Blackbird McAllister and Aiyana move back to a far wall to leave room for the others to enter. Khan also starts through the door slowly as not to slip on the disgusting looking algae. As they pass the torch enough of a breeze is stirred up to blow out the tiny flame started with the flint and steel.
Akasha tosses a fireball at the torch above the chest, she hits enough of it to watch it burst into flames, while the rest of her spell leaves a char mark on the wall just a little left of the torch. As the room fills with dim light Akasha approaches the chest, "Anyone got a lock picking kit?" She asked without actually turning her head. She feels her new gnome companion may come in handy on this one. But she stays close to the chest to ensure then fair distribution of loot.
"Hey Tiny Coin, any chance you could be a doll and take care of this unsightly lock for us?" Akasha steps back a few inches and smiles at Piker Big Coin, her mind wanders and she thinks for a moment that he is actually kind of cute, for a gnome that is.
Akasha tosses a fireball at the torch above the chest, she hits enough of it to watch it burst into flames, while the rest of her spell leaves a char mark on the wall just a little left of the torch. As the room fills with dim light Akasha approaches the chest, "Anyone got a lock picking kit?" She asked without actually turning her head. She feels her new gnome companion may come in handy on this one. But she stays close to the chest to ensure then fair distribution of loot.
"Hey Tiny Coin, any chance you could be a doll and take care of this unsightly lock for us?" Akasha steps back a few inches and smiles at Piker Big Coin, her mind wanders and she thinks for a moment that he is actually kind of cute, for a gnome that is.
Once Khan jams himself in the tiny room he looks at the locked chest and then decides not to bother with it knowing the only way he was going to get it open was to smash it and some of his new friends may look down on that, especially that snooty little fellow Piker. He decides he will check behind the tapestry since someone once told him wealthy people may keep valuable things behind just such tapestry.
As Khan lifts the heavy, thick fabric the fine fibers of golden thread glint and shine - casting dancing lights about the small room. Khan squints against one of the particularly bright reflections of torchlight, but the light will not fade. He holds up a hand to his face and can see that a small alcove has been revealed. In the alcove sits a tiny, shining silver key.
Piker Big Coin, Benziken, Master Shi Wu Sung, Ser Boros Barristan, Sabastine Blackblade, and Wilhelm von Drepfelt have all opted to remain at the top of the cellar stairs. This may be for the best however, because the tiny chamber feels quite full with the four adventurers currently crammed inside.
From behind the gathered adventurers a rustle begins to stir. The sound of heavy footfalls, and crashing sacks of dry goods is heard. Startled by the sound, and at the ready for another attack from rats, one or two of the group turns to see Drungar Treeshatter - the male Dwarf Cleric - crashing and bashing his way through the dark cellar alone.
"What is all this racket!? Drad Silor sent me down here to discover the cause of the noise and commotion! Your antics have scared off a handful of his best and thirstiest customers. I mean to put an end to it - - or join the fun..." he says with a glint of adventure in his dwarven eyes.
(Scene Description)
At the edge of the stone steps lays green algae - accumulated from ages of water passing through the tiny slit that became the door. The stone door has recessed into a crevice in the wall. No mechanism is visible that explains how the tiny signet ring could have interacted with the door to cause the sudden change in the cellar.
The chamber below is completely sealed off from the outside world - as if it were a vault constructed specifically for the purpose of storing something of great value. No cracks, seams, or imperfections are visible in the craftsmanship of the chamber's walls. Even the tavern floor above is no longer visible thanks to four large, rough hewn capstones that create an impenetrable ceiling.
(Scene Items)
A small alcove has been revealed behind the tapestry holding a small silver key.
The heavy oaken chest is bound by large brass straps, their shine worn away from years of water damage.
A lit torch is mounted above the chest, casting dancing light on the entire scene.
Behind the chest a fabric tapestry hangs, it's ornate design unknown to anyone in the party. This family crest is unlike any that can be seen hanging in the Hall of Heraldry at the castle. A few fine fibers of gold thread can be seen glistening in the elaborate design from the torchlight cast on the face of the tapestry.
Opposite the chest a heavy iron grate leads water off into the main sewer. The grate is unmarred by time or the elements, but it is now clear how the rats were finding passage into Drad Silor's stores.
(Scene NPCs)
There are no creatures or people here to interact with.
(Exits)
UP: Return to the dank Cellar above
HINT: Adventurers may come and go, but The Game Never Ends. Rule 7 is vitally important to sustaining the fabric of the world wherein the Realms reside. As a Player Character your primary objective is to continue adventuring for fun and reward. The Game Master is here to facilitate those expeditions across the Realms. But the world in which the Realms resides can never be allowed to fade once again into the recesses of forgotten memories. Once your Adventurer advances beyond 100,000 Experience Points - it is time for you to take the reigns and continue telling the tales of the Realms! It's another goal to work toward while adventuring! Enjoy, and good luck!
As Khan lifts the heavy, thick fabric the fine fibers of golden thread glint and shine - casting dancing lights about the small room. Khan squints against one of the particularly bright reflections of torchlight, but the light will not fade. He holds up a hand to his face and can see that a small alcove has been revealed. In the alcove sits a tiny, shining silver key.
Piker Big Coin, Benziken, Master Shi Wu Sung, Ser Boros Barristan, Sabastine Blackblade, and Wilhelm von Drepfelt have all opted to remain at the top of the cellar stairs. This may be for the best however, because the tiny chamber feels quite full with the four adventurers currently crammed inside.
From behind the gathered adventurers a rustle begins to stir. The sound of heavy footfalls, and crashing sacks of dry goods is heard. Startled by the sound, and at the ready for another attack from rats, one or two of the group turns to see Drungar Treeshatter - the male Dwarf Cleric - crashing and bashing his way through the dark cellar alone.
"What is all this racket!? Drad Silor sent me down here to discover the cause of the noise and commotion! Your antics have scared off a handful of his best and thirstiest customers. I mean to put an end to it - - or join the fun..." he says with a glint of adventure in his dwarven eyes.
(Scene Description)
At the edge of the stone steps lays green algae - accumulated from ages of water passing through the tiny slit that became the door. The stone door has recessed into a crevice in the wall. No mechanism is visible that explains how the tiny signet ring could have interacted with the door to cause the sudden change in the cellar.
The chamber below is completely sealed off from the outside world - as if it were a vault constructed specifically for the purpose of storing something of great value. No cracks, seams, or imperfections are visible in the craftsmanship of the chamber's walls. Even the tavern floor above is no longer visible thanks to four large, rough hewn capstones that create an impenetrable ceiling.
(Scene Items)
A small alcove has been revealed behind the tapestry holding a small silver key.
The heavy oaken chest is bound by large brass straps, their shine worn away from years of water damage.
A lit torch is mounted above the chest, casting dancing light on the entire scene.
Behind the chest a fabric tapestry hangs, it's ornate design unknown to anyone in the party. This family crest is unlike any that can be seen hanging in the Hall of Heraldry at the castle. A few fine fibers of gold thread can be seen glistening in the elaborate design from the torchlight cast on the face of the tapestry.
Opposite the chest a heavy iron grate leads water off into the main sewer. The grate is unmarred by time or the elements, but it is now clear how the rats were finding passage into Drad Silor's stores.
(Scene NPCs)
There are no creatures or people here to interact with.
(Exits)
UP: Return to the dank Cellar above
HINT: Adventurers may come and go, but The Game Never Ends. Rule 7 is vitally important to sustaining the fabric of the world wherein the Realms reside. As a Player Character your primary objective is to continue adventuring for fun and reward. The Game Master is here to facilitate those expeditions across the Realms. But the world in which the Realms resides can never be allowed to fade once again into the recesses of forgotten memories. Once your Adventurer advances beyond 100,000 Experience Points - it is time for you to take the reigns and continue telling the tales of the Realms! It's another goal to work toward while adventuring! Enjoy, and good luck!