Delve #6

Old dungeon delves will go here.

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jcftao
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Re: Delve #6

Post by jcftao »

Twig nods at the mention of going back to town.

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rredmond
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Re: Delve #6

Post by rredmond »

Schmidt agrees as well.
Holy Schmidt He swears by his pretty floral bonnet...
Cure Light Wounds -- 3/3
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Updated: 4/16/2024
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merias
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Re: Delve #6

Post by merias »

Berthold peeks in the secret room. The light from the summoning chamber ceiling illuminates a 10'x10' room beyond the secret door that appears empty. There is a roughly 3' x 3' section of floor that Berthold can see in the center of the room, it is black and shimmers. It reminds him of the black square of fabric he found in the room to the south.

You search the four adventurers. The mage has a spellbook and two scrolls on him, along with two silver daggers. Mace-man's mace is of good quality - it almost appears new, as does sword-guy's long sword. Apart from standard rations and miscellaneous dungeoneering equipment, there are three suits of man-sized plate armor, a well-worn battle-axe, a small pouch of red powder, and 420gp total.

You can have any suspected magic items identified for a fee in town. Anything more here or straight back to town?

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rredmond
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Re: Delve #6

Post by rredmond »

We definitely loot the bodies and take all their stuff.
Holy Schmidt He swears by his pretty floral bonnet...
Cure Light Wounds -- 3/3
Hold Person — 1/1
Updated: 4/16/2024
Bind wounds for 1d3 after each combat

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greyarea
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Re: Delve #6

Post by greyarea »

We need to investigate the connection, if any, between that in the room’s center and the fabric. Let’s come directly back here when we return, Berthold suggests.

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merias
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Re: Delve #6

Post by merias »

I'll get the delve aftermath thread up.

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