As the stompy thing has moved by, you slip out the door onto a corridor. There is a door opposite to your door, while the corridor leads to the left and the right side. Theres 2 doors to the left and 2 doors to the right side of your door. But its very dark and you cant see far enough.
-A. We should move as group to the ...
-B. We should split up to scout faster.
Here's a perfectly handrawn map of what you can see while standing in front of the door of the entrance room, but it might be a bit inaccurate:
Duucxejial has effectively voted for B given his previous actions, but doesn't care either way so long as the others don't get caught. He'll check the door across the hall in similar fashion to his check in the initial room. If there's no locks, traps, or presences, then he'll quickly check the contents of the room. Regardless, he will then peek down the north-facing passage to the west of the room (assuming up is north here for simplicity), since it's more likely that anything coming to patrol will come from the other direction.
Theres no traps and the door isnt locked. And you dont hear anything from the room. As you carefully open the door, you see that the room is empty. In the middle of the room is a table with chairs around it. The room itself is dusty and looks like it hasnt been used for some time. On the north side is another door. And in each corner is a barrel with the remains of burned down candles. You can only speculate what this room was once used for. Maybe it once was for the guards? But on one side of the room you find this, hanging on the wall:
Wenkman searches the room right of "your" starting room, but it contains the same stuff as the starting room. Same happens to Rarg who searches the room left of the starting room. Theres is nothing useful. But the Ogrebeer in those rooms seems to be even older as that in your starting room. The only diffrence is that these rooms dont have s secret door.
But while Wenkman is in the room, he hears a "stomp stomp stomp" that is coming closer. And Duucxejial hears it too, while being in the room with the map. Its coming from east of Duucxejial room and north of Wenkmans room.
Optional Quest for everyone - UPDATED: Create "30 Year old Ogrebeer" as a
card. Whoever creates the most vile and disgusting drink gets a surprise
later during the campaign.
Curious as to whether there's more than one entity patrolling, Duucxejial will keep silent and hidden in the central room while listening in on the other hallways.
The tiny figure would forms into a spacy rat It would let out of a squeak to attempt get the golem's attention. Since Wenkman never saw a rat before, Spacy rat should enough to be suspicious for Golem to follow. Once Golem sees a glowing rat, it will try to bring the Golem to east room of Wenkman. Wenkman would slowly comes out and he would tip top to north of the room he was in. He arrived at the hall to see two rooms. (Any reactions before Wenkman goes in one of rooms?)
Duucxejial will check the back of the map. If there's no additional information there, he will take it and slip out the north side of the room, checking the northern rooms from west to east. He'll also hold a steady beat in his mind to track the patrol's approximate location, even when he can't hear it.
The back of the map is empty. As Duucxejial checks the three rooms in the north, he finds out that all of them are locked. The doors are made of dwarfen steel und they seem to be magically protected too. The lock itself looks really complicated. It seems that you need a key to open these doors.
Now for the Golem, it walks south until it is in front of the door of wenkmans room. As the golem sees that the door is open, it stops and takes a look into the room. Then after a minute or so, the golem closes the door and walks to the west.
Raulus and Rarg can now hear the golems stomping coming closer.
The rat Golem ignored would come back to check the hall to ensure it's empty at the moment. If so, Wenkman would get out of the room quietly then took a look to each side of hall before he proceeds move to east room. He would close the door again before leaving the room and after entering the room.
The Golem stomps past the door of the room in which Raulus is, then past the room in which Rarg is and then moves on on his patroul route to the north.
Now would be a good time to regroup and decide what to do.
So you all gather in your starting room and discuss what you found out so far and what you should do next.
You quickly agree that this floor is something like a storage floor. Or was it once.
-A. The three rooms in the north are locked, so they will probably have valuable items stored there. We should try to find the key. Maybe our items are stored there. And if not maybe we find other useful things. The only question is: Where is the key?
-B. We should surprise attack the Golem that is patroulling here before it can sound an alarm or call for reinforcement and then search its remains. Maybe we find something.
-C. We should take the stairs leading up. Maybe our items are there. And if not maybe we find some information.
-D. We should take the stairs down. The good stuff is always hidden deep in the dungeons.
Duucxejial votes for option D. There will likely be less resistance on the lower floors if this single patrol is any indication, and once we hit the bottom we can be extra thorough on the way back up.
And so its decided. You wait till the patroulling Golem is in the northwest, then you head for the stairs down. Before going down you take a fast peak into the room in the southeast, but its another storage room full of trash, as you probably already expected.
Then you move carefully downstairs. The Stairs are really old and as you go further down the air becomes colder. Then, after maybe 30-40 meters into the depths you see a shimmer of light. You quickly turn off your sources of light and then really carefully you sneak towards the source of the light. And then you see it, an open doorway that leads into a room. Beside of the doorway there must be torches mounted on the wall or something else that produces a flickering light. But you also see something else. On the left and the right side of the doorway you see the backside of a golems arm and leg who seem to be guarding this entrance. But whats strange they are placed so that they would not prevent others from getting into that room, but from getting out.
Placed that close to the doorway there is no chance for you to sneak past the golems. If you want to continue you have to fight the golems.
A. - Lets ambush them. Maybe we can take both golems down by surprise before they can do anything.
B. - Lets go back and try the other stairs. But if here are Golems, the other stairs will probably be guarded, too.
Considering this seems more like a prison than a vault, Duucxejial suggests the party look elsewhere. It seems unlikely our stuff is in there, and we don't want to cause excess ruckus or unleash something we can't handle. The golem upstairs probably doesn't have the key to those three locked rooms, so let's try the other stairs.
@cadstar369 Maybe the golems don’t have the keys, but inside the room they may be. I vote to ambush the golems or sneak into the room. Maybe there is a secret door or something where we can escape from the golems.
Comments
Oh whoops, let me update that.
-A. We ...
It would let out of a squeak to attempt get the golem's attention. Since Wenkman never saw a rat before, Spacy rat should enough to be suspicious for Golem to follow. Once Golem sees a glowing rat, it will try to bring the Golem to east room of Wenkman. Wenkman would slowly comes out and he would tip top to north of the room he was in. He arrived at the hall to see two rooms. (Any reactions before Wenkman goes in one of rooms?)
(Wenkman chosen C option)