Once Kif is safely out of the pit trap, Barnaby will send Tulip down the hall on a reconnaissance mission. Tulip is instructed to look for irregularities in the floors and walls (traps) as well as anything that might want to harm us. Barnaby will sit still and let his senses go with his familiar to see and hear what Tulip does.
Tulip stealth: 8 Tulip perception with advantage: 2111
Tulip flies down one flight of steps in front of you, then the hallway turns and she flies down a second flight to a landing, and then down a third flight of steps into a narrow hallway. It's a short passage that leads into a large (by the standards of this dungeon) rectangular chambers with alcoves all around the walls. That's as far as she can get with your eyes.
When Tulip flies eastward, down the passage on the other side of the pit, she (you, through her eyes) goes up a flight of steps and enters a 4-way intersection. She can just make out the dining room, the Grick room, to the north. Hallways continue to the east and the south. The eastern one leads to a large chamber with an altar. To the south, the hallway goes about 15' and turns east.
With your 21, you notice the earthen floor is slightly uneven at a few spots near the 4-way intersection.
Alright kids. There's a bit of a twisty turvey maze up ahead. As far as I can tell, there are no living dangers in our immediate future, though as we approach a four way intersection, make sure to be particularly careful of your feet. There seems to be some more hanky panky going on with the ground there.
Kif, feel free to lead the way again once you have gathered yourself.
Barnaby gently strokes Tulip's tiny head and then feeds her a couple dried meal worms produced from one of his many pockets.
Sounds like we can go up to the room where we fought the bugs then south and connect back up with this hallway, if I understand what Barnaby is telling us the bird sees. That might be easier than trying to cross a 10 foot wide pit of spikes
Sounds like we can go up to the room where we fought the bugs then south and connect back up with this hallway, if I understand what Barnaby is telling us the bird sees. That might be easier than trying to cross a 10 foot wide pit of spikes
This is correct. Working your way back around the way you came will connect you with the 4 way intersection that Barnaby saw.
Fope, there’s nothing in the pit other than spikes and a little dwarf blood.
You climb the flight of steps that leads you into the dining room, and turn right - south - out of that room. Kif, taking the lead, enters the 4-way intersection.
"I saw something in the hallway here," thinks Barnaby. He knows it's on the tip of his tongue, but it's not coming. "Right! The earth was disturbed!" Just as Barnaby thinks these thoughts, wretched, foul claws dig through the earth, and four ghouls rise up to challenge you. Roll for initiative!
They shamble toward Kif, who is - for now - the only party member they can reach. Kif looks up at the tall, gray-brown creatures, which in turn gaze down at him hungrily. They both lunch with their long desiccated arms, long nails coming out like claws, and one of them hits!
Kif, make a Constitution save. Good luck! :)
If Kif gets a 10 or higher, everybody goes. If he does not, everybody but Kif goes. Mwahahaha.
Once Kif is safely out of the pit trap, Barnaby will send Tulip down the hall on a reconnaissance mission. Tulip is instructed to look for irregularities in the floors and walls (traps) as well as anything that might want to harm us. Barnaby will sit still and let his senses go with his familiar to see and hear what Tulip does.
Tulip stealth: 8 Tulip perception with advantage: 21 11
Ok. Kif, please make a second Dex save to avoid the spikes as you gently settle on the pit floor. I’ll recalculate your damage when you’re done.
I’ll get back to you about Tulip later.
11 dex save
Ok. The falling damage is wiped out and you take half damage from the spikes. From 17 damage all the way down to 5. Good job, Barnaby!
Tulip flies down one flight of steps in front of you, then the hallway turns and she flies down a second flight to a landing, and then down a third flight of steps into a narrow hallway. It's a short passage that leads into a large (by the standards of this dungeon) rectangular chambers with alcoves all around the walls. That's as far as she can get with your eyes.
When Tulip flies eastward, down the passage on the other side of the pit, she (you, through her eyes) goes up a flight of steps and enters a 4-way intersection. She can just make out the dining room, the Grick room, to the north. Hallways continue to the east and the south. The eastern one leads to a large chamber with an altar. To the south, the hallway goes about 15' and turns east.
With your 21, you notice the earthen floor is slightly uneven at a few spots near the 4-way intersection.
Thanks Barnaby, appreciate the assist
Alright kids. There's a bit of a twisty turvey maze up ahead. As far as I can tell, there are no living dangers in our immediate future, though as we approach a four way intersection, make sure to be particularly careful of your feet. There seems to be some more hanky panky going on with the ground there.
Kif, feel free to lead the way again once you have gathered yourself.
Barnaby gently strokes Tulip's tiny head and then feeds her a couple dried meal worms produced from one of his many pockets.
Before leaving, Føpé will look over the edge of the pit, perception 24, to see if there's anything interesting down there.
Sounds like we can go up to the room where we fought the bugs then south and connect back up with this hallway, if I understand what Barnaby is telling us the bird sees. That might be easier than trying to cross a 10 foot wide pit of spikes
This is correct. Working your way back around the way you came will connect you with the 4 way intersection that Barnaby saw.
Fope, there’s nothing in the pit other than spikes and a little dwarf blood.
Ok, let's take that path, rather than play Pitfall
Inspiration for Kif, for taking me to the wayback machine!
Remember when I used to give Inspiration for quality roleplaying moments? Me, too. Seems like yesterday. :)
It's a dungeon crawl section. It's cool.
You climb the flight of steps that leads you into the dining room, and turn right - south - out of that room. Kif, taking the lead, enters the 4-way intersection.
"I saw something in the hallway here," thinks Barnaby. He knows it's on the tip of his tongue, but it's not coming. "Right! The earth was disturbed!" Just as Barnaby thinks these thoughts, wretched, foul claws dig through the earth, and four ghouls rise up to challenge you. Roll for initiative!
9 initiative
This place is getting on my nerves
You're getting there. Every 5 foot square you travel without getting killed is progress. You can do it!
Initiative: 4
Totally saying that in character as grumbly dwarf
Josh, would you please roll initiative for Fope? I'll grab everybody else and we'll get this party started.
Fope initiative: 6
And the ghouls go first!
They shamble toward Kif, who is - for now - the only party member they can reach. Kif looks up at the tall, gray-brown creatures, which in turn gaze down at him hungrily. They both lunch with their long desiccated arms, long nails coming out like claws, and one of them hits!
Kif, make a Constitution save. Good luck! :)
If Kif gets a 10 or higher, everybody goes. If he does not, everybody but Kif goes. Mwahahaha.