With some effort involved you manage to move the stump to reveal a vertical shaft just wide enough for a medium size creature to pass through. An iron ladder is affixed to one side of the shaft. The sunlight shinning down into the shaft reveals a dirt floor, which looks to be about 15' away from where you stand.
At the bottom of the shaft is a 10'x10' chamber carved out of rock. there seems to be no other way into the chamber, except for the ladder you just descended.
(Gridolpho) You notice slight drag marks in the middle of the wall left of the ladder. inspecting the wall more closely you notice the faint outline of a door.
(Gridolpho) Your sharp eyes notice a button set flush next to door to your left. You also notice a pressure plate disguised to blend in with the floor of the chamber.
(Campaign Note) In my Campaigns I have a rule that if an attempt to disarm a trap fails by 5 or more, there's a 10% chance of setting off the trap. A natural 1 automatically sets the trap off. If you guys want, we could use the same rule for our Campaign.
Gridolpho outlines the pressure plate by drawing it with a piece of chalk.
"Don't step there."
He outlines the button as well, and points to Maya's staff. He crosses the room to be as far away from the door as possible. After a moment's thought he sidle's halfway behind Toonary's bulk.
Maya would look back and forth from the button to Gridolpho hiding behind Toon. She’d raise a brow. “Am I the expendable extra?” She’d tease. And with a flourish of her staff, she’d give the button a push.
The thief holds up both hands, showing ten fingers.
"Ever wonder why they call me 'Nine-Fingers'? After I escaped the orphanage, I made a little money juggling daggers on street corners. That's when Granddad found me. He gave me the nickname because he said I should get used to it if I kept juggling so badly. Granddad taught me that even an overabundance of caution is sometimes never enough."
There's a loud grinding noise as the door raises up like a window. Suddenly it stops about half way up '(Door height is 8') Beyond the doorway you can see a narrow passage carved from stone with a 10' ceiling supported by wooden beams. in the distance you notice a pair of red beady eyes staring back at you. It is soon followed by another pair, then another, then another, then another, and so on. Your ears pick up a chorus of angry squeaks.
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With some effort involved you manage to move the stump to reveal a vertical shaft just wide enough for a medium size creature to pass through. An iron ladder is affixed to one side of the shaft. The sunlight shinning down into the shaft reveals a dirt floor, which looks to be about 15' away from where you stand.
Betrand will move to go down the ladder once the rest goes down, keeping himself ready for a fight any second.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
Argus is descending quietly down the ladder at the ready for any encounter below (carefully listening below).
Maya would go down the ladder first if no one else prefers to take point.
Perception: 17
Stealth: 22
just an unstable unicorn.
At the bottom of the shaft is a 10'x10' chamber carved out of rock. there seems to be no other way into the chamber, except for the ladder you just descended.
Maya would proceed into the chamber to look around.
just an unstable unicorn.
Genuinely surprised, Gridolpho descends the ladder and begins searching the room.
"Gotta be one somewhere here."
Investigation: 23
DCI: 3319125026
Argus searches for secret doors, clues, etc with rest of party.
Seethe will descend the last one and will remain near the ladder, while the others look for a way to proceed.
PbP Character: A few ;)
(Gridolpho) You notice slight drag marks in the middle of the wall left of the ladder. inspecting the wall more closely you notice the faint outline of a door.
The thief inspects the door for a latch.
"Somebuddy oughta close up that stump up top. Don't want any a them culties finding our trail."
Investigation: 11
DCI: 3319125026
Argus will attempt to close up the top (stump).
(Gridolpho) Your sharp eyes notice a button set flush next to door to your left. You also notice a pressure plate disguised to blend in with the floor of the chamber.
(Argus) You move the stump back into place.
(Campaign Note) In my Campaigns I have a rule that if an attempt to disarm a trap fails by 5 or more, there's a 10% chance of setting off the trap. A natural 1 automatically sets the trap off. If you guys want, we could use the same rule for our Campaign.
(sounds OK)
Gridolpho outlines the pressure plate by drawing it with a piece of chalk.
"Don't step there."
He outlines the button as well, and points to Maya's staff. He crosses the room to be as far away from the door as possible. After a moment's thought he sidle's halfway behind Toonary's bulk.
"OK. Hit it."
DCI: 3319125026
(Trap rule fine with me)
(lol I love Gridolpho here. Well played.)
Maya would look back and forth from the button to Gridolpho hiding behind Toon. She’d raise a brow. “Am I the expendable extra?” She’d tease. And with a flourish of her staff, she’d give the button a push.
just an unstable unicorn.
The thief holds up both hands, showing ten fingers.
"Ever wonder why they call me 'Nine-Fingers'? After I escaped the orphanage, I made a little money juggling daggers on street corners. That's when Granddad found me. He gave me the nickname because he said I should get used to it if I kept juggling so badly. Granddad taught me that even an overabundance of caution is sometimes never enough."
DCI: 3319125026
Betrand was going to offer to use his Mage Hand to push the switch but instead shrugs and lets them proceed.
Rekuberk Onc Level 8 | Half Orc | Barbarian (The Tales of the Fellowship of the White Cloaks)
Kayassa Level 3 | Satyr | Warlock (Cleath13's LMoP)
Bertolt Silentlash Level 3 | Variant Human | Bard (Our Little Lives Kept in Equipoise: Death House)
Daerthe Narcion Level 4 | Drow | Rogue (Karmoli's Great Upheaval)
There's a loud grinding noise as the door raises up like a window. Suddenly it stops about half way up '(Door height is 8') Beyond the doorway you can see a narrow passage carved from stone with a 10' ceiling supported by wooden beams. in the distance you notice a pair of red beady eyes staring back at you. It is soon followed by another pair, then another, then another, then another, and so on. Your ears pick up a chorus of angry squeaks.