White Plume Mountain is an adventure module for the Advanced Dungeons & Dragons fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. White Plume Mountain was well received by critics. It was ranked the 9th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004.
ADVENTURE BACKGROUND
White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.
Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, and discovered the system of old lava-tubes that riddle the cone and the underlying strata. With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, and he could think of a few ways to make it worse. So he disappeared below White Plume Mountain and vanished from the knowledge of the surface world.
Today, the once-feared name of Keraptis is not widely known even among learned scholars. Or it was not widely known, that is, until several weeks ago, when three highly valued magic weapons named Wave, Whelm, and Blackrazordisappeared from the vaults of their owners. Rewards were posted, servants hanged, even the sanctuary of the thieves’ guild was violated in the frantic search for the priceless arms, but not even a single clue was turned up until the weapons’ former owners each received a copy of the following note:
Search ye far or search ye near, You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me.
North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound.
To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double.
Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught
I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire.
All the notes were signed with the symbol of Keraptis. White Plume Mountain has tentatively been identified as the “feathered mound” of the poem. The former owners of Wave, Whelm, and Blackrazor are outfitting a group of intrepid heroes to take up the challenge.
That's you all.
ADVENTURE START
You arrive at White Plume Mountain, which stands alone in a vast area of dismal moors and tangled thickets. You leave most of your belongings hidden in the Dead Gnoll’s Eye Socket, a small natural cave in the side of a hill about 2 miles from the Plume. There is really no other shelter available. The cave is easily barricaded to keep out unintelligent wandering monsters.
White Plume Mountain is an almost perfectly conical volcanic hill formed from an ancient slow lava leakage. It is about 1,000 yards in diameter at the base, and rises about 800 feet above the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to the east under the prevailing winds like a great white feather. The spray collects in depressions downslope and merges into a sizable stream. Steam vents are visible in various spots on the slopes of the mountain, but none of them are large enough to allow entry.
The only possible entrance into the cone is a cave on the south slope known as the Wizard’s Mouth. This cave actually seems to breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, you all hear a whistling noise coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance.
The cave is about 8 feet in diameter and 40 feet long. At the end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out torches. Shortly the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it does make the cave very uncomfortable, like a hot sauna bath interrupted by blasts of cold air.
FIRST TASK WELCOME TO THE PLUME
The ceiling and walls of the cave are slick with the condensed steam that runs down them. The floor is covered with several inches of fine muck. Only careful probing of the muck near the back of the cave will reveal a small trapdoor with a rusted iron ring set in it. Once the muck has been cleared away, a successful DC 20 Strength check is required to pull up the encrusted door.
Directly beneath the door is a 20-foot-square vertical shaft and the beginning of a spiral staircase that leads down.
Once you pass the check, you enter the dungeon in the mountain, and the adventure REALLY begins!
Kal’iente brazenly saunters up to the trapdoor, trying to impress the group with his athletic prowess (and you guys have to do all you can to stifle laughs at the absurdity of it), and lifts up on the handle with all his lackluster might (Athletics check: 7).
“There! That should do it. I loosened up the hinges for you guys. Have at it!” he confidently exclaims.
"I, uh, don't think you opened it at all there, champ," Peonchi says with a grin creeping up on her face, putting a hand at her hip. "Want some help or wanna try it again?" Once those words left her mouth, someone else attempted the hatch... And failed. "Let's try this together...?"
21
Ref of Peonchi:
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Debauchery watches the efforts with a half-smile, hand resting on the well-worn hilt of a long sword. “Well, at least we will not be bested by a door.”
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Rimara mutely and very methodically gives congratulatory claps, smiling so widely and toothily as to border on the creepy. "Very good. Very good."She says evenly, breaking her self-imposed silence. Then without a word the strange, grey-skinned dwarf adjusts her backpack and made her way over to peer down the hatch, peeling away pitch-black goggles for a proper lookie-loo(120ft Darkvision, if it matters). As she does, she blindly gropes around her person until able to produce a strange, gold and grey orb made of clockwork. "Names?"She asks, affixing stark yellow eyes on the others starting with Peonchi, then down the hole again. All while blindly fiddling with orb in hand.
"What are you, some sort of Copper or somethin'?" Turning to smile to the rest of the group, he'll gleefully exclaim with a toothy grin "Looks like we got ourselves the popo here, gang!"
Turning back to peer down the gaping hole in the now open doorway, Kal will likewise use his darkvision (60') to look into the comforting darkness below.
"Right. Looks like a standard hovel. Class 2. Usual compliment of traps and, oh, a few week dithering monstrosities attempting to guard those missing weapons. Feel free to wait here while I go pick up the Wave, Whelm, and Blackrazor. No worries, I'll be sure to give you guys some of the credit. Where it's due and all."
Winking to the group, he'll proceed through the doorway (if it looks like he can...is it a drop down into a deep pit or just a doorway with an easy step down?).
A disaparated head then appears through the doorway (sans body...what the heck?!) and to Rimara simply says "Oh, by the way, I'm Kal...Kal'iente!" with the "ienteeeeeeeeeee" part long drawn out as he disappears back into the darkness.
[And disappears he truly does....he's completely invisible, even to those of you with darkvision. Stealth check for audible stealth: 15]
Debauchery sighs, watching the ranger disappear down the trapdoor. Shouldering past those in the way, the half-drow moves to follow down the trapdoor, pausing only for a second to make eye contact with Rimara. "Debauchery Dalliance." The paladin continues past, eyes adjusting to the darkness while scanning ahead. One eyebrow raises in an impressed manner in not seeing Kal'iente. "******* rangers," the half-breed mutters, trying to discern where the ranger got off to.
Perception (listening for Kal'iente): 16
Rollback Post to RevisionRollBack
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd) Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist) Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Peonchi rips the trapdoor off it's handles easily, allowing access deeper into the mountain.
AREA 1 - THE SPIRAL STAIRCASE
The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash — the floor is submerged beneath a foot of water! The spiral staircase descends about 100 feet before ending in area 1, which you can see in the map above. You can all feel the thrumming of a continuous low vibration. In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and white subterranean algae. This algae or algae-like fungus also clings in patches to walls and ceilings. It is harmless, and can be found almost everywhere in the dungeon where there is water.
AREA 2 - THE RIDDLING GUARDIAN
A enormous, rather mangy, bedraggled sphinx squats in the space where the three corridors converge. In a rather regal voice, it speaks a riddle.
"Round she is, yet flat as a board Altar of the Lupine Lords Jewel on black velvet, pearl in the sea Unchanged but e’erchanging, eternally."
Discuss this in discord, and when you guys are ready, have one person post the answer. (You can post RP in the meantime if you wish.)
Violet advances, following behind the Tiefling woman that she assisted. "What is your name?" She asks. Once she's gotten an answer, she'll listen to the Sphinx's riddle and gather the rest of the party in a huddle. "I believe that I have the solution to his question, but I'm all ears if you have something better." She whispers.
Rollback Post to RevisionRollBack
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
“Name’s Peonchi! Nice to meet y’all!” The tiefling grins to everyone, making sure they all knew her name as they made their way down. When the creature speaks its riddle, Peonchi’s face twists into confusion. “I ain’t real good at riddles... So your guess is as good as mine.”
Rollback Post to RevisionRollBack
Aeydof the Dragons || Wood Elf / Way of the Ascendant Dragon Monk Demetrios Zalaoras || Protector Aasimar / Paladin of Torm Hawke || Kalashtar / Circle of the Moon Druid Morticia || Half-Aasimar Rogue Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm /ᐠ。ꞈ。ᐟ\
Rimara head twitches like a bird as she watches the others disappear one after the other down into the hole, seeming fascinated with each them; especially Kal'iente. She follows soon after, pulling the dislodged door back over the whole. Her eyes light up seeing the sphinx later, and without thinking she immediately breaks away from being ushered over for the huddle to keep staring at him. She doesn't give an answer unless prompted by him or the others. But as she stares, something starts squirming around in her pack until a small, and seemingly mouthless blue figure crawls out and onto her shoulder.
Unbidden, it began sweating a strange grey substance and began working it into her skin. Where the substance settles it immediately seeps, turning her sclera red by the end. The whole time she pays it no mind.
(@All: Using Homunculus resilience salve to grant her 6 Temp HP. Remaining uses of daily salves: 2).
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
"Unfortunate. Most unfortunate." Rimara shakes her head after recovering from the violent pop. She then skips ahead towards area 9, blithely ignoring or missing Violet's gesture in favor of just moving. The blue-skinned creature grows dragonfly like wings and takes off, hovering in the air beside her going forward. Together the two keep examining the path ahead: a pep to the step of one, and a dull hum out of the other.
(@Crisp: If Investigation would be more appropriate for spotting any traps, then it is +5 instead. Her focus for that will mainly be on the floor and eventually the alcove for now.)
The stop at the alcove ahead if seen and peek inside, then look behind her to see the others going right(?). Frowning, she and the creature linger for a moment or two more in the hall to look around, then make their way back to follow the others.
WHITE PLUME MOUNTAIN
White Plume Mountain is an adventure module for the Advanced Dungeons & Dragons fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. White Plume Mountain was well received by critics. It was ranked the 9th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004.
ADVENTURE BACKGROUND
White Plume Mountain has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief.
Thirteen hundred years ago, the wizard Keraptis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Mountain, going closer than most dared to, and discovered the system of old lava-tubes that riddle the cone and the underlying strata. With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, and he could think of a few ways to make it worse. So he disappeared below White Plume Mountain and vanished from the knowledge of the surface world.
Today, the once-feared name of Keraptis is not widely known even among learned scholars. Or it was not widely known, that is, until several weeks ago, when three highly valued magic weapons named Wave, Whelm, and Blackrazor disappeared from the vaults of their owners. Rewards were posted, servants hanged, even the sanctuary of the thieves’ guild was violated in the frantic search for the priceless arms, but not even a single clue was turned up until the weapons’ former owners each received a copy of the following note:
Search ye far or search ye near,
You’ll find no trace of the three
Unless you follow instructions clear
For the weapons abide with me.
North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you’ll burrow
Forget life, forget light, forget sound.
To rescue Wave, you must do battle
With the Beast in the Boiling Bubble
Crost cavern vast, where chain-links rattle
Lies Whelm, past water-spouts double.
Blackrazor yet remains to be won
Underneath inverted ziggurat.
That garnered, think not that you’re done
For now you’ll find you are caught
I care not, former owners brave
What heroes you seek to hire.
Though mighty, I’ll make each one my slave
Or send him to the fire.
All the notes were signed with the symbol of Keraptis. White Plume Mountain has tentatively been identified as the “feathered mound” of the poem. The former owners of Wave, Whelm, and Blackrazor are outfitting a group of intrepid heroes to take up the challenge.
That's you all.
ADVENTURE START
You arrive at White Plume Mountain, which stands alone in a vast area of dismal moors and tangled thickets. You leave most of your belongings hidden in the Dead Gnoll’s Eye Socket, a small natural cave in the side of a hill about 2 miles from the Plume. There is really no other shelter available. The cave is easily barricaded to keep out unintelligent wandering monsters.
White Plume Mountain is an almost perfectly conical volcanic hill formed from an ancient slow lava leakage. It is about 1,000 yards in diameter at the base, and rises about 800 feet above the surrounding land. The white plume that gives the mountain its name and fame is a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off to the east under the prevailing winds like a great white feather. The spray collects in depressions downslope and merges into a sizable stream. Steam vents are visible in various spots on the slopes of the mountain, but none of them are large enough to allow entry.
The only possible entrance into the cone is a cave on the south slope known as the Wizard’s Mouth. This cave actually seems to breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, you all hear a whistling noise coinciding with the wind cycle. If it were not for the continuous roaring of the Plume, this whistling could be heard for a great distance.
The cave is about 8 feet in diameter and 40 feet long. At the end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out torches. Shortly the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it does make the cave very uncomfortable, like a hot sauna bath interrupted by blasts of cold air.
FIRST TASK
WELCOME TO THE PLUME
The ceiling and walls of the cave are slick with the condensed steam that runs down them. The floor is covered with several inches of fine muck. Only careful probing of the muck near the back of the cave will reveal a small trapdoor with a rusted iron ring set in it. Once the muck has been cleared away, a successful DC 20 Strength check is required to pull up the encrusted door.
Directly beneath the door is a 20-foot-square vertical shaft and the beginning of a spiral staircase that leads down.
Once you pass the check, you enter the dungeon in the mountain, and the adventure REALLY begins!
Kal’iente brazenly saunters up to the trapdoor, trying to impress the group with his athletic prowess (and you guys have to do all you can to stifle laughs at the absurdity of it), and lifts up on the handle with all his lackluster might (Athletics check: 7).
“There! That should do it. I loosened up the hinges for you guys. Have at it!” he confidently exclaims.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Violet walks up to the trapdoor and does some stretches to get ready to lift the door. "I apologize in advance."
Athletics: 14
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
"I, uh, don't think you opened it at all there, champ," Peonchi says with a grin creeping up on her face, putting a hand at her hip. "Want some help or wanna try it again?" Once those words left her mouth, someone else attempted the hatch... And failed. "Let's try this together...?"
21
Ref of Peonchi:
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Debauchery watches the efforts with a half-smile, hand resting on the well-worn hilt of a long sword. “Well, at least we will not be bested by a door.”
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
Violet turns towards the grinning Tiefling. "Thank you. I'm glad that I was actually able to be of some assistance to you. I'm Violet."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Rimara mutely and very methodically gives congratulatory claps, smiling so widely and toothily as to border on the creepy. "Very good. Very good." She says evenly, breaking her self-imposed silence. Then without a word the strange, grey-skinned dwarf adjusts her backpack and made her way over to peer down the hatch, peeling away pitch-black goggles for a proper lookie-loo(120ft Darkvision, if it matters). As she does, she blindly gropes around her person until able to produce a strange, gold and grey orb made of clockwork. "Names?" She asks, affixing stark yellow eyes on the others starting with Peonchi, then down the hole again. All while blindly fiddling with orb in hand.
Ref of Rimara:
When you realize you're doing too much: Signature.
"What are you, some sort of Copper or somethin'?" Turning to smile to the rest of the group, he'll gleefully exclaim with a toothy grin "Looks like we got ourselves the popo here, gang!"
Turning back to peer down the gaping hole in the now open doorway, Kal will likewise use his darkvision (60') to look into the comforting darkness below.
"Right. Looks like a standard hovel. Class 2. Usual compliment of traps and, oh, a few week dithering monstrosities attempting to guard those missing weapons. Feel free to wait here while I go pick up the Wave, Whelm, and Blackrazor. No worries, I'll be sure to give you guys some of the credit. Where it's due and all."
Winking to the group, he'll proceed through the doorway (if it looks like he can...is it a drop down into a deep pit or just a doorway with an easy step down?).
A disaparated head then appears through the doorway (sans body...what the heck?!) and to Rimara simply says "Oh, by the way, I'm Kal...Kal'iente!" with the "ienteeeeeeeeeee" part long drawn out as he disappears back into the darkness.
[And disappears he truly does....he's completely invisible, even to those of you with darkvision. Stealth check for audible stealth: 15]
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Violet just looks at the strange overconfident man and lets him go first, stumbling into whatever traps might be there.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Debauchery sighs, watching the ranger disappear down the trapdoor. Shouldering past those in the way, the half-drow moves to follow down the trapdoor, pausing only for a second to make eye contact with Rimara. "Debauchery Dalliance." The paladin continues past, eyes adjusting to the darkness while scanning ahead. One eyebrow raises in an impressed manner in not seeing Kal'iente. "******* rangers," the half-breed mutters, trying to discern where the ranger got off to.
Perception (listening for Kal'iente): 16
Corrin Kettlewhistle: Halfling Life Cleric (Curse of Strahd)
Kip Dalton: Human Lore Bard (Waterdeep Dragon Heist)
Debauchery Dalliance: Half-Drow Oath of Conquest Paladin (White Plume Mountain)
DUDE, GET A GRIP
Peonchi rips the trapdoor off it's handles easily, allowing access deeper into the mountain.
AREA 1 - THE SPIRAL STAIRCASE
The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash — the floor is submerged beneath a foot of water! The spiral staircase descends about 100 feet before ending in area 1, which you can see in the map above. You can all feel the thrumming of a continuous low vibration. In the humidity, lamps and torches will burn fitfully and give off a lot of smoke. Floating on the water are splotches of green and white subterranean algae. This algae or algae-like fungus also clings in patches to walls and ceilings. It is harmless, and can be found almost everywhere in the dungeon where there is water.
AREA 2 - THE RIDDLING GUARDIAN
A enormous, rather mangy, bedraggled sphinx squats in the space where the three corridors converge. In a rather regal voice, it speaks a riddle.
"Round she is, yet flat as a board
Altar of the Lupine Lords
Jewel on black velvet, pearl in the sea
Unchanged but e’erchanging, eternally."
Discuss this in discord, and when you guys are ready, have one person post the answer. (You can post RP in the meantime if you wish.)
Violet advances, following behind the Tiefling woman that she assisted. "What is your name?" She asks. Once she's gotten an answer, she'll listen to the Sphinx's riddle and gather the rest of the party in a huddle. "I believe that I have the solution to his question, but I'm all ears if you have something better." She whispers.
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
“Name’s Peonchi! Nice to meet y’all!” The tiefling grins to everyone, making sure they all knew her name as they made their way down. When the creature speaks its riddle, Peonchi’s face twists into confusion. “I ain’t real good at riddles... So your guess is as good as mine.”
Aeyd of the Dragons || Wood Elf / Way of the Ascendant Dragon Monk
Demetrios Zalaoras || Protector Aasimar / Paladin of Torm
Hawke || Kalashtar / Circle of the Moon Druid
Morticia || Half-Aasimar Rogue
Yvan || Goliath / Path of the Wild Soul Barbarian | Paladin of Helm
/ᐠ。ꞈ。ᐟ\
Rimara head twitches like a bird as she watches the others disappear one after the other down into the hole, seeming fascinated with each them; especially Kal'iente. She follows soon after, pulling the dislodged door back over the whole. Her eyes light up seeing the sphinx later, and without thinking she immediately breaks away from being ushered over for the huddle to keep staring at him. She doesn't give an answer unless prompted by him or the others. But as she stares, something starts squirming around in her pack until a small, and seemingly mouthless blue figure crawls out and onto her shoulder.
Unbidden, it began sweating a strange grey substance and began working it into her skin. Where the substance settles it immediately seeps, turning her sclera red by the end. The whole time she pays it no mind.
(@All: Using Homunculus resilience salve to grant her 6 Temp HP. Remaining uses of daily salves: 2).
When you realize you're doing too much: Signature.
Violet breaks the huddle and walks back up to the Sphinx when no one in the party contradicts her. "The moon. You're talking about the moon."
Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
The Sphinx smiles, and with a violent arcane POP, it vanishes, along with a wall of force that was barring the hallway. Nicely done!
AREAS 18, 9, or 3 are available to explore.
Violet steps aside, motioning for Kal'iente to
serve as cannon fodder for any monsters or trapslead the way. "After you."Xenophon: Topaz Dragonborn Fighter (ixi's Dragon of Icespire Peak)
More
Whispering can be heard from the shadows...”Because I’m always right, to the right tunnel it is!”
In the shadows, cannon fodder Kal’iente starts down that right tunnel, towards area #3.
Perception check for traps and any other cool dropped toys from previously deceased adventurers: 19
Last to know and first to be blamed...
As a free action, can I regret my life choices?
"Unfortunate. Most unfortunate." Rimara shakes her head after recovering from the violent pop. She then skips ahead towards area 9, blithely ignoring or missing Violet's gesture in favor of just moving. The blue-skinned creature grows dragonfly like wings and takes off, hovering in the air beside her going forward. Together the two keep examining the path ahead: a pep to the step of one, and a dull hum out of the other.
Perception: 13(PP 16).
(@Crisp: If Investigation would be more appropriate for spotting any traps, then it is +5 instead. Her focus for that will mainly be on the floor and eventually the alcove for now.)
The stop at the alcove ahead if seen and peek inside, then look behind her to see the others going right(?). Frowning, she and the creature linger for a moment or two more in the hall to look around, then make their way back to follow the others.
When you realize you're doing too much: Signature.