Re: Day 10 - Leavetakings and Arrivals
The group settles down in the common area as cool night breezes waft in through the narrow arrow slit windows. A heavy silence falls outside, undisturbed by the sounds of wildlife.
Malz slips through the open secret door and finds a cold stone spiral staircase leading down into darkness. At the bottom of the stairs, they find a chamber brightly lit with torches where a single boat bobs in an underground stream. The boat is tied to a simple metal ring set in the chamber's floor, and another ring is set into the floor six feet away. The stream flows from west to east, with darkness beckoning in both directions.
Tana sits with the potions the group found earlier, examining the liquid contained within, smelling the liquid, and finally taking a small sip of each. Morg turns the mermaid figure over and over in his hands.
After a few minutes, a timid face peeks over the edge of the balcony into the common room, then shrinks back away from the edge quietly.
Gorm obtains Inspiration for obtaining access to the secret entrance to the Keep!
Tana finds that the potions are wolfsbane (which will cure 1 person stricken with lycanthropy) and healing.
Morg doesn't find anything particularly remarkable about the mermaid figure, other than its 10gp value.
Feel free to roll any hit dice, other light activities you want to also do during the short rest, etc., with your next post(s).
This message was last edited by the GM at 22:25, Thu 20 Aug 2020.