Sun 26th Jan 2025 01:48

Entry #38 - further into the Citadel

by Aleksey Dotsk the seer

As we move into the circular room we see the top of the old tower is hollowed out. We can see up into the ravine. All of the stairs up the towner are rotted. There are two doors leading out.
 
JM explores this tower and finds a loose brick in the wall. He asks us not to push it but I just don't understand why someone would have a trip triggerred by a brick in a wall. Instead I think it may reveal a door. I sit down while JM is searching and examining the dead goblins, and I throw out my bag of wrist bones as I scry and cast the Augury ritual to determine if pushing the brick is a for Weal, Woe, both, or nothing.
 
While I am doing this, Jean Marie sees something etched behind the goblin. He continues to explore the doors. He sees something about a dragon breathing fire. An ancient relief in the doors.
 
What I notice about the wrist bones is that it's both weal and woe.
 
JM reports in and thinks that the goblins have fought the kobolds in here.
 
I start to pull the recessed brick as I ask people to guard the doors, but I notice a glint from a needle trap and stop. I decide to push the brick with my scepter and a hidden door in the wall opens.
 
In the secret room I see two skeletons up against the wall. They have leather jerkins on and still have some arrows and longbow. We see a third here.
 
Jean Marie detects that these skeletons are actually undead.
 
Draxon charges in and rages, and we see these dark tentacles reach out from him around the skeletons. He quickly takes out the first skeleton, pulverizing it, cleaving the next one's head off, and does the same to the last one, with JM cheering him on.
 
We enter the small secret room, and we see these angled arrow slits. This used to be the archers that were stationed here. We search the skeletons. We split the gold and potions.
 
Jean Marie goes to the next door and opens it. A 20' wide hall with lots of debris. As my torch light brightens room, the southern section is all rubble, with one door on the western wall, with a rearing dragon on it. In the dragon's mouth is a keyhole. JM tries to pick the lock with his compass but is unable to do so.
 
We decide to go to the other door. This one has, in low relief, a large dragon that is breathing out flame in this very decorative pattern. As JM touches the door's latch, the top comes down almost on top of his head but JM jumps out of the way.
 
We see a long corridor, with a door at the other end. In draconic writing it says keep out on the door at the end.
 
This is a trap door that Burnell jams open.
 
Before the first door on the north, there appears to be a false tile on the floor.
 
We go around. The door to the south has a relief of a dragon-like fish swimming in water.
 
To the west my dead goblin finger shakes, indicating Kobolds in that direction, perhaps waiting for us to trigger this trap?
 
Perhaps I should utilize my ice trick again?

Continue reading...

  1. Entry #1: Our journey further into The Cave of the Foulwater Goblin Tribe
  2. Entry #2: In and out of the lair...
  3. Entry #3: Out of fire and to the Inn - blasted guards
  4. Entry #4: Respite in Phlan
  5. Entry #5: Jean-marie the dead-riser
  6. Entry #6 - a riot begins
  7. Entry 0.5 - the party forms then splits
  8. The battle of Phlan continues
  9. Entry #7: the riot escalates
  10. Entry #8: Jailbreak attempt
  11. Entry #9: confined to a nice jail cell - jailbreak#2?
  12. Entry #10: Down the well - ruins in labyrinth
  13. Entry #11 - out of the tunnels - finally rest!
  14. Entry #12 - finding the Harper agent
  15. Entry #13 - Evening entertainment (i.e. barfight)
  16. Entry #14 - to the lighthouse
  17. Entry #15 - exploring the island
  18. Entry #16: into the depths of the island
  19. Entry #17 -Down into the dark bowels of Toril
  20. Entry #18 Battle at jade totem
  21. Entry #19: Solving Igon's murder
  22. Entry #20 - Grim's guilt assured - attack from the sea!
  23. Entry #21: the relentless attack from the sea
  24. Entry #22: escape from Sokol Keep
  25. Entry #23 - Escape to Melvaunt
  26. Entry #24 - the trade bazaar
  27. Entry #25 - Trade bazaar continued...
  28. Entry #26 - Regrouping at the Inn, then going separate ways
  29. Entry #27 - 1st attempt at securing the purse
  30. Entry #28 - Next morning, next pursuit for the purse
  31. Quest list
  32. Entry #29 - Jean Marie's gold is recovered (partially)
  33. Entry #30 - To the pub, an orb breaks
  34. Entry #31 - Lightning!
  35. Entry #33 - What to do with Tret
  36. Items for "sale" from Church of Gond
  37. Entry #34 - Illusndra & the church of Ghond
  38. Entry #35 - search for the cult
  39. Entry 36 - Battle with the Leucrotta
  40. Entry 37 - Decent into the Sunless Citadel the sunken tower
  41. Entry #38 - further into the Citadel
  42. Entry #39 - Fel's luck, discovery of ancient chamber
  43. Entry #40: The Chamber of Secrets and Perils
  44. Entry #41 (session L) - Retreating from the Kobolds
  45. Entry #42 (Session LI) - Negotiations with the Goblin Chiefton
  46. Entry #43 (session LII) - planning for battle
  47. Entry #44 (Session LIII) - Battle with the Kobolds
  48. Entry 45 - 2.7 Session LV - Discussion with Goblin Chief
  49. Entry 46 - Diplomacy with Goblin Shaman (session LVI)
  50. Entry 47: Liberation of the Kobolds (session LVII)
  51. Entry #48 - Descending into the mines - the hunt for Belak
  52. Entry #49 - The Haze and the Goblins’ Secrets (Session LVIII)
  53. The Journal Entry’s title
  54. Entry #50 - The Tendrils of Fate (Session LIX)
  55. Entry #51 – Ashardalon’s Whisper (Session LX)
  56. Chapter 52: Shadows Beneath the Grove (Session LXI)
  57. Chapter 53: The Withering Blight Tree (Session LXII)
  58. Entry 54: The Fall of Durnn and the Liberation of the Kobolds (Session LXIII)
  59. Entry 55: Oaths in the Ruins, and a Kobold’s New Road (Session LXV)