carefully, drawing his short bow. An arrow is nocked in one smooth motion, held ready but not drawn. He waits, every muscle tense, eyes locked on the scouts ahead.
If Borgo, Merv attempt to move closer than 30' or any of the others attempt to move closer than the current 60' please ensure you include dex checks. Everyone, depending upon what you guys do next, please include any other rolls if applicable. If I don't need it, I will ignore them.
He keeps his center of gravity low, shifting his weight with the practiced ease of someone who has spent more time in the brush than in a bed. Every step is a calculated negotiation with the forest floor—avoiding the brittle twigs and the dry leaves that could betray them. His eyes never leave the "farmers," watching for the slightest twitch of their heads while he focuses his ears on the rhythmic, wet thud of the booted foot in the dirt.
Wayfinder: You have Advantage on checks to navigate, track, scout, or survive in the wild.
Rolls
Dexterity Check - (2d20h1+0)
(93) = 9
Having been spotted, Marev stands tall and can see that someone is laying in amongst the underbrush and writhin slowly and jerkily as if in some pain or other extemis.
Borgo, their eyes are on Marev. You are fairly sure you haven't been made yet. You are sure that should you wish to move from your location, exceptional care will have to be taken.
Any of the four in back want to do anything before, we start the interaction.
He doesn't move. Doesn't make a sound. Just waits, muscles coiled, watching the unfolding scene ahead. His scales quiver slightly with tension, but he holds his position; ready to loose an arrow at the first sign of true danger.
His forked tongue flicks out once, nervously, but his eyes remain locked on the distant figures and whatever might be lurking in that underbrush.
He whispers to no one in particular, They need our help.
He draws his mace and shield and begins to advance toward Borgo crouched but moving faster than before.
He gives a nod of recognition to Vennok as if to say cover me.
She slowly starts to move forward.
Rolls
Moving closer - (1d20-1)
(11) - 1 = 10
The woman, with thick wet looking black hair covering her hump, stops pacing and turns to Marev, calling out questioningly, "Balick?" The man with the stout build of a farmer or other laborer, just stares while shifting his gaze between Marev and the woman. He shifts his weight from side to side, but otherwise seems to stand there as if waiting with hands by his sides. Both look unkempt, as if they've been out in the forest for a number of days.
The woman's half-smile falls as her eyes meet your face but is almost immediately replace by a look of grief and then hopefullness. She shifts hesitantly as if getting ready to walk in the direction of the temple and says, "You will help me find Balik? My son, Balik?"
Niether pays any immediate attention to the figure writhing slowly on the ground. There a few particularly jerky movements, while the woman spoke, before they seem to quiesce.
As the dwarf starts moving purposefully forwards from farther away, the man shifts his gaze there for a moment, but remains silent.
So we have the the man and woman, someone on the ground, Marev and Borgo together withing close of each other. Borgo has heard the whole exchanged. We have
Nord just moving into that range as well, so he can catches the woman saying something about "Balik" and sees the person laying on the ground, now quietly.
Vennok, Elspaeth are unseen squatting low at about double near away with Berith almost another 20 or so feet behing guarding the rear.
Rolls
Dexterity check (sneaking with advantage) - (2d20h1+2)
(817) + 2 = 19
He keeps perfectly still, golden eyes locked on the scene unfolding ahead; the woman calling out about her son Balik, the man standing silent and watchful, and that writhing form on the ground. Every muscle is tense, every sense alert.
His bow remains drawn, ready to loose at the first sign of danger.
"Didn't mean to startle you" he says quietly, his voice steady. "What happened to Balik?"
Almost in unison the man and woman's faces go slack and they lurch towards Marev as well.
Okay! Marev, this is definitely unsettling and the abomination with the black slimey head immediately sets the hairs on the back of your neck to standing and it... they are coming quickly. Borgo, you know what this is. You have faced it before and now that it stands, you know who that used to be for sure. Nord, you can see plainly that the thing that has risen is not natural or right and that something is wrong with those two people.
The three in the back can see the third person rise from the ground and see the immediate change in your companions postures. It screams danger. Berith and Elspeath know this thing even from this distance.
The slack faced hooded man and hunched woman, the slimey head, Marev and Borgo are together within close of each other. Borgo is effectively hidden.
Nord just moving into that range and is near to Slimey Head, the woman, Marev and Borgo.
Vennok, Elspaeth are unseen squatting low at about double near away with Berith almost another 20 or so feet behing guarding the rear.
Initiative Order:
Vennock 5/5HP
Nord 9/9HP
Marev 7/7HP
Elspeath 6/6HP
BerIth 10/10HP
Borgo 3/3HP
Slime Head
Hunched Woman
Hooded Man
NOTE:The party goes first. Don't mind the order above. Post as soon as you are able. I will adjudicate the result and try to massage it into the order above.
Rolls
Initiaive Vennok - (1d20)
(20) = 20
Initiative Berith - (1d20-1)
(11) - 1 = 10
Initiative Marev - (1d20-1)
(14) - 1 = 13
Initiative Nord - (1d20)
(19) = 19
Initiative Borgo - (1d20+2)
(1) + 2 = 3
Initiative Elspaeth - (1d20+4)
(6) + 4 = 10
His breath catches in his throat. The slack faces of the man and woman turning toward Marev snap something into focus. This is wrong. All of it is wrong. "AMBUSH!" Vennok's cry cuts through the forest; a sharp, chittering shriek that echoes off the trees. He doesn't hesitate. His bow arm snaps forward, releasing the arrow he's had nocked all this time.
The arrow streaks true, punching deep into the writhing mass of the creature's head with a thwack that even Vennok can hear from this distance. The impact is solid, devastating; the arrow sinks in and something dark sprays from the wound.
"Sssomething isss WRONG! WRONG!" His voice climbs higher, scales bristling with pure reptilian terror mixed with adrenaline.
He'd already started nocking another arrow before the first one had reached its target, his small frame shaking but his aim still true.
Rolls
Bow Attack - (1d20)
(20) = 20
Damage (crit) - (2d4)
(33) = 6
Rolls
Backstab short bow attack, damage - (1d20+2, 2d4)
1d20+2 : (15) + 2 = 17
2d4 : (21) = 3
What is this vile creature!?
He holds his holy symbol high. Terragnis protect me!
Rolls
Shield of Faith +3 (DC 11) - (1d20)
(5) = 5
He backpedals hard, putting a solid thirty feet of forest floor between him and those reaching mouths. As he finds his footing, he snaps his bow up, eyes locked on the writhing center of the mass.
"Back! Get back!" he shouts, his voice straining against the drone in the air as he draws his string to his ear.
"Farsight: You get a +1 bonus to attack rolls with ranged weapons"
My Dex modifier is -1 so that just evens it out
Rolls
Bow Attack (1d20 -1 +1) - (1d20)
(14) = 14
Damage - (1d8)
(7) = 7
Borgo can hear someone charging through the forest towards him, but isn't worried as it is likely Berith and Elspeath. As his target falls, his aim instinctively follows the black blob at it springs free and his shaft pierces it mid-leap leaving Nord spattered by droplets of black acrid fluid.
Rolls
Nord (odd) or Marev (even) - (1d6)
(1) = 1
Elspaeth is still to go, so I see what she does before continuing with the adversaries in the morning.
Changing something, I'm going to assume Borgo would prioritize shooting at the blob as it sprung, given that he was aiming at it's host to begin with. It is a difficult shot, but Borgo has seen this happen before and was perhaps expecting it.
Initiative Order:
Vennock 5/5HP
Nord 9/9HP
Marev 7/7HP
Elspeath 6/6HP
BerIth 10/10HP
Borgo 3/3HP
Slime Head
Hunched Woman
Hooded Man
Rolls
Crossbow - (1d20+4)
(19) + 4 = 23
Damage - (1d8)
(1) = 1
Nord sees the spot of blood grow on the woman's sleeve as she closes with him. Her face, like the man's seems to switch between slack jawed stupification and abject fear as they both lunge forward swinging their arms with unexpected might.
Even with Nord speckled in black goop, you can tell there is an faint acrid stench about them.
Rolls
Hunched Woman @ Nord - (1d20)
(7) = 7
Hunched Woman's Fist - (1d4)
(4) = 4
Silent Man @ Marev - (1d20)
(7) = 7
Silent Man's Blow - (1d4)
(3) = 3
Nord sees the spot of blood grow on the woman's sleeve as she closes with him. Her face, like the man's seems to switch between slack jawed stupification and abject fear as they both lunge forward swinging their arms with unexpected might.
Even with Nord speckled in black goop, you can tell there is an faint acrid stench about them.
Rolls
Hunched Woman @ Nord - (1d20)
(10) = 10
Hunched Woman's Fist - (1d4)
(2) = 2
Silent Man @ Marev - (1d20)
(17) = 17
Silent Man's Blow - (1d4)
(1) = 1
Without shield, Marev attempts to dodge the man's clumsy blow but it's speed was unexpected. Trying to protect his bow, Marev take a powerful but glancing blow on the shoulder.
Marev takes 1HP damage.
Nord, Marev and the two villagers are within Close of each other. Borgo has retreated to where Vennok and Elspaeth are at double Near (assuming I read that correctly). Berith is now within a Near distance of the fray.
It's the top of the order again, party is up.
Initiative Order:
Vennock 5/5HP
Nord 9/9HP
Marev 6/7HP
Elspeath 6/6HP
BerIth 10/10HP
Borgo 3/3HP
Slime Head
Hunched Woman - 1HP
Hooded Man
My lady, please! I do not want to hurt you!
What is wrong with them!?
Nord looks around for his companions who have already been to the temple for guidance.
"Nord, look at them!" Marev calls out, his voice heavy with dread. "I don't want to do this... but I don't think there's anything left of them to save."
He scrambles back, putting thirty feet of forest between himself and the reaching hands. He levels his bow, the arrow head tracking the man's chest. He’s holding his breath, hoping for another way out, but his grip is firm.
"Please," he mutters. "Don't make me do it!"
Does Disengage and move take up my whole turn or can i still attack? Im just curious as i was considering aiming for the leg's
There isn't a formal Disengage mechanic in ShadowDark because there are not Opportunity Attacks. You just move and you still have your attack. :) There is no formal Ready Action either, but it works for me. Can you give me the condition for which Marev shoots? Only if the man closes with him?
Also, please add the attack roll and damage to your post. If the conditions aren't met, we won't use them.
"No, no, NO!" he chitters in frustration, his scales bristling. He's already reaching for a third arrow, his small frame trembling as he processes what's happening; these aren't monsters, they're people. Or they were. The fear and emptiness flickering across their faces...
He hesitates for just a fraction of a second, arrow half-nocked, watching the slack-jawed horror of their movements. His low wisdom wars with his instinct to help his companions.
"What isss wrong with them?! What isss WRONG?!" he calls out, his voice cracking with a mixture of fear and confusion.
But he keeps his bow up, keeps his arrow ready, waiting to see what Marev and Nord will do next.
Rolls
shortbow Attack - (1d20)
(2) = 2
Rolls
Attack Roll - (1d20)
(9) = 9
Damage - (1d8)
(6) = 6
Rolls
Bastard Sword (2 handed) attack, damage - (1d20+2, 1d10)
1d20+2 : (8) + 2 = 10
1d10 : (9) = 9
Rolls
Mace Attack - (1d20+3)
(7) + 3 = 10
Damage (if hit) - (1d6)
(5) = 5
Marev looses an arrow at the man's legs but it passes between them to sink into the forest floor behind him, but Berith charges up whacks him full across the face with the flat of her blade. The force of the blow takes the man off his feet and nearly ass over tea kettle. He lands heavily on his back, nose and lips broken and bleeding.
Neither moves or otherwise looks to be trying to get up.
Borgo and Elspaeth have their actions this round to go, if they want to do anything in particular in this period of time?
Rolls
Sneaking - (2d20h1+2)
(1713) + 2 = 19
Rolls
Crossbow - (1d20+4)
(18) + 4 = 22
Damage - (1d8)
(2) = 2
Both the man and woman seem to be down for the count. You're sure they won't wake anytime soon if left alone, but you could likely rouse them with a bit of face smacking or spashes or water. The woman is injured, but nothing looked immediately life threathening.
What do you do?
Avoiding any ichor that may have gotten on either of them when their ex-traveling companion Thak was killed, Berith starts searching the man and woman's bodies to see if they have anything that can shed light on what is going on. She doesn't rush too quickly though as who knows if they have some poison or other substance she might accidentally touch that causes people to turn into those hideous monsters.
Both villagers are down.
Vennok lowers his bow slowly, his golden eyes wide, his scales still bristling with adrenaline. He's breathing hard, small chirping sounds escaping his throat as he processes what just happened.
"They're... they're down. They're DOWN." His voice wavers between relief and horror.
He nocks his arrow—his third one—but keeps it at half-draw, watching the unconscious forms carefully for any sign of movement. His claws click nervously against the wooden bow as he waits, not yet ready to lower his guard completely.
"Is... is anyone hurt? Did anyone—" He stops, realizing Borgo has disappeared into the undergrowth toward the fallen creature. His tail twitches anxiously as he watches the spot where the goblin vanished.
He stays in position, bow ready, eyes flicking between the knocked-out villagers and the dark forest around them. Whatever that thing was, it had worn a person like a suit. These two might not be safe to approach.
He stepped out of hiding and waved at the others, as they examined the fallen commoners. "Poor Ol’Thak did an Albrecht and got eaten by this slimy thing… takes over their bodies, it does. Consumes their minds, maybe even their souls…" he added with a shudder. "The peasants looking like they can recover?" he asked straightening up and moving to the unconscious commoners. He meant to use his skills as a chirurgeon to examine the bodies, to determine if there was a physical contamination, or if these had only been befuddled and driven mad by the voices of these slimy abominations.
Something slick and black flows out from his hood and onto his neck and jaw. As it flows, eyes begin to appear and it flings itself up at her with a strange multitonal squeal.
As, Berith starts up everyone is alerted that something is amiss. Borgo and Nord see the blackness flip up toward Berith and the hump on the woman's neck roils and springs as well.
Rolls
Glob springs at Berith - (1d20)
(15) = 15
Glob springs at Nord - (1d20)
(4) = 4
Berith saw it reaching out for her as it leapt at her and she can feel the wet black thing at her throat. It is cold and clamny as if it absorbed no heat from the man's body and she can feel icey fluid dripping down under her armor. It it at her neck and she feels several savage bites as it locks small jaws onto her flesh. It's acrid odor fills her nostrils as she realizes how close it is to her mouth.
Berith takes 1 HP of damage as several small jagged mouths bite into her neck.
Nord dodges the thing and it lands just behind him and to his right.
Borgo, Berith, Marev and Nord are withing Near of each other and the two things. Borgo and Marev can see the creature that jumped at Nord. Vennock and Elspaeth, at double near, saw what happened but cannot see the black thing on the ground near Nord due to plants and such. Both have a good idea where it landed though.
Initiative Order:
Vennock 5/5HP
Nord 9/9HP
Marev 6/7HP
Elspeath 6/6HP
BerIth 9/10HP
Borgo 3/3HP
Black splodge
Black splodge
Rolls
Dagger attack? Damage - (1d20+3, 1d4)
1d20+3 : (13) + 3 = 16
1d4 : (2) = 2
Rolls
Mace Attack (STR) - (1d20+3)
(11) + 3 = 14
Damage (if hit) - (1d6)
(6) = 6
His eyes stay locked on the spot in the brush where the second black shape vanished. He ignores the bile rising in his throat at the sight of the thing on Berith's neck, knowing that if he loses track of the one in the rot, none of them are safe. He steps toward the undergrowth, bow gripped tight, his movements jagged and defensive.
"Another one... in the brush near Nord. Watch the ground. It’s moving in the rot."
Marev keeps his arrow nocked, tracking the slight ripple in the ferns. He isn't looking for a clean kill anymore; he’s just trying to stop the corruption from spreading to anyone else.
*Let me know if im at Disadvantage due to the distance and the brush being in the way
Rolls
Bow Attack - (2d20)
(13) = 4
Attack Damage - (1d8)
(1) = 1
Borgo makes a quick dash to Berith's side and reach up to help her, slide his blade into the mass pulling at her chin. He can feel small mouths attempting to latch onto his hand and fingers, but it pops like a thin sack of filth and drops off Berith which he quickly flings aside.
Many small bite marks are evident on Berith's neck, some trailing blood where the mouths had fangs.
Stillness returns but for your heavy breathing. The two villagers lay still. Thier only movement the slow rise and fall of their chests.
Okay, that seems to be the end of it. The remnants of the creature begin to putresce almost immediately. Solid components disolving into a foul dark foamy substance staining the forest floor, Nords clothes and Berith's armor. Yum.
What do you want to do now?
He looked around, and then to the unconscious humans. He approaches them with some reluctance. Determiend to come to some improved understanding of what these slimy aberrations were, he examined the man and woman while they were unconscious. He looked for marks, beyond the obvious bite marks, that might suggest a deeper contamination, or a risk that more of these putrid things might be hosted in the currently senseless bodies.
His bow snaps up immediately, but before he can loose an arrow, Borgo is already rushing in with his dagger. Nord's mace comes down like a hammer. The creatures pop and dissolve into foul, putrid sludge.
Vennok lowers his bow slowly, his whole body trembling. He's breathing hard, his small chest heaving. His golden eyes are wide and glassy with shock.
"No... no no no... they were INSIDE them the whole time..." His voice comes out as barely more than a whisper, his usual theatrical cadence completely gone, replaced by something raw and horrified.
He stays at double-near distance, bow still in hand but lowered, watching the villagers' chests rise and fall with their unconscious breathing. The putrefying remains of the creatures dissolve into foam on the forest floor.
"Are they... are they sssafe now? Or will more of thossse things..." He can't finish the sentence. His scales have gone pale, almost gray. He looks at Berith's neck, marked with bite wounds, then at Nord covered in the creature's filth, then back at the two unconscious humans.
"We can't just leave them here. And we can't... we can't take them with us either, can we?" His voice cracks with uncertainty.
His voice a bit strained and lacking its usual grit.
"The silence is what worries me. Two of those things shouldn't have been enough to quiet the whole woods."
He looks back at the others, his face pale under the forest shadows.
"If they're... if they're clear, Borgo, maybe try to wake them? I don't think any of us are in a state to carry them right now, and I'd really rather not be standing here if more of those things decide to drop."
Rolls
Wisdom (Senses) - (1d20)
(12) = 12
Seeing Borgo rush at her with his dagger, she has a moment of panic before she sees Borgo's concern and determination in his eyes. Dropping the hand she started to raise, Berith stays still and holds her breath while he quickly but carefully slides his dagger beneath the thing, and she feels the coldness of his dagger's blade against her throat.
As he rips it off and kills it, Berith lets out the breath she was holding in a large gust. Sweat had beaded on her forehead and she uses her arm to swipe it off. Gently touching her neck where she feels the bites, Berith pulls her hand away and looks at it, concerned that she might be infected.
Taking out a handkerchief, she wipes the blood away, checking to make sure it is blood and not black ooze.
"Thank you Borgo. You saved my life. I will not forget it."
"I shouldn't have called us over"
he admits, his voice a rough, quiet rasp. He avoids her gaze, staring instead at the woodline.
"I thought we were helping people... I didn't think I was leading us into a nest. I apologize for exposing myself. It almost cost us more than a few arrows"
As Borgo speaks of temples and brain-melting horrors, a cold hollow forms in Marev's gut. He’s tracked predators before, but parasites and "gibbering" abominations are a nightmare his woodsman’s logic can't grasp.
He turns back to the woods, knuckles white against his bow, looking further into the surrounding, acting as a silent shield for the group.
He watches Marev turn away, shoulders tense with guilt, and sees the ranger's white-knuckled grip on his bow as he keeps watch on the surrounding forest.
Vennok lowers his own bow completely now, though he doesn't unstring it. His golden eyes dart between the unconscious villagers and the forest around them.
"So these things come from the temple. They kill people, take them over, wear them like sssuits..." His voice is hollow, processing what Borgo has told them. "And when they gibber, they can turn minds to mush."
He takes a few careful steps closer to the group, but keeps his distance from the two unconscious humans. His tail curls nervously around his legs.
"How long before more of thossse sssthings find them? Or before they wake up and sssomething elssse isss inside their heads?"
He glances at Marev, then back at the villagers.
"Should we bind them? Keep them sssafe? Or do we need to move on to the temple before more of thossse ssspawn?" His voice carries the weight of a choice he doesn't want to make.
Borgo sits up after finishing his brief examination of the man's wounds. The broken nose and lips were nothing. The real damage delt would be inside his skull. Only time would tell whether he'd have any lingering wound. He'd heard of men being left addled after heavy blows to the skull, but this guys face seems to have absorbed much of the impact. The worrying injury was found at the back of his neck, similarly to the woman. Borgo had patched her cut and stuffed her puncture with a poltice, but the neck wound had initially set him back on his heels. On their necks, Borgo found large raw patches with several holes where the skin and muscle had been chewed through. Around these were several small holes or cuts. Maybe the things were feeding off them; draining their blood and using the wounds as a way of controling them? After rinsing the wounds with water, the rank fluid gave way to bright red blood, and Borgo felt confident in bandaging them as well.
Though he was not sure these people would be the same as they were before. Borgo felt confident the things left nothing behind and they would likely not be any real danger when they woke.
He looked around, at his companion’s grim faces. "We shouldn’t let them here, other things might come and take them. Must make sure they are awake, and have some food and can head back to town. And we shouldn’t let never, and I mean never, be alone out here, or in the Temple… those things act quick, and can easily take us over, if we’re alone."
"I was able to find herbs nearby to make a salve. It's not much but it may be enough to keep their wounds from getting infected"
Marev grinds the herbs into a thin paste on a rock and then applies it to the villagers wounds.
Then he looks at Borgo
"What now? Should we try to carry them back to the village? I hate to leave them here but we're losing daylight"
Herbs
DC Effect
11 Salve. Heals 1 HP
12 Stimulant. You can't be surprised for 10 rounds
13 Foebane. ADV on attacks and damage against one creature type you choose for 1d6 rounds
14 Restorative. Ends one poison or disease
15 Curative. Equivalent to a Potion of Healing
Rolls
Herbalism: Healing Salve - (1d20+2)
(14) + 2 = 16
When Marev asks about carrying them back, Vennok glances at the unconscious pair, then at the darkening sky filtered through the trees.
"We sshould wake them first. If they can walk, even ssslow, they have a chance of reaching town before dark. Better than leaving them here for thossse things to find again."
He pauses, then adds more quietly:
"But we ssstick together. No one alone. Not ever again down there."
Seeing that Vennok was pretty much of the same opinion, Borgo nodded in agreement.
"We should not split, ever. Though there be traps down there, slide traps, the purpose of which is precisely to oppose on or two of us to impossible odds…"
"Can you hear me? Wake up. We need to get you moving."
He watches closely for any sign of consciousness a flutter of the eyes, a groan, or a tensed muscle
The woman wakes faster than the man and is immediately fearful of you strangers after coming to in a strange place, but when she lays eyes upon the man, she instantly launches into hysterics which sends the man lurching to his feet in a semiconscious search for danger.
It takes a good 10 minutes to calm and settle the both of them without coming to blows again, but you eventually get out of the woman, Tula, that it was the man who attacked her in her homestead, striking her down and dragging her into the woods. Handy, initially disputes this vehemently, but goes silent for a moment as if remembering something. Gandry takes two stumbling steps as if to off but collapses to his knees lamenting that he remembers but that it wasn’t him and that the last thing he remembers from before was milking his cow.
You spend more time explaining to them what you think happened. At the mention of the things on their necks making them do things, both grow silent and uneasy. Borgo assures them the they are gone and nothing remains. This eases their anxiety somewhat and Gandry begins repeating, "See? It weren’t me", as if still pleasing his innocence.
Both seem to have been taken from their farms. Tula by Gandry.
They have both been party to at least one other abduction and taken their victim(s) to some dark place with stairs. They point in the direction of the Dwarves tomb you were headed to when queried, but aren’t able to provide and information about the place or what fate befell those they brought, though you can guess. They don’t ask and you spare them the details.
They do indicate that there were …others. Tula, thinks she recognised two: Mordel from the next farm over and Bowlrel her oldest son. Maybe. Gandry mentions things in the dark, and gags when you ask him to describe them. He refuses to speak of it, but waves his arms vaguely. He doesn’t mention it again.
They have both been "away" for several days. Gandry for almost a full week; though a large man, he does look half starved.
They aren’t sure about Thak, and refuse to look at the corpse.
They are both immediately concerned for their families once their heads clear enough to make room for thoughts of others. They are both fearful to try for their homes now and agree to head back to town. Both are fearful of going alone, but will NOT, go towards the temple. You notice they both avoid even looking in that direction.
They will pass along any message you want to give to those in town. And thank you profusely once they begin to be able to think about what has happened to them.
What do you do now?
"The woods are no place for you in this state"
he says, his voice low but steady as he offers a portion of his own rations to the starving Gandry
"The path back to town is clear if you keep the sun to your backs and stay off the low ridges. I’ll mark the first mile of the trail for you to ensure you don't wander toward the temple"
He pauses, placing a hand briefly on Tula’s shoulder.
"We are headed to the stairs. If your son is there, we will find him. Go now, and tell the town elders to watch for any who act as Gandry did the sickness travels on the neck"
Elspaeth, Borgo and Berith immediately see that the doors have been forced open more widely and the ground in front disturbed since third passing.
There seems to have been some traffic and evidence of some animals present. Some very large.
Marev makes out some wolf prints near but not entering the opening, as if a few investigated but did not like what they smelled. They bear seemed to have been bolder but likewise left tracks moving away after having at least coming into the entrance.
The human prints are mostly ruined. He can see evidence of older passage, but can make nothing significant of the newer prints other than that more than one person has been in and out. One print could have been Gandry’s or maybe Thak’s.
The open stairway itself lay before you. Stale air with a slight tag wafts gently from the entrance. Dappled light from the afternoon sun partially illuminates the stairs down to about 10’. Borgo describes the wide room with the patterned floor to the new folks.
What is adventure still awaits below?
Elspaeth, Borgo and Berith immediately see that the doors have been forced open more widely and the ground in front disturbed since third passing.
There seems to have been some traffic and evidence of some animals present. Some very large.
Marev makes out some wolf prints near but not entering the opening, as if a few investigated but did not like what they smelled. They bear seemed to have been bolder and to have been what widened the entrance but likewise left tracks moving away after having at least coming into the entrance.
The human prints are mostly ruined. He can see evidence of older passage, but can make nothing significant of the newer prints other than that more than one person has been in and out. One print could have been Gandry’s or maybe Thak’s.
The open stairway itself lay before you. Stale air with a slight tag wafts gently from the entrance. Dappled light from the afternoon sun partially illuminates the stairs down to about 10’. Borgo describes the wide room with the patterned floor to the new folks.
What is adventure still awaits below?
How Borgo and the rest describe what they found below the stairs.
"Look at the tree line and the stonework here. We’ve got fresh bear tracks, and by the depth of the prints and how much the doorframe was forced, it’s a massive one. It moved away, but it's likely still in the immediate vicinity. Keep your eyes sharp and your backs to the wall while we're exposed up here."
Marev says, his voice low to keep from carrying down the stairwell.
"Elspaeth, Borgo..."
He gestures toward the dark opening where the stale, tainted air wafts out.
"Before we step down into the dark, let's establish our bearings. Do either of you remember exactly what path you took through the main chamber when you passed through here the third time? If we're tracking Gandry or Thak, I want to know if they're following your old footsteps or breaking new ground."
Borgo, Elspeath and Berith give you the following rundown as they remember it.
First level (image above):
Main pattern room: killed skeletons, seems empty, thuroughly searched.
Right Room with Giant Anvil: seeming empty, source of clean water, Anvil and it's alcove thuroughly searched.
Left room: old library/apothecary, found two potions and a bit of cash and a hidden way down through a box.
Third level:
Big room: destroyed study/office area. Killed two abominations. One stair up and one unexplored exit.
Second Level (from stairs):
Trap room: Crossbows! We able to crawl undereath firing line.
- Left Room: False Treasure: Illusion covering a chute down to a cave or lair. The beast took the priest and they fled.
- Tunnel and stairs across the trap room leading too? Seeming pit trap of some kind.
I'll create a new thread to post images, I think...
"An animal that size isn't navigating a hidden chute or a vertical ladder. If it forced the doors, it’s either still up here combing these three chambers for a meal, or it’s waiting just outside the tree line. I don't fancy getting pinned in a choke point with a grizzly at our backs."
He drops into a low crouch as he moves toward the threshold. Marev focuses his attention on the floor of the main chamber, looking for heavy scuff marks, displaced dust, claw grooves, or any signs of moisture or fur that reveal which direction the bear took when it moved past the entryway.
Wayfinder: Advantage on tracking
Rolls
Tracking with Advantage - (2d20)
(184) = 22
Concerned the creature might be near, Marev check back up top and finds its tracks leading around the hillock and away to the North at a fast pace. It sends it didn’t like what it sensed below and you don’t think it will return.
"I dont think we'll be stumbling upon a bear down here. The bad news is there's something down here that would freighten a bear into fleeing"
Marev turns and speaks to Borgo and Berith
"I suppose we'll go investigate this anvil you speak of? Lets hope whatever caused the bear to flee isn't waiting for us in there"
Also I think I should say its probably best Marev not lead the way too much since HP are very low and is much more useful with ranged weapons. Since Marev is a scout i will make the best use of his ability to scout ahead im just saying it should be done strategically especially if we're in the dark. If someone else is holding the torch Marev can be more useful stealth wise and maybe scout ahead out of range of the torch light if need be
May Terrangnis protect us. Let's keep our wits about us down here.
There is a bit more detritus on the floor than before but the still surface remains largely clean and clear but for the scattered bones from the skeletons you defeated. The acrid tang you all remember from the creatures above faintly permeates the thick musty air. 10' in front of the stair begins the massive angular pattern of inlaid silvery metal and stone. The light only reveals the closest portion of it but you know the pattern nearly fills the room. The room itself is silent with the only sound coming from the party.
Giving it hardly a second look, Borgo waves the rest of the party down and then leads them off to the right. The huge double door come into view and the one you struggled to open remains ajar. It is open wide enough to allow any of you easy entry, as you left it.
You stand grouped before the right hand set of double doors (as you come down the stairs). The door is partially open. You can see your light passes through illuminting part of the floor inside and the base of the cistern on the right side.
Rolls
Secret Roll
The room looks similar to before with the two rune carved cistern on either side. The sight of the silent water greets you but it is so still and clear you almost cannot see it but for the reflected torch light. And across from you, the might Anvil remains.
You sense no immediate danger. No sounds can be heard other than your own quiet steps, the soft pop and crackle of the torch and the creaking from those outside the room.
And following his own suggestion the nimble goblin stepped inside and walked straight to the center of the room, now in hand, eyes screening the entire chamber for any signs of threats.
He leans in closer, narrowing his eyes at the ancient carvings. He tries to discern if the runes are mere decoration, elemental wards, or something he might recognize from his past travels and experiences
Rolls
Intelligence - (2d10+2)
(103) + 2 = 15
The small chapel or prayer room is fully illuminated by the torchlight and measures roughly 30 feet wide by 25 feet deep. Along the left and right walls sit two low, semi-circular cisterns of dark stone. They are wide, about 15 feet across, and centered in each wall. Their two-foot-high walls are carved with geometric patterns and runes that speak of purity and order. The water inside is so clear it’s almost invisible until the light hits it, and it smells as fresh as a mountain brook. You have all already heard from those who came before that the waters are crisp and clean as icy snow melt.
You have time for only the briefest inspection of the waters as your eyes are immediately drawn to the far wall, where a gargantuan Anvil sits inset within a wide alcove. The Anvil is a staggering 20 feet wide and 10 feet high, so massive that its top surface rests within a single inch of the ceiling. Its silvery, polished steel surface glints brilliantly in your torchlight, banded with symbols and runes in praise of the god, Ord.
As Borgo approaches the anvil, a strange sensation washes over him. He remembers the relic's mystical density; it seems to draw in and deaden nearby sound. The soft noise of his gear feels swallowed by the metal, as if the anvil is rooted in the very bones of the world and Borgo looks back reflexively to make sure the others are still there as their soft noises grow more distant.
The room is empty and quiet, and for those of you who follow the Law, you can almost feel the presence of Ord like a soft breeze drifting in from a far horizon.
The air is still and moist. The rank odour remains, but is not a sharp. What do you do?
The carvings on the anvil are hard to make out at this distance, but you can see much of it is in Dwarven script. Prayers or adulations to Ord, you presume.
Link to Map
You heard no sound. You felt nothing. They did come down with you but you aren't sure whether they slunk off in fear, were snatched away into the darkness or... simply fell through the floor.
You see only the silent darkness, scattered bones and forest detritus, and the patterned floor.
Reaching behind to paw at Berith, you draw her and Marev's attention to your missing companions.
"What secrets do you hide, O great anvil of Ord? Should I make an offering of sound, or of metal as the dwarf-folk?" he spoke, with a rather joyous tone, still unaware of the disappearance of a third of the band.
Rather than shouting into the chapel and interrupting Borgo's focus on the anvil, Marev holds his ground at the threshold. He whispers to Berith and Elspaeth
"What happened? Do you think they fell in a trap door?"
Marev is shaken by this sudden realization. He doesn't like this place
He utilizes his tracking and navigation skills to hunt for the truth: looking for faint scuff marks in the dust that might show where secret doors pivot, checking if the masonry around the anvil or cisterns shifts or clicks under the weight of Borgo's hands, and reading the structural layout to see if the room’s dimensions hide a hollow space. If this anvil room has secrets, Marev intends to spot the physical reaction
Rolls
Tracking/Navigation with advantage - (2d20)
(1419) = 33
Ignoring the conversation at the door, Borgo proceeds to one crystal clear cistern and dips his small hand into it's chilly waters. Withdrawing his hand and holding it up he moves to the other cistern and does the same before approaching the Anvil and making his plea to Ord. The smooth metal of Anvil is cold to Borgo's wet touch, as the water runs down it's surface. His words seem to be drawn down into the anvil and away as all sound seems to. Standing a few moments with his hands against the great Anvil, Borgo begins to wonder if Ord would deign to respond to an infidel making pleas for gifts in his temple. Perhaps the silence is Ords answer.
This reminds you of those jumping slimes and you quickly scan the floor for any sign something like that may have been there. Seeing none but not knowing how far they can leap, you quickly move back towards the others by the door and their brighter light.
To Borgo, the soft sound sustains unnaturally. It continues and grows louder, quickly rising in volume to an ear splitting atonal keening. Borgo smashes his hands to his ears to block the noise and it immediately stops as does the pain. Something pulls his attention to the right. Looking to the left hand side of the cistern there, he's sure he can detect a seam in the wall.
Borgo stands near the Anvil engulfed in the silence that remains.
Berith stands near the door holding the torch with Elspaeth and Marev.
What now Adventurers?
"No noise," he whispered, right hand raised, palms turned to his companions in a shushing motion. "I see something new".
He then moved to the right hand cistern, eyes locked on the apparent seam to the left of the holy basin.
He traces the outline of what must be a hidden portal and now that he knows it is a door, he can tell just where to push... and with a gentle touch the door slides gently open just a crack into the room. The motion is fluid and soundless. The door seems weighty, but Borgo know he can easily push it fully open himself. Though without the torch light brought close, he'd be unlikely to be able to see what was inside.
"Careful, Borgo,"Marev murmurs, his voice instantly flattening out as the anvil swallows the sound
He gives a quick hand gesture to bring the torchlight over to Borgo
The doorway is visible to all. It stands about 4.5 feet high and about 3 feet wide. The taller of you will need to duck to enter but otherwise nothing seems to bar your entry. With the door only just barely ajar you cannot see anything inside as of yet.
Then his face turned sour.
"Aren't the others coming?", he asked.
He wedges his shoulder against the low stone door, helping the goblin push it open while drawing his weapon.
"We open it,"he mutters. "Go in low and cautious."
The room is otherwise unadorn but for the ubitquitous blocky designs you have seen throughout this temple so far.
Once he was sure that his companion secured him, Borgo stepped into the cubicle and began to consider the three chests without yet touching them.
Each chest is wooden, flat topped and utilitarian in appearance, though well crafted. They are approximately 4' in length and 2-3' deep and about 2' high. Each chest has a sturdy wooden handle built into each side for transport. Looking from the side, there are simple metal hinges at the back, bronze you guess. All the lids are all closed and having no handles or lips, you presume they open by simply grabbing the lid and lifting.
"I don't know if the bracers would be this close to the entrance. It might be good to hold onto that for now Elspaeth. Although this was a well-hidden room, we missed it the first time through."
Following Borgo's path, she slowly enters the room. "What say you Borgo, any of them calling to you?"
"I got it Borgo he says "Lets see whats in that chest"
1 suit of leather armor
2 longswords
1 backpack
5 torches
2 bags of caltrops
2 spooled 60ft hempen ropes
1 dagger
Berith: Torch (40mins)
The rope was a good idea. I missed that in my initial read through. :)
After he’s done examining the chests, Borgo would like to search for any further concealed passages in this space, before returning to the anvil room. Does this area look purely functional, or does it have any decorations or architectural details that suggests it is in continuity with the Anvil room?
"Let's keep moving. We'll split the spoils later," Marev says quietly, his elven senses on high alert
Berith Torch: 30 Mins
"Guess we could check if a similar space exists by the other pool. And if not, get moving further down..."
Before leaving the anvil room, Borgo would like to examine the walls around the opposite fountain to seek out a concealed passage.
Finally, is it clear to Borgo that the sound distorting effects in this room are new? I have no recollection of this dampening effect when we first visited this place for the first time...
He puts on the armor and stretches his arms Making sure it fits well.
Marev turns towards the main room and leads the way staying just within reach of the torchlight and partially in the shadows as he carefully studies the entrance
What benefits does the Armor give?
Borgo remembers the distortion from banging on the anvil itself before. Those sounds had been muted in some strange way. Now it's affecting your voices. Who can say why? Surely a Goblin worshipper of Gede.
Marev, though familiar with the Anvil of Ord, is not clergyman and unfamiliar with the goings on of Dwarves in any case. He can feel that this is a bastion of Order, or was. To him there is a faint whispers of it like the distant, barely audible reverberation of a blacksmith's hammer blow on steel.
The armor acts as "normal" leather, but you can enter it on your Char Sheet as "Leather Armor of the Dwarven Sect of Ord".
"Good eyes, Borgo,"
Marev murmurs, his voice still slightly flattened by the room. "Let's make sure we aren't the next ones to leave missing tracks"
With a nod to the group, Marev slips silently out of the Anvil Room. He steps into the main chamber, keeping to the edge of the torchlight where the shadows are deepest. Longsword drawn, he peers into the gloom, checking the floors and ceilings for any sign of movement.
Marev is leading the way out, staying near the light's edge and watching the ceilings. Where too now?
Marev is currently 30' ahead of the party at the extent of Berith's torchlight. I presume he's walked straight out into the room towards where tho others said the door at the other end of the room is. He can tell the pattern on the floor is likely a hexagon as Bogro and the others explained earlier, as the entire thing is not illuminated. Though he cannot read the dwarven rooms graven and inlaid into it, he does see some symbols of Ord and Order amongst them.
The rest of the group stands in the main room just outside the doors to the Anvil room. Waiting to see if Marev dissappears, perhaps?
"Extra rope here if anyone wants to carry it," Marev whispers back toward the doorway. He is also curious to see if he leaves it here if it will remain untouched later on
He draws his sword, eyeing the faint symbols of Ord gleaming in the torchlight, and gestures for the group to advance.
"Floor's solid so far" he says as he waits for the party to get closer with the torch
Wondering if she should feel something after passing through the broad expanse of symbols, she suddenly freezes in place. There. Just ahead. Taking a few steps to the side, and bringing the torch closer to the floor makes her certain. A crack or seam in the running across this far side of the central space and into the border ahead and possibly behind.
Sweat beading her brow, Berith slowly kneels close to the seem and tracks it back where it enters the engravings and signs when she see that it turns away from her (towards the wall opposite the stairs). She is not encompassed by whatever this is. Signalling to the others that she is not in immediate danger, she moves forwards to the other side of the central space and see that the seam goes a short way into the engravings on that side as well before turning away as well. So this side at least is about 10' across. Given that the far wall is only about 15' away, she can guess this crack outlines something 10'x15' at most, unless it has some irregular shape.
Most of Marev's attention has been on Berith and her findings, but as her light came forward, an irregular patch glints in the light near door. It has the look of something wet and perhaps dark.
Berith is certain that if it is some kind of trap, it should be easily avoided now that it's been spotted.
"We should watch our step"
Marev whispers quietly to Berith and Borgo, nodding toward the 10'x15' seam in the floor.
"Someone or something might have been messing around this door recently. Let me check this wet spot before we step any further"
He crouches low, while inspecting the floor to see if he can spot any prints, drag marks, or signs of what left the liquid.
Rolls
Wayfinder: Tracking - (2d20)
(1612) = 28
Recalling his missing companions, Marev reckons that it's been around that long since they'd noticed them gone.
Scanning around, he doesn't see any more blood (or black fluid) nearby; only this small pool and a few drops but the traces of past traffic in and out are present. Not much trace given the stone floor, but the scant dust accumulated since whenever this place was first broached was enough for his trained skills to reveal that many shod feet had passed in and out of this portal. Who or what though, he cannot say but he assumes at least some of them are from the first group to come down here.
Or, remembering Berith's slide into the Black Horror's lair, it might lead some where. But perhaps somewhere, you might not want to go in that much of a hurry.
Berith Torch: 20 Mins
As incongruous as the suggestion may have been, the goblin sounded dead serious.
"Let’s avoid this for now, I ain’t sure this won’t just snap shut over my head the moment I fall through. And I don’t know how to activate the trap without stepping on it. Let us head down the way we know…"
"Let’s avoid this for now, I ain’t sure this won’t just snap shut over my head the moment I fall through. And I don’t know how to activate the trap without stepping on it. Let us head down the way we know…"
"Well, it's settled we'll head down the stairs"
Marev says keeping to the edge of the torchlight. "But first, I want to check the library."
Grip firm on his longsword, Marev carefully steps around the edges of the pit trap. He approaches the partially open library door and peeks inside the dark chamber, scanning for any sign of their missing companions or whatever left the blood trail.
The room is unusually shaped, approximately 30 feet wide at the entrance with a slanted wall that extends into a darkness which hides the remains of your old companion from view.
The Bookshelves to the left of the entrance, are as they were before, filled with a mix of bound volumes, scrolls, and fragile yellowed bundles of paper.
The flat wooden top of the stone chest to the right of the door is open as it was when the party first retreated from here. Entering, you see the metal rungs of the ladder down to the next level as you look inside.
"That stink isn't just old paper," he whispers, scanning the dark corners of the room.
Leaving Borgo to check on Albrecht's body, Marev splits off toward the left side of the room. Sword held ready, he begins searching through the rows of old bookshelves and shadowy corners, trying to track down the source of the rot or anything else interesting
He can see part of the blackened splat that was the small blob which had engulfed Albrecht’s head, and perhaps a hint of the booted foot of Albecht’s corpse laying in the darkness.
…As the goblin moves to the right, Marev heads to the bookshelf immediately to the left. It is filled with aged books, phylacteries, scrolls and other reading materials. Much of it looks long past being useful, with cracked leather covers and heavily yellowed and brittle pages.
Before he can make much headway in his investigations, everyone hears what sounds like something, or a jumble of somethings falling or being thrown to the floor in the darkness.
Looking in that directions, away into the dark recesses of the room, Borgo is sure it came from the direction of the far left corner. No other sound immediately follows.
The others behind Borgo and Marev are also quieted by the noise, but likewise hear nothing.
Map of the first floor
Marev is by the bookshelf to the left at the moment, and Borgo is standing just past the corner peering into the darkness. Borgo can see the edges of the boxes which are just in front of him around that corner. Slight retcon above about Abrecht's body, more than just a foot is visible. You can see his legs. He's plainly still laying where you left him. You didn't memorize the how he was laying when you left, but nothing seems to have changed that you can tell.
The light slowly creeps acoss the far wall slowly bring Albrecht's corpse into view where it lay in a now dried pool of blood. Borgo's eyes are momentarily drawn to his ruined head, now dry streched. As the far corner comes into view, he sees what he thinks was the source of the noise. It looks like someone small has fallen over on the left hand statue in the corner. The Kobold! But he's nearly upside down and his hear is hung up on part of the statue and he's pulled it over, as the statue now leans against the back wall.
As Berith's torch fully emerges and Marev come up behind, Borgo can see that Vennok appears lifeless. The odd angle of his limbs and lack of movement are enough, but his head appears tilted fatally to the side and his neck and shoulder are a bloody ruin.
A second later, flashes of reflected light draw all of your attention as four disks reflect the torchlight and a very large archnid is exposed on the ceiling near the right hand corner. The creature is very large, perhaps massing as much as two large dogs or a small pony. Two glossy plate sized eyes reflect the torchlight, with one smaller eye on each side. The creature was motionless until the Berith and Marev appeared. It's body shifts fractionally closer to the ceiling and you can see the torchlight shift in the glossy spheres. You know it is looking around and at you when suddenly, it quickly skitters back into the corner where you can no longer see it. As you know it has nowhere to go you assume it must be attempting to hide.
Your swallow your intial shock at finding the dead Kobold and his killer. The spider meal interrupted has moved into the darkness. You cannot know for sure what had been running through it's alien mind, but you can imagine some kind of calculation was taking place.
What do you do?
You know the spider is in the far back right corner, you assume still on the ceiling. That second corner blocks it from view (I am assuming that Borgo is standing just beyond that first corner by the large chest near the entry (the chest with the tunnel down) and that Berith is holding the torch just behind him. Vennock's is hanging on the statue on the right (as you look at the map), which is to your left as you look into that part of the room.
Elspeath, you can take you pre-spider action if you want as part of your decision/action when you post. Or just post pre-spider if you like. Does that make sense?
As a matter of fact, you can't remeber even seeing old cobwebs from normal sized spiders. Perhaps in time, if the door to this place remain open insects of various kinds will take up residence.
Elspeath, you can take you pre-spider action if you want as part of your decision/action when you post. Or just post pre-spider if you like. Does that make sense? [/ooc]
The thing disappeared back around that corner with a speed that belied it size, leaving you no opportunity to attack in the moments it was revealed. You actually aren't even sure what it did. It just "dissappeared" into the dark. Maybe it jumped?
...NOT literally disappeared. You know how some spiders can be. :)
"I’d rather not fight it if we don't have to" Marev whispers quietly
"but leaving a beast that size alive right above our only exit is a risk. If it drops down on us while we're trying to climb back up that ladder later, we'll be trapped in a bottleneck. Might be better to deal with it now while we're on our feet and have room to move."
But would it in anycase? Lunch still lay unfinished on the floor. Or is it looking and watching more wriggling prey? Are black glittering eyes probing you from the dark. Do fangs like knives knash in the inky black with smoking caustic venom gathering at their tips?!
what do we do? Public
As before, Borgo takes the lead. After listening a moment, he clambers into the chest and part way down before taking Berith's torch down with him. Berith follows after the Goblin is half way down. Then Elspeath and finally Marev who starts to pull the wooden lid down after himself. He stops briefly to listen and look into the black; as the dim light of the torch only illuminating a very small area he can barely even see the bookshelf. Then he catch the sound of metal scraping against stone. Maybe a buckle or clasp on Vennock's body scraping against something? Closing the lid so as not to pinch his fingers, he climbs the rest of the way down.
The air is thick with an acrid tang and you can see the large black stains and the mismatched limbs strewn about black coagulated mounds where the creatures were slain. It appears tacky and dry now and you're sure you won't be carrying around on your boots this time. The earthy undertone from before is now replaced with the smell of turning meat.
The room itself remains much as you left it, a 50' x 30' rectangle littered with overturned desks, chairs, stools, and cupboards. Scattered amongst the furniture are papers, scrivener’s supplies, and the remains of at least one bed. The room contains two massive stone statues of dwarven religious or scholarly figures mounted on intricately carved columns. One is robed like a priest or monk and features a runic plaque at its base.
Other than the vertical tunnel the party used to enter from the room above, you know from before that there is a set of massive double doors on the wall opposite, but it is lost in darkness at the moment. Elspeath reminds you that one was previously ajar and you had seen that a staircase lead down. You also see the staircase on the right-hand wall (as you see from where you stand) that leads upwards, some 40 feet you know, to a room containing crossbow traps. And the door you closed to escape The Abomination.
Marev, it might be a trick of the wavering torchlight, but you swear can a change in you compatriot's eyes when they look at those stairs.
Level 3
Your torchlight is blocked by the refuse (squiggles), as is your vision for all practical purposes. As before you'll have to move around to see clearly around them. You heard nothing when you came down and all remains seemingly silent.
What do you do now?
"That crossbow room isn't going anywhere, and crawling past active traps again sounds like a good way to take an arrow to the knee," Marev says
"The double doors over there are already ajar, and they lead deeper. I say we check where those stairs down go first while we're already on this level."
He understood the logic in Marev’s proposal, but this place was a horrific trap overtaken by vile abominations. The Bands of Power would certainly be hidden behind the toughest, meanest guardian, but Borgo hoped that he would only have to fight it when they knew all they could about this place, and had used every element that could give the party an advantage in that unavoidable fight.
"If its not one thing its another in this foul place"
He says while nervously gripping the hilt of his sword
"I forget you have already been in this horrible place my friend."
Marev looks at Berith and Elspeath as well
"I will follow your lead and offer my services as a scout. If we work together we may make it out alive as opposed to a spiders web or in the mouth of some abomination"
Berith's torch: 10 mins remaining
Whichever route you decide to take, how are you going to proceed through the room? Any actions once your get near or at the doors or stairway upwards?
Berith's torch is reaching the end of the line? How are you going to handle this? You can just let it go out, but you may be a while in the dark trying to fish out and light a new one.
"Let’s get a second torch ready, and kindle it before this one goes out," he said, preferring one of his own torches.
"The traps up there are nasty: I say we walk up the stairs and, before stepping inside, make sure the large double doors are closed the way Lattremond left them," a brief pause ensued, as the goblin’s mind was led back to the day of the man’s sacrifice. "Assuming there’s nothing in the crossbow room to attack us, I can crawl to the far side, and light a torch on that side, while you all crawl under the line of fire, and join me there. We then figure out what to do on the far side. We just have to remember to crawl on our way back, if we decide to backtrack… Is that a plan?"
As you take your stations, you can see the double doors further along the room and one remains ajar as you saw it before, and through the gap you catch glimpses of bare stone wall and the first few steps. The stairwell illuminated before you, is likewise empty. It stretches up about 20' and you can see some of the stone ceiling of the room above.
As you stand so near the dead things, your noses prickle with their pungent reek and find the need to blink frequently to clear your eyes of the irritating vapors. Surely, the air must be fresher upstairs? Perhap crawling across the floor with be a pleasant reprieve from inhaling the stench down here?
Everything seems quiet. Quiet as a tomb, perhaps. :D You hear no ticking, so you assume the crossbow traps are set and waiting for the unwary.
Standing so near the decomposing dead creatures is an extremely unpleasant way to spend the afternoon but not debilitating in any way.
When you post your actions, make sure you describe how you do what you are going to be doing. :) I don't want to "drive" you guys around too much in case you have plans for something. IE, I took you to the bottom of the stairs and not all the way up to the top as you expressed you intention to head up there and take a peek first, but I don't know how you actually want to do that.
Also, that was nice about Lattremond. :)
Your groups stood on either side of the stairwell leading upwards in the center of the "North" wall of the room.
Limb beast room
Your torchlight reveals the hall on the far side of the room, and you know numerous crossbows rest in to the right in their alcoves. A see the great square hole in the ceiling. You are fairly sure that the trap you found in the main room upstairs likely exits here. It doesn’t take much to imagine what would have happened had any of your crew blundered into it originally. A long drop. Skeletal warriors. Bolts from the dark.
Taking one last long look at the double doors, Borgo checks his kit and gets door to make his way across the room. For all the awkwardness of his turtle-like appearance and movements, Borgo manages the passage across the room silently and without incident. His deft movement carry him around out over the brittle bones and shards and he stops only a moment to have another quick look at the closed doors before reaching the far side and standing to way the rest of you across.
Berith!, Elspeath and Marev stand pensively at the top of the stairs and Borgo stands in a small halo of light on the far side of the room.
He remembers that the cooridor he is in extends about 20' back into the dark, and then goes up another set of stairs about 20 or so feet before turning right. A short distance along after that was what he now believes is the pit trap.
What do you do now? Will the rest of the party sprint across the room after Borgo trusting their lives to the Goddess of Luck and Fortune? Will they flee in terror at having to crawl past the closed portal behind which brave Latremond lost his life, leaving the Goblin swallowed by darkness?
Borgo, remembering no danger here previously, still moves to the base of the stairway with caution and has a look up. The stairs still lead up about 20" to an upper floor. The light of the torch doesn't quite illuminate any of the space above, but he remember the stairs end in another tunnel that extends to the right. Seeing no immediate change or danger, he returns to Berith to await the others who are now making their way across.
Having noticed no changes after Berith's traversal, Elspeath and then Marev crawl across the room one after the other.
Is the intention for Borgo to carry a second lit torch, or to hand a second unlit torch to Berith (who has one of his tucked in her belt now)?
He tests the edge of his longsword before sheathing it partway and looking over at the goblin.
"I've got your back, Borgo," Marev says softly, glancing up toward the staircase on the right wall. "That trapped room gives us a decent bottleneck, and clearing out that unexplored passage makes sense. Lead the way"
Remembering Berith's recounting of her investigation here, he spots where she tried to prise it up. He sucked his teeth quietly as her efforts were likely pointless, but you know warriors. He's convinced this is another false floor as was round above and if anyone were to place their weight upon it that it would drop away suddenly.
Looking carefully on either side, he can see the crack runs away up the hall along the wall; can't skirt along a ledge. The crafty Dwarves had left no apparent means avoiding the trap and if it follows the same format as the one upstairs, it's likely 10' across to the other side. How would a fat Dwarf make it over?
After a moment, Borgo calls the others forward and points out the crack running across the hall and relay his findings.
Intelligence is my only high attribute to work with
Berith’s torch starts to spit and sputter so she pulls the one Borgo gave her belt and lights out before the old one goes out.
I took the liberty of lighting Berith’s torch for her, so now she’s got both hands occupied. One with a torch and one with a thick stick with a charred end.
Lastly, I’ll say just so you know that 10’ is something that the goblin or anyone else should be able to make relatively easily with a good running leap (DC 9).
But his efforts were obviously insufficient… as he fell to the ground, the goblin wondered what horrors awaited him when the trap would spring open.
Rolls
Jumping! (Strength based check?) - (1d20-2)
(4) - 2 = 2
She watches patiently as Borgo prepares himself and then springs into a run. As he misses the jump and drops like a rock to the floor, Berith says a small prayer to Ord for Borgo's safety and draws her sword, ready to leap into action.
Marev grunts through grit teeth, locking his arms and leaning back against the corridor wall to hold the rope taut before the trap door can drop Borgo into the deep dark.
Though prepared for the possibility, Marev is still surprised by extent of Borgo's failure and the noise of the trap. Though the Goblin is slight, the sudden jerk from his weight pulls Marev forward two small steps before he sets himself properly. The halted drop is almost immediately followed by sound of Borgo smacking into something hard, and a few Goblin curses.
Berith, move forwards to shine her torch above the now looming pit to see Borgo hanging upside down 4-5 feet below the top of the level of the floor. The Goblin is obivously alive and relatively unharmed, as he awkwardly tries to right himself with one last relieved curse. You can both see plainly what lay at the bottom a good 15 or so feet down; a deadly looking array spikes. Dozens of the thin dark metal stakes are arrayed symetrically across the floor of the pit. If the fall itself hadn't been enough to kill or cripple, the spikes certainly would have. The proof of which is on display as there lay at the bottom the dessicated body of a robed figure impaled by many of the spikes below.
Hurriedly handing off the torch to Elspaeth, Berith lends Marev and hand in hauling up the Goblin. After the Goblin is standing on the edge nearly out of the pit, a soft ticking noise begins. Those out of the pit notice the false floor which now lay against the far side of the pit, begin to slowly move upwards to cover the opening again. Looking back, Borgo, quickly brings himself fully up into the hall with a huff, and works to catch his breath and clear the adrenaline.
Give the apparent rate of travel of the "floor" you would guess you have 3-4 minutes before it closes again.
Rolls
Secret Roll
The hands are visible, one partially clasped around a spike piercing its abdomen, and they seem strangely shrivelled. The head and face are covered by the robes hood, perhaps thankfully so.
The false floor continues closing.
While there are a couple of empty sconces along the walls, neither is on the wall over the pit.
Just for clarity, the false floor is swinging back UP into place.
Also, if you guys want to take the time you can effectively make it across the pit using your rope trick. I won’t make everyone roll over and over again since you’ve worked out a plan to traverse it?
Someone evidently had a thought for recovery and clean up. Just looking he can see there is plenty of space to walk carefully between the spikes. At a guess they only come up to his knees, plenty long to pierce a torso, but no trouble for dwarves. Or goblins. He should have no trouble so as long as he doesn't squat down without care or, Gods fobid, trip again.
Though, the trap closing is not necessarily a problem given you already know how to open it. ψ(`∇´)ψ <--Mwah! Ha! Ha! Haaaaa!
"Borgo, if you're going down there, we need to hold this thing open," Marev calls out, keeping his footing anchored as he moves closer to the edge. He carefully inspects the rising slab's hinges, looking for the primary stress point or counterweight track driving the stone.
"Berith Grab something sturdy we can wedge into the trap mechanism to keep it open. There's a crowbar in my bsckpack" Marev says, maintaining his posture as an anchor for the goblin while pointing with a nod toward the seam. "If we wedge something right into the gear hinge at the pivot, the mechanism will bind before it can seal us out!"
Ill make an Intelligence roll for good measure
Rolls
Intelligence check:Trap Door - (1d20+2)
(3) + 2 = 5
Jamming though, is a very good idea for stoping the floor from closing...
Borgo taps Marev’s waist and after the ranger sets himself stands on the edge ready to be lowered down.
With Elspeath standing guard with torch out thrust, Berith shimmies out over the edge almost to her hips, using the wall as she can for some support. After several attempts, the crowbars edge is set between the rising floor and the wall. With a loud scraping the floor stops. From somewhere not far ahead and below you hear a groan of stressed wood.
Using the crowbar to push herself back, you see that the partially raised floor now leaves about a two foot gap between its edge and the wall of the pit and is holding tight.
Elspaeth kneels at the edge and holds the torch down past the edge of the gap to provide the goblin as much light as possible as he descends, while Berith dons her pack and stands guard.
Moving carefully, Borgo, now out of direct sight of the others, steps across the spikes to the corpse. Working quickly and carefully, he cuts the pouch and thong free. Dangling from it is a flat metal ovoid as long as your thumb, with a small dark stone at its centre. Cutting the side of the pack you see it contains the normal accoutrements of a traveller or adventurer and one palm sized wooden box with an oval shape etched into the top.
Tucking what you want away, you move back to the wall of the pit, making sure to ensure the top doesn’t tangle along the spike and signal to be lifted out.
The amulet is a bronze oval with a small dark red gem at it's center. Held up to the torchlight, you can see faint black lines spiderwebbed through it. Even hanging on an old thong you're sure it would fetch a fine price. Though for some reason, you don't like to touch it. Though, clean, it feels unusually slick or slimy in your palm and the feeling doesn't lesson no matter how you wipe or your hands.
The small box with what is now obviously an egg carved into the top is also made with care. In addition to the ovoid, it is carved with bands of interwoven bands with small circles etched in them. Inside are several sticks of finely crafted but incredibly rank incense. It smells not unlike the acrid smell of the creatures, but different with earthy or musky overtones. Many were smashed in the fall, but not all. This also will be worth a fair penny even it you have to ditch the incense to find a buyer.
Egg Amulet: 50GP and 1XP
Incense Box: 30GP (50GP if you can find the right buyer) and 1 XP
The pack? The pack contained standard adventuring/camping items. Pick two light hand held items if you want something. Remember inventory slots!
Do you wish to investigate these things more closely? Continue on?
- The spiderweb pattern is in the red gem?
- the creature was using the amulet around it’s neck?
- does it seem like it is magical?
- does the ovoid shape with a red gem a symbol of something Borgo would know?
Borgo recognizes this as similar to the corpse, but not the source of the corpses smell.
- so the box contains some sticks of rank incense. These smell like the bodies of the creatures we’ve killed. But the smell is slightly different and we do not think that the abominations were perfumed in this incense, correct?
- the carvings in bands are on the outside or the inside of the box?
- the cover of the box has an ovoid carved into it, but the incense is inside?
- The spiderweb pattern is in the red gem?
Yes. It isn’t a literal spiderweb, just many fine branching filaments.
- the creature was using the amulet around it’s neck?
Yes
- does it seem like it is magical?
Someone with some kind of arcane background or knowledge would need to spend some time looking at it to know unless someone has detect magic.
- does the ovoid shape with a red gem a symbol of something Borgo would know? I wouldn’t think so, but you could try wracking your brains. DC18 Int Check.
- so the box contains some sticks of rank incense. These smell like the bodies of the creatures we’ve killed. But the smell is slightly different and we do not think that the abominations were perfumed in this incense, correct?
They smell like the dead shriveled guy. It’s kind of like the creatures you’ve killed, but not as acrid. You wouldn’t mix them up.
- the carvings in bands are on the outside or the inside of the box?
Outside decorations; around the edges. The inside of the box appears bare, except for incense dust.
- the cover of the box has an ovoid carved into it, but the incense is inside? Exactly
Will you stay here and closely examine your find? Continue across to the other side of the pit? Or turn back for some other route?
"That bar won't hold forever"Marev says, stowing the salvaged torches into his pack. "Borgo's already got the rope anchored. Let's get across the gap while we have the chance"
He steps up to the edge, eyeing the far side of the floor, ready to use the rope setup to traverse the pit.
Just going to edit and expand upon this point from above. My initial answer wasn't very good:
- does the ovoid shape with a red gem a symbol of something Borgo would know? You ask the question of the others and initially nothing jumps out a you. You all have seen the egg used as a symbol of birth or re-birth, fertility, growth, etc. You could spend some time wracking your brains and consulting with the others to see if you can put something together. DC18 Int Check.
"Let's get across and see if there is something on the far wall," the goblin agreed. He set his mind once again on the task of traversing the now opened obstacle.
Rolls
Intelligence check DC18 - (1d20)
(10) = 10
With everyone across, you begin stowing your rope and find your selves at a dead end. The hall ends approximately 20' from the end of the pit with the solid uniform stonework staring back at you.
...you can't help but wonder what would it be like to have that creature come up behind you now?
Torch held by Elspaeth: 30mins
Regarding inventory:
Marev: not you two additional torches down in your inventory
Are you keeping your two treasures? If so, who's holding them and can they update their inventory?
FYI, you guys have succeeded on every random encounter check I've rolled so far.
Rolls
Secret Roll
Berith watches as Borgo scrutinizes the artifact and then looks at it closely with Borgo to see if she might recognize anything about it. Nothing seems familiar so she agrees that they must hurry to get across.
Rolls
Intelligence check - (1d20-1)
(14) - 1 = 13
Hopefully our luck holds on the encounter checks
Rolls
Intelligence check - (1d20+2)
(1) + 2 = 3
To the left she finds another fine seam in the wall to the left. Even though she sees no handle, she doesn't have to follow the seam for long before she's sure there is a door there.
As she working along there something catches her eye in the mosiac at the end of the hall. A large Anvil of Ord. It wasn't noticable from the front, but now from the side you see that it is slight protruding from the rest of the picture.
Carrying on your inspection, you notice that in the ceiling above the protruding stone, is what must be some kind of sealed passageway up as there is a 5' square outline in the ceiling above the mosaic.
Rolls
Intelligence (Egg) - (1d20+3)
(7) + 3 = 10


