
Zork uses his shield and then his broad sword but he is unable to break the chains free from the wall. The chains are truly embedded into the walls. The girls start to cry seeing that they are not going to be free any time soon.
Arthos You leave the room and head north following the corridor. After traveling 50 feet you see that you can either continue north or head to the west.
I need spot and listen checks from everyone.
The main party splits us leaving Arknoth and Faerydae in the room with the girls. They are worried that the others are leaving but are glad the two of you are there to protect them. They are not able to tell you much more about what happened to them besides it was dark when they were taken and they were soon hooded and carried to this room where they have been for a long time,. They are not sure how many days or nights have passed.
The rest of the group head back to the main corridors and head north. You go 90 feet north of the west corridor when it turns to the west. Following that you see after 20 feet it turns to the north again. You follow that 40 feet and it turns back to the west. After 20 feet traveling west you can either go straight ahead where you can see it turns south after 30 feet or head south now where you can see that it heads south 20 feet and then turns west.
Arthos heads west you go 90 feet where you come to a four way intersection. Now you have a choice to make. Left, right or straight ahead. So far you have not seen or heard anything.
Out of Character: - You did not find any type of keys on the goblins you have killed. Even after good searches. There was no key to find yet. Map has been updated with current positions.
I will update the map again later today along with the game. Arthos you scroll to top of the page and look for maps button. You can see the updated map. You are at the location marked ART.
Faerydae you are able to find a few items to close the door and hopefully bar it. I will need listen checks from you and Arknoth.
Out of Character: Map has been updated.
Faerydae you hear some sounds out in the hallway beyond the door.
Zork you walk to the west and turn down to the south thinking that soon you will head back east but before long you come up to a intersection that heads west. Listening you could swear you heard the sounds of a horse walking.
Kursten and Avan you follow the corridor south then west to see it turn again to the south after about 60 feet it turns back east traveling 40 feet and ending in three doors one door each on the north, east and south wall. You see no evidence of a corridor heading back to the west to meet up with Zork.
The party is now well split up you think to yourself.
Edited: KNtoran on 11th Nov, 2015 - 4:26am
Arthos you walk forward heading west. You travel 60 feet and come up to a T intersection. You have a choice north or south now.
Zork - You listen but do not hear any more sounds of a horse down the corridor.
Krusten and Avan you both back off from the doors and call for Zork. You do not hear a reply from him.
Faerydae you can hear something scratching at the door.
Out of Character: Map has been updated
Arthos you turn to the left and head down. You see the opening on the left that goes in ten feet and ends in a door as the corridor heads 30 more feet south and ends in a door.
Zork, Krusten and avan are able to reconnect back again at the place where you separated. You do not hear anything or see any movement at this time.
Faerydea the girls have not heard the scratching noise before. But they do not think it is a good noise at all and soon are screaming in fear that they are going to be eaten soon. You no longer am able to hear anything outside the closed door.
Arthos- You do not see any key hole or lock on the door. You do not hear any noises inside the room.
Party- You do not find any traps on any of the doors. You do not hear any noise behind any of the doors.
Faerydae and Arknoth. You both take up positions on either side of the door as the girls try to be quiet but soon they are screeching in terror as the door slowly opens revealing three goblins ready to come in. One Goblin is pushing the door open with a javelin to see if anything besides the girls are in there.
Room with girls - You hear a Goblin reply to Arknoth, "Yes one must be quiet so not to hurt ears when we cut you", he laughs and switches to common, "Girls must be quiet we can not feed you if loud." The goblins walk into the room expecting to see two girls and another goblin. Roll initiative after you both get one attack of opportunity each.
Party - You count ten bedrolls the smell is not over powering but you are getting used to the smell of the area. Kursten fires arrows into a few of the bed rolls and gets no reaction. Searching the sleeping furs you find a few human bones and a few copper 7 cp. There is nothing else in the room. Avan goes out and opens the next door. Inside he sees more sleeping furs. There are six. The room is 20 deep and 30 wide. The other room opposite is the same things with the same finding as before. You do a good search but still do not find a key. Total copper found 13.
Arthos the room is 20 feet deep and 30 feet wide inside you see a few manacles attached to the walls. You see blood around the manacles that is dried. The room is a mess with feces all over.