Group 3: Bread, Potions and Centipedes
The gang starts touring towards the rumoured tower while doing some sightseeing on the way. Also bread. Thereâs bread and shitâs lit.
After retrieving Idronariael with swiftness after Peregrinâs .. potion stuff or something.. They venture out to the west to the fortification that may hold the seemingly important gem that Maaram is in need of, which is âbout two days of travel away. The first day goes quickly and is pretty uneventful, although as it gets dark they notice a very small village in the distance. They also notice a person being harassed by a couple of goblins! I canât quite remember who did stuff, but someone said âHey you! Stop thatâ, probably in goblin language. The victim is a woman holding a bunch of bread. Who holds bread in the middle of the night?! Crazy. Swish, swash, swosh and the goblins are pretty much knocked out by the gang as the woman, apparently the shopkeeper of the general goods and lots of bread store. She thanks them by offering them somewhere to stay for the night. The group takes a peek around the silent village and goes to bed at the shopkeeperâs house.
As they wake up they get breakfast from the thankful woman, of whom they had saved the life of the former night. They quickly pick themselves up and leave her house after getting a nice map of where she believes she heard once a long long time ago where there was a fort. Ingrid, the tiefling sorcerer with a⌠personality⌠quickly notices one of the village children. She says something along these lines; âChild, have you heard of a fort nearby?â. The child cries at the scary woman as it runs over and hides behind an old man.
Peregrin, the reasonable artificer, goes over to this old man and tries to pick it up where the tiefling had dropped it. âAre you terrorizing our children!?â, he queries, interrupting whatever it was that Peregrin wanted to say. âWhat? No, no no, that wasnât our intention, we just wanted to know if you knew of any forts nearby, possibly abandoned?â or something. A conversation gets going and the old man describes that he has heard from some travellers that there is, in fact, probably a tower at a location nearby, but that has been used as a hideout for bandits? This is just a rumour, though! âAnd stop bullying our children!â.
Doing a montage series with a passing deer, and that itâs getting more and more snowy and whatnot, they end up noticing an abandoned stone structure in the distance. They notice footsteps leading up to the fortification. Bandits?!?!?!?!!??!?
The gang is extra extra cautious from now on as they enter the fortification. They notice the main entrance is blocked by rubble as they see footsteps leading up some stone stairs to a tower on top of the main structure of the site. They cautiously explore as they enter the tower, which is empty, and explore the trapdoor leading to the inside of the fort, revealing some bedrolls. Oh, and also a huge collapse in the floor revealing an entirely different architecture resembling dwarven ruins. As they go down they see a long corridor with three doors, one on each side and one all the way in the back. Doing some thinking, the kenku characters, Coin Tosser and Gormslork position themselves in front of the two parallel doors and on three, try to open them. Only one door opens as the other one seems locked! The open door contains a dormitory containing three beds, and a chest at the end of each bed. Coin Tosser does the thing where he Detects Magic, revealing all magical items with a faint aura. Only one of the chests have a faint aura. Idronariael goes and opens the two chests that donât seem magical. One chest has 1 hand mirror and a book written in a foreign language, but seems to be a steamy romance novel. The second chest includes some golden coins, a dwarven love letter and a ruby in the shape of a heart.
Then comes the last chest⌠Everyone is anxious. âWhat if itâs a mimic?â some of them mention. âMimics are in 5e?â, âYeahâ, âOhâ. Anxious and ready to fight, the party opens up the chest. The aura comes off a potion of healing inside the chest. In the chest, thereâs also a small wooden bear figurine. Everyone feels at ease as they go back to the other door which seems to be locked. Ingrid coughs as to get attention of her fellowship as she mentions, OOC, âhey donât i have some magic stuff to create small trinkets or what not?â. Itâs reminded that Prestitidigididtiditdigiditation, the arcane cantrip, does in fact have the ability to create small trinkets. With extreme luck, Ingrid creates the best key that has ever keyed. She hands the key over to one of the kenku who proceed to open the door. Shocking everyone, a skeleton falls out as they open the door. While everyone sees that this is simply an inanimate skeleton, Gormslork freaks out and stabs the shit out of it. The skeleton is now double-dead.
Coin Tosser explores the room which held the now broken remnants. It seems like some sort of storage room in the same style of the dormitory, but more broken down. âThereâs a bag on hanging off one of the shelves and the shelves contain books.â, the omnipotent being (me) explains. The kenku paladin takes the bag as the tiefling, Ingrid, picks up the books and is dumbfounded when she notices she canât read this language. She reluctantly shows it to the gang, in hopes that they speak this language. One of them reads them as Dwarven. âHow to Build a Wooden Bed & Other Woodworksâ is the title and seems to be exactly that. A guide to build wooden furniture. There are other books explaining fauna and herbs. It all seems like encyclopaedia. Coin Tosser stores the books in the bag that he found. A bag that holds items.
Opening the last door they open up to a round room full of bookshelves. It seems obvious that our protagonists are in some sort of library. Lots of encyclopaedias. They see several doors and archways and proceed to walk through the archway parallel to the door they entered. They see a door further ahead and simply open it as a ghoul, two pretty big caterpillars and a swarm of rats show up. Highlights of this is when Coin Tosser almost dies and Ingrid almost insists on using an area of effect fire spell that, while effectively would kill the evil being, it would also possibly kill her kenku acquaintance. This fight gets rushed through and our good friend the potion dealer, Peregrin, gives Coin Tosser some stamina back as the group must decide how to venture forth through this Dwarven ruin.
What happens next time on âThe Gang Gets Bread, Talks To Some Children, Get Afraid Of A Potion Of Healing and Almost Kill A Friendâ? Find out next session!











