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Shake, rattle, kill
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Shake, rattle, kill

By dndadminAugust 11, 2025No Comments2 Mins Read
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The next few days will go a little blurry. All awakening times are variants of the following script:

We will investigate the hallway. Find the secret door. Check the trap for visible doors. No traps are detected. Your fingers open the door. Save against lightning!

Open the locked door and you'll find plenty of regular doors, agitating and a huge supply of rats that look like hell. There are rooms with sigils carved on bronze plates and rooms with interesting pillars. Barracks, Guard Post, workshops and Smithy were discovered. There is a short foray into areas where Trap Making Bug Bears is likely to be staffed, but the group reverses the direction. Desin doesn't want to admit it, but Hall is well constructed in his dwarves. The passageways go back and forth without identifiable reason, and the uniformity of the door is a bit surprising. The vast size of the complex is incredible, with groups traveling miles on round-trip excursions.

There are areas that have been clearly struck by earthquakes and others that appear to be almost untouched. As the party explores further, it becomes clear that there was a pitched battle in certain areas where corpses were piled up high. Everywhere you can find ORC bodies, the occasional troglodytes, bearded dragon forks, and some form of winged octopus. The bodies appear to have died for about a month, but they line up at the time of the earthquake that opened the area. What caused the war? Who was the combatant? Why were they fighting? Journal shreds reveal some kind of event occurred, but why is it unknown. Also, given that we have not fully investigated a single section so far, it is completely unclear how the parties will leave the area. Perhaps this will lead to a long absence that they wanted to pull them away from the lips of the town's gossip.

Kill rattle Shake
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