Vault near Vandalheim Part 3

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Up ahead you see the glowing, the spark of light, and it looks like the way ahead is through a bit of a wonderland within the sewers. With mushrooms and hanging vines. The fact the Otyghs can't get down here providing what they need to flourish in this place. And, unfortunately, the smell to go along with it. Though - truthfully - if it wasn't for the smell it might actually be nice. The bioluminescence and colors that go along with it providing an interesting backdrop.

Walking her way forward, Melora raises her rifle and grumbles a bit...but keeps mostly quiet....

Krom eyes the room cautiously. He's been leery of any sort of mushroom since that half remembered night with the druids and the pink elepants. Cautiously, the northman continues foreward.

GAME: Krom rolls knowledge/dungeoneering: (4)+5: 9

GAME: Krom rolls knowledge/nature: (10)+2: 12

GAME: Melora rolls knowledge/nature: (2)+8: 10

Krom stops, eyeing the fungi carefully. "Mushroom men... maybe... Krom not sure."

Melora makes a bit of a face. "that can't be good...I don't think." She says softly as she keeps an eye over Krom's shoulder.

Krom considers a few moments, and shrugs, addressing the mushrooms directly. "Krom come in peace." Can't hurt to try, right?

The Mushrooms simply sit there, it's hard to say if they are actually interested in communicating or maybe they just aren't Mushroom men at all.

Melora looks over to Krom. "Let me try?" She says as she lowers the rifle. "Hi....if you can understand me...we're not hostile. Or we'll try not to be...."

Krom nods in agreement, addressing a slightly larger and maybe a hint more glowy mushroom.... that'd be the leader, right? Or maybe it's just a mushroom. "Krom seek that which was lost. Does not wish to hurt homes of those who live here. Krom had too many trample into his home to view that sort of thing lightly."

GAME: Melora rolls diplomacy: (14)+9: 23

Well... That seems to have made a difference. The Two Leshy seem to sort of rise up from the ground, the stare at the two adventurers and brandish pointed teeth. "You stay 'way! Our spot! You go! You go or we attack!!"

Melora says, "Oh how lovely." She says flatly. "We are simply going our way through...."

Grush has arrived.

Krom considers. "Krom must get to over there. Krom is willing to go around, if is way around to be gone. Or Krom is willing to pay for passage."

The two mushrooms puff up a bit more and back up, "You no go through!" There also doesn't seem to be a good way to get around them - maybe if you go through the water or where the vines run along the walls on the opposite side - but that side doesn't look like particularly good footing.

Krom eeys his options. He doesn't really want to fight, and wadeing though sewage isn't exactly appealing, but around here, vines aren't to be trusted. He glances to the others, ready for a second opinion.

GAME: Grush rolls perception: (12)+3: 15

GAME: Melora rolls perception: (19)+9: 28

GAME: Krom rolls perception: (12)+7: 19

Melora puts a hand on Krom's shoulder. "Hang on, Krom." She says quietly. "it might smell like shit down there....but I also smell Ozone....." She then looks to Krom. "Means lightning...."

Krom too can smell it now too, the muck is about you and it's... sickening. Every step a squish, a nauseating new smell. Yay...

Grush says, "Lightning? Down here?""

Krom hesitates, and shrugs. "Krom is uncertain what would do about ionic discharge at this point."

Melora says, "We can go through the mushrooms, which I'd rather not do, or we can use the vines...."

GAME: Krom rolls fort: (10)+7: 17

Grush regards the vines cautiously "I'm not sure if thosse would support my weight" She speaks awkwardly, trying not to breathe in the stench

GAME: Melora rolls fortitude: (2)+6: 8

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Kisaiya has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Kisaiya to instruct you further.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Grush rolls fortitude: (14)+6: 20

GAME: Kisaiya rolls 1d6: (2): 2

GAME: Kisaiya rolls 3d5: (6): 6

GAME: Kisaiya rolls 3d6: (5): 5

As Krom moves forward into the vines, there's a flash of light and there's a sizzling of electricity as it courses through his body. It's painful, but it's obviously not as painful as it could've been.All your muscles kinda seize up for a moment, slowing your path through these vines. Grush moves up alongside Melora but... Melora is suddently racked with convulsions and unheaves lunch into the muck around you. OH GODS THAT SMELL!

The both of you can see those vines discharge into Krom.

Melora pukes....on the spot......thankfully, she doesn't have a beard. So she may not see the vines discharge....

GAME: Kisaiya advances the initiative order.

Round One - Init 22.

It is now Grush's turn! Krom is next!

GAME: Note Flat-footed on Grush ended.

GAME: Grush rolls fortitude: (2)+6: 8

Grush moves forward into the vines, holding the shield up high to try and protect herself. As she does, the movement of the shield wafts the air upward and.... OOOAAAAAAGH! Oruch vomit.

GAME: Kisaiya advances the initiative order.

Round One - Init 14.

It is now Krom's turn! Melora is next!

GAME: Note Flat-footed on Krom ended.

Grush reacts instantly, her mind racing to form a plan, analysing the options. Confidently she moves forwards, then pukes.

GAME: Krom rolls fort: (11)+7: 18

Krom's stomach rumbles, but he's feeling okay otherwise as he starts trying to hack through the vines hanging down near him.

GAME: Kisaiya advances the initiative order.

Round One - Init 12.

It is now Melora's turn! Grush is next!

GAME: Note Flat-footed on Melora ended.

Krom knows how to deal with unrulely plants. It's just like cutting the grass! ...with a knife. That's above your head. Underground. But other than that it's exactly the same!

GAME: Melora rolls athletics: (4)+7: 11

GAME: Melora rolls fortitude: (18)+6: 24

Melora makes a break for it, but after about just getting into the vines... SLIP! Splork! Right down into the muck. That's right, it makes a splork noise.

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Two - Init 22.

It is now Grush's turn! Krom is next!

GAME: Grush rolls fortitude: (12)+6: 18

GAME: Kisaiya advances the initiative order.

Round Two - Init 14.

It is now Krom's turn! Melora is next!

Grush winces as Melora slips, crouching to help her up, trying to keep her face as far away from the surface of the sewerage as possible

GAME: Krom rolls fort: (11)+7: 18

GAME: Kisaiya advances the initiative order.

Round Two - Init 12.

It is now Melora's turn! Grush is next!

Krom continues to chop away at the plant life..... ...oh I'm a lumber jack and I'm okay...

Huh? (Type "help" for help.)

GAME: Melora rolls fortitude: (2)+6: 8

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Three - Init 22.

It is now Grush's turn! Krom is next!

GAME: Grush rolls athletics: (1)+2: 3 (EPIC FAIL)

GAME: Grush rolls fortitude: (16)+6: 22

GAME: Kisaiya advances the initiative order.

Round Three - Init 14.

It is now Krom's turn! Melora is next!

Grush grints her teeth and tries to push forwards, then her foot hits something that she really hopes is a banana peel and she goes down like a sack of bricks

GAME: Krom rolls fort: (14)+7: 21

GAME: Kisaiya advances the initiative order.

Round Three - Init 12.

It is now Melora's turn! Grush is next!

GAME: Melora rolls fort: (18)+6: 24

GAME: Kisaiya rolls 3d6: (9): 9

Krom continues to hack that the vines, expanding his most cleared area. His stomach continues to clench, but he's almost getting use to that. He's not used to the sneaking suspicion that the mushrooms over there are laughing at him.

GAME: Kisaiya rolls 1d6: (5): 5

GAME: Kisaiya rolls 1d100: (42): 42

GAME: Kisaiya rolls 1d100: (45): 45

After Melora helps Grush up from the muck the smell gets stronger still, that ozone filling the air just in time for.... ZZZZAP! The electrical discharge erupts around them, a few of the vines ooze about Grush's shield shocking her. Krom on the other hand hacked at just the wrong instant the vines shocking them all. Thankfully, it feels like veryone avoided the brunt of it

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Four - Init 22.

It is now Grush's turn! Krom is next!

GAME: Grush rolls athletics: (6)+2: 8

GAME: Grush rolls fortitude: (4)+6: 10

GAME: Kisaiya advances the initiative order.

Round Four - Init 14.

It is now Krom's turn! Melora is next!

Grush gasps for air as melora helps her up, trying to wipe the muck off her face "thanks" she groans queasily taking a few more steps before faceplanting back down into the muck

GAME: Melora rolls fort: (12)+6: 18

GAME: Kisaiya advances the initiative order.

Round Four - Init 12.

It is now Melora's turn! Grush is next!

Huh? (Type "help" for help.)

GAME: Kisaiya reverses the initiative order.

Round Four - Init 14.

It is now Krom's turn! Melora is next!

Melora picks up Grush again. "GIT MOVIN' YA BLASTED ORUCH! YE DON' HAVE TA PLOW THROUGH.....BUT STAY UPRIGHT! THE NEXT TIME YOU FALL, <<I'M LEAVIN' YA THERE!!!>>

The last part she bellows.

GAME: Krom rolls fort: (11)+7: 18

GAME: Kisaiya advances the initiative order.

Round Four - Init 12.

It is now Melora's turn! Grush is next!

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Five - Init 22.

It is now Grush's turn! Krom is next!

Krom takes a deep, slow breath... which is rather unplesant, but it helps to settle his stomach just a little. Hacking a few more vines, the northman clears the flora, and gives a small sigh. "Krom has made a path! ...sort of..."

GAME: Grush rolls fortitude: (6)+6: 12

GAME: Kisaiya advances the initiative order.

Round Five - Init 14.

It is now Krom's turn! Melora is next!

Grush is hacking and coughing, groaning another very nauseated thanks to Melora she starts slowlu shuffling forwards, retching a little

GAME: Krom rolls cmb: (4)+9: 13

GAME: Krom rolls fort: (15)+7: 22

GAME: Kisaiya advances the initiative order.

Round Five - Init 12.

It is now Melora's turn! Grush is next!

GAME: Melora rolls fort: (15)+6: 21

GAME: Kisaiya removes the timestop.

Timestop by Kisaiya has left.

GAME: You remove the timestop.

GAME: Melora rolls fort: (11)+6: 17

GAME: Grush rolls fortitude: (18)+6: 24

Krom tries to haul Grush free from the vines, slipping, but eventually successful. "....Krom does not think this was the easy route."

GAME: Krom rolls fort: (8)+7: 15

The last of you finally stumbles through those vines, with the sickening stench still heavy in the air. You pull yourselves out of it and back on the path, your stomachs still heaving and rolling, but thankfully no one getting sick as you get back on the path. As you turn around, you see the Mushrooms still standing there... puffed up and brandishing at you as if they are gunna getcha if you get to close! THEY MEAN IT!

Krom says, "....occurs to Krom Mushroom will be problem when trying to return. Krom does not care to think about this just now."

Grush makes a rude gesture at the Mushrooms, retching on the floor. "we... wait, return..." Grush looks at Krom for a few seconds before loudly swearing and collapsing on the ground

GAME: Krom rolls knowledge/nature: (4)+2: 6

GAME: Melora rolls knowledge/nature: (5)+8: 13

Ahead of you, you see a depression in the wall, a narrow cleft. Passage ways run to the right and left. Using your trusty map, you're pretty sure that the scribbles say you should go to the right and that it's near by. Of course, if you had to guess, you think that cleft in the wall (while tight) might be a shortcut as well.

Melora says, "Huh. those weren't vines. Azure fungus....electrical discharge and all that...." She says with a sigh....."

Krom considers a moment, and shrugs. "Fungus vines. Whatever. Krom think maybe that way be shortcut... but also think best to stick to main path. Easy get lost even when following map."

Melora says, "Do you really think it's a shortcut?"

GAME: Krom rolls knowledge/dungeoneering: (12)+5: 17

GAME: Melora rolls survival: (19)+9: 28

Krom eyes the map a few moments, and nods. "Krom pretty sure is a shortcut. Direction is right, size is right... pretty sure."

GAME: Grush rolls survival: (10)+10: 20

Melora tilt sher head a bit. "It might be more of a neuisance...it's cramped for a 'shortcut."

Grush hauls herself to her feet, trying to shake off any chunks still sticking to her. She looks over the map and at the 'shortcut' "I'm with Melora, it looks okay... But if something attacked us in there, we'd be trapped"

Krom considers, and nods in agreement. "Shorter, not always better."

You three continue down the path, and then to the left. If the map you've been following is correct, then it's just a little further ahead and another left. You continue on up the stairs, weary from the treck through the muck and sewers. With a stop you all find yourselves at a door. Presumably on the other side of the door is the vault area. Then just to get to the right stone, yank it up, and be come with this Gods forsaken place.

Krom is skeptical. Nothing aobut this trip has been easy. Of course, that's why he's getting paid to do it instead of someone else taking the nice casual stroll. But, the corridor and the map seem to match, so, he reaches to open the door...

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ATTENTION -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Kisaiya has dropped a TIMESTOP!

Please +init, then cease all roleplay and actions immediately and wait for Kisaiya to instruct you further.

For in-combat commands, type: +thelp.

-=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=-

GAME: Krom rolls initiative: 5 + 9 = 14

GAME: Melora rolls initiative: 10 + 6 = 16

GAME: Kisaiya rolls 15: (10)+15: 25

GAME: Kisaiya rolls 1d6+6: (1)+6: 7

GAME: Grush rolls initiative: 5 + 2 = 7

GAME: Krom rolls fort: (10)+7: 17

Krom reaches out, grabbing the door and opening it. Something that would be considered the easiest part of the adventure, and the one that's most debilitating sometimes. In this case, as he pushes it open, a javelin rams out, sticking the human in the side. A feeling like venom coursing into his veins... but thankfully he's of hardy stock and shakes it.

GAME: Initiative bonus must be an integer.

GAME: You roll initiative for Thugs: Roll: 20 + Bonus: 6 = Total: 26

Krom says, "....Krom appoligize. Should have knocked. Please do not stab Krom again."

Grush says, "Krom!" Grush jumps in shock as the javelin fires, moving to Kroms side and attempting to cover him with her shield from further attacks"

As you open the door, you also see that you're not alone in this place. At the far side of the room there's a table with three people siting around it. From the looks of it, they use this place as hideout. The sound of the trap makes them all stand up to their feet, "OI! GET 'EM!" the one at the head of the table shouts.

Huh? (Type "help" for help.)

GAME: Kisaiya advances the initiative order.

Round One - Init 26.

It is now Thugs' turn! Melora is next!

One of the thugs yanks out a potion, popping the top and quafing it as the other two form up in from of him.

GAME: Kisaiya advances the initiative order.

Round One - Init 16.

It is now Melora's turn! Krom is next!

GAME: Note Flat-footed on Melora ended.

GAME: Melora rolls weapon1: (6)+5: 11

GAME: Kisaiya advances the initiative order.

Round One - Init 14.

It is now Krom's turn! Grush is next!

GAME: Note Flat-footed on Krom ended.

GAME: Krom rolls weapon6: (3)+13: 16

Melora saw the guy start coming towards them with longswords, so she fires a shot. Sadly, she's way off the mark. Good thing she has a healing judgement on her.

GAME: Kisaiya advances the initiative order.

Round One - Init 7.

It is now Grush's turn! Thugs is next!

GAME: Note Flat-footed on Grush ended.

"Krom advise that you... no, never mind, Korm want to kill someone." It's been one of those days. Blades flashing, the northman attacks. Less than successful, but he's just getting started.

GAME: Grush rolls weapon1+1: (5)+6+1: 12

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Two - Init 26.

It is now Thugs' turn! Melora is next!

The man behind the two with longswords and shields calls out, "Just one more moment." He grins and reaches into his pouch, pulling out a second potion and drinks it in a single gulp, smashing the bottle down on the ground with a laugh. The two in front swing at Grush and Krom.

GAME: Kisaiya rolls 7: (17)+7: 24

GAME: Kisaiya rolls 7: (17)+7: 24

Grush charges forwards, swinging her hammer off her back as she goes, trying to put all her momentum into it. but she is still rather slick with grime and sewerage and the shot glances off their shield. "Anyone who doesn't want to die should surrender now"

GAME: Kisaiya rolls 1d8: (7): 7

GAME: Kisaiya rolls 1d8: (2): 2

GAME: Kisaiya advances the initiative order.

Round Two - Init 16.

It is now Melora's turn! Krom is next!

GAME: Kisaiya advances the initiative order.

Round Two - Init 14.

It is now Krom's turn! Grush is next!

GAME: Melora casts Bless. Caster Level: 3 DC: 14

GAME: Krom rolls 1d20+13+1: (9)+13+1: 23

GAME: Krom rolls 1d20+13+1: (16)+13+1: 30

GAME: Krom rolls 1d20+8+1: (17)+8+1: 26

GAME: Krom rolls 1d20+8+1: (1)+8+1: 10 (EPIC FAIL)

GAME: Krom rolls 1d4+6: (2)+6: 8

GAME: Krom rolls 1d4+6: (3)+6: 9

GAME: Krom rolls 1d4+6: (3)+6: 9

noting her first shot missed, Melora stays back and blesses the aim of her fellow allies there...

GAME: Kisaiya advances the initiative order.

Round Two - Init 7.

It is now Grush's turn! Thugs is next!

GAME: Grush rolls weapon1: (7)+6: 13

Krom is good at this sort of thing. Wading in sewage? Talking with monsters? Not so much. But close hand to hand combat? Yeah. He's blades flash and spin in the light, blood spurts, and a thug falls. "...Krom feels little better."

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Three - Init 26.

It is now Thugs' turn! Melora is next!

Grush isn't feeling too great. Her eyes are stinging and she's pretty sure she swallowed some truly unspeakable things. She tries to channel her fustration into attacking but all she can do is threaten the thug, her blows not making it past their defences

GAME: Kisaiya rolls 7: (16)+7: 23

GAME: Kisaiya rolls 11: (12)+11: 23

GAME: Kisaiya rolls 1d8: (6): 6

GAME: Kisaiya rolls 1d6+4: (5)+4: 9

GAME: Kisaiya advances the initiative order.

Round Three - Init 16.

It is now Melora's turn! Krom is next!

Melora is going to heal grush....

The one standing in front of Grush turns toward Krom, moving toward the side as if trying to flank but it's going to take a little longer yet. Swinging his longsword he strikes true. To add to it, the one that was in the back charges Krom next, slashing down with his rapier and scoring a hit as well.

GAME: Melora casts Cure Light Wounds. Caster Level: 3 DC: 14

GAME: Melora rolls 1d8+3: (8)+3: 11

GAME: Kisaiya advances the initiative order.

Round Three - Init 14.

It is now Krom's turn! Grush is next!

GAME: Krom rolls 1d20+13+1: (17)+13+1: 31

GAME: Krom rolls 1d20+13+1: (5)+13+1: 19

GAME: Krom rolls 1d20+8+1: (20)+8+1: 29

GAME: Krom rolls 1d20+8+1: (12)+8+1: 21

GAME: Krom rolls 1d20+8+1: (17)+8+1: 26

GAME: Krom rolls 1d4+6: (1)+6: 7

GAME: Krom rolls 1d4+6: (4)+6: 10

GAME: Krom rolls 1d4+6: (4)+6: 10

GAME: Krom rolls 2d4+12: (5)+12: 17

GAME: Kisaiya advances the initiative order.

Round Three - Init 7.

It is now Grush's turn! Thugs is next!

GAME: Grush rolls weapon1: (19)+6: 25

Krom spins and flashes, moving with an almost unnatural grace. The shield and armor help... but not enough, the curved blades slipping past the defense, and slicing open the thug's throat.

GAME: Grush rolls 2d6+4: (6)+4: 10

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Four - Init 26.

It is now Thugs' turn! Melora is next!

GAME: Kisaiya rolls 9: (13)+9: 22

GAME: Kisaiya rolls 9: (17)+9: 26

Grush takes advantage of the thugs focusing on Krom and his whirling blades of death to deal a cheap shot into the rapier wielding thugs side

GAME: Kisaiya rolls 1d6+4: (5)+4: 9

GAME: Kisaiya rolls 1d6+4: (5)+4: 9

GAME: Kisaiya advances the initiative order.

Round Four - Init 16.

It is now Melora's turn! Krom is next!

GAME: Melora rolls 1d8+3: (6)+3: 9

GAME: Melora casts Cure Light Wounds. Caster Level: 3 DC: 14

GAME: Kisaiya advances the initiative order.

Round Four - Init 14.

It is now Krom's turn! Grush is next!

Running her way by, Melora puts a hand on Krom's back to heal some of his wounds....

GAME: Krom rolls 1d20+13+1+2: (14)+13+1+2: 30

GAME: Krom rolls 1d20+13+1+2: (15)+13+1+2: 31

GAME: Krom rolls 1d20+8+1+2: (2)+8+1+2: 13

GAME: Krom rolls 1d20+8+1+2: (2)+8+1+2: 13

GAME: Krom rolls 1d4+6: (3)+6: 9

GAME: Krom rolls 1d4+6: (3)+6: 9

GAME: Kisaiya advances the initiative order.

Round Four - Init 7.

It is now Grush's turn! Thugs is next!

Krom sidesteps to place the final thug between himself an Grush, his blades craving up the villain. Well, we assume he's a villain, this might just all be a misunderstanding. But given that his own wounds are flowing rather freely, the northman doesn't really care just now.

  • carving, not craving

GAME: Grush rolls weapon1+2: (19)+6+2: 27

GAME: Grush rolls 2d6+6: (10)+6: 16

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Five - Init 26.

It is now Thugs' turn! Melora is next!

GAME: Kisaiya rolls 9: (14)+9: 23

GAME: Kisaiya rolls 9: (12)+9: 21

GAME: Kisaiya rolls 1d6+4: (6)+4: 10

GAME: Kisaiya rolls 1d6+4: (1)+4: 5

GAME: Kisaiya advances the initiative order.

Round Five - Init 16.

It is now Melora's turn! Krom is next!

GAME: Melora rolls weapon1+1: (4)+5+1: 10

GAME: Kisaiya advances the initiative order.

Round Five - Init 14.

It is now Krom's turn! Grush is next!

GAME: Kisaiya advances the initiative order.

Round Five - Init 7.

It is now Grush's turn! Thugs is next!

Grush moves to flank the thug with Krom, letting him occupy their defences while she slams her hammer into the thugs back

Krom wobbles, and drops to his knees. It's not been a good day. The north man is still awake, just blinking hard, and not really with it just now.

The man with the rapier moves unnaturally quick, like he's been augmented in some way. A sickening grin as he slashes twice at Krom. As the second hit happens he punches out, slamming the pommel into the side of his head and sending him to the ground. He turns to face Grush, "You next, little lady?" A laugh.

GAME: NEW ROUND!

Kisaiya advances the initiative order.

Round Six - Init 26.

It is now Thugs' turn! Melora is next!

GAME: Grush rolls weapon1+1: (9)+6+1: 16

GAME: Kisaiya rolls 10: (4)+10: 14

GAME: Kisaiya rolls 10: (17)+10: 27

GAME: Kisaiya rolls 1d6+4: (3)+4: 7

GAME: Kisaiya advances the initiative order.

Round Six - Init 16.

It is now Melora's turn! Krom is next!

GAME: Melora rolls weapon1: (11)+5: 16

GAME: Melora rolls 1d12: (10): 10

A flourish of his rapier, and he steps stabbing the Oruch with a grin. "Ahhh you silly adventurers. Always thinking you're the best at everything."

GAME: Kisaiya removes the timestop.

Timestop by Kisaiya has left.

GAME: You remove the timestop.

Grush lets out a bellow, pushing the last of her strength into swinging at the thug. She looks a little confused as it sails over his head. Then she looks down to see his rapier in her gut "im just here for a necklace man"

When the man with the rapier turns his attention away from melora, the dwarf shoots him through the back, which puts a hole through his chest. When the man falls over....shocked look on his face, Melora walks forward......after reloading....and shoots him through the side of the head....as well as the other two. "yeah.....I'm not taking the chance of them being raised as undead." she says rather coldly before she goes to see to Krom.

Krom sighs quietly as the last thug falls, and the northman struggles to his feet. "...not the best. Just better than you." He nods in agreement to Melora.

Grush lets out a wheezing sigh and collapses back onto the ground, giving Melora a weak thumbs up.

"Nice save..."

The three of you eventually find the right stone, pulling the large block free and under it the chest is revealed. A short bit of work and it pops open next, not even locked - just like the lady said. It's all there, by some twist of fate, it's all actually there.

Within it you see a locket necklace which seems to have a hollow space on the inside. Along with it is a vase that looks to be at least a few centuries old wrapped in a tapestry and looks at least as old as that. Another couple rugs, ancient and finely made, and finally a stack of... Oh Gods, they're love letters. And if any of you dare to read them, bad love letters. Full of flowery prose about flowers and- I'll leave it to your imagination.

Yes. They're that bad.

Seriously.

Don't read them!

Oh Gods they're so bad.

She said what to him?!

Among what you find on the table the bandits left behind is a potion that says "Icy" on it. It's no surprise what it's probably meant for, and you use it - heaving it as the azure fungus. It withers but doesn't die and even the muck under it freezes in place. It gives you enough free passage to get back through, then back the way you came and out onto the streets of Vandalheim.

Krom is in the southlands to learn. These letters are very educational.