Ok, what is everyone doing. The crab will pull back into its shell, unless it is attacked. You have three doors that lead out of this chamber. One to the West, which you just came through, one to the East, and one down the stairs to the North. Let me know which way you are going, so I can update you on what that entails before you move out.
Hearing that the gas is poison, Cas will try to identify it again using his knowledge of poisons and alchemy
6
(since idk whether to use arcana, nature, or investigation, or if prof stacks if I'm using my tools, thats a straight intelligence check, I have prof in arcana, investigation, and both of the afore mentioned tools, so you can factor that into whether I can Identify the gas this time)
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So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Hearing that the gas is poison, Cas will try to identify it again using his knowledge of poisons and alchemy
6
(since idk whether to use arcana, nature, or investigation, or if prof stacks if I'm using my tools, thats a straight intelligence check, I have prof in arcana, investigation, and both of the afore mentioned tools, so you can factor that into whether I can Identify the gas this time)
Did you roll with advantage? You can do so if not. You can add your tool prof for poisoner's kit to it.
(OOC: you all can tell that going down the stairs does not take you away from the poison, it is down there as well... Just wanted to make sure you all realized that. the poison is everywhere.)
When the group decides to move to the northern stairs, they find the following.
The landing at the foot of a short flight of steps is filled with mud and silt that partially blocks the door leading north. The door is meant to open inward, for there are hinges on this side and a large grip to pull on.
This post has potentially manipulated dice roll results.
Before heading out with the group, Shieldbiter says, "I just want to take a quick peek before we head that way." And he moves towards the doors heading east. He gives the doors a good long look over, looking for anything he can find or identify from traps to how simple or fancy the doors appear. If the door seems fine, he will take a quick peek on the other side before joining the group at the stairs.
"More mud from the looks of it..." Ethan says as you all head down the stairs. Stepping down into the muck he sinks up to his knees in the stuff. "Going to be hard to get that door open..." Ethan says then, looking at how the expanse of silt fills the alcove area.
Cas pulls out a piton, a small hammer, and a rope out of his cloak. He hammers the piton into the wall, then ties the end of the rope to the piton. "We don't know how deep this mud is. Everybody hold on to the rope as you go, that way if you get too deep we can pull you back out, and if you fall, you know which way is up." Cas then tosses the other end of the rope to whoever is going in first
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So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Ethan catches the rope and wades towards the door. The depth never gets deeper than his knees as he slogs to the door. "Any ideas?" He asks as you all take in the fact that the last 2 feet of the door is sunken into the muck.
Sinsil will go tap lightly on the Crabs shell. She motions to the door with the mud. And tries to do a quick pantomime of digging with her hands. (If she gets the Crab's attention.)
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You have seen it in every room up to this point, it fills the air all around you but is heavier up towards the ceiling.
"Well, no rest until we leave, unless someone here has protection against it." Sinsil says behind the cold mask of her veil
Ok, what is everyone doing. The crab will pull back into its shell, unless it is attacked. You have three doors that lead out of this chamber. One to the West, which you just came through, one to the East, and one down the stairs to the North. Let me know which way you are going, so I can update you on what that entails before you move out.
Hearing that the gas is poison, Cas will try to identify it again using his knowledge of poisons and alchemy
6
(since idk whether to use arcana, nature, or investigation, or if prof stacks if I'm using my tools, thats a straight intelligence check, I have prof in arcana, investigation, and both of the afore mentioned tools, so you can factor that into whether I can Identify the gas this time)
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Opal votes for going down the stairs, further away from the poison.
Sinsil will reveal her coin and cast her 2 votes for going down.
Did you roll with advantage? You can do so if not. You can add your tool prof for poisoner's kit to it.
(OOC: you all can tell that going down the stairs does not take you away from the poison, it is down there as well... Just wanted to make sure you all realized that. the poison is everywhere.)
(heres adv. roll, plus prof bonus) 22
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Ok, you don't know exactly what it is, but you have a good idea of what to expect from it. It causes 1d6 poison damage every hour of exposure.
When the group decides to move to the northern stairs, they find the following.
The landing at the foot of a short flight of steps is filled with mud and silt that partially blocks the door leading north. The door is meant to open inward, for there are hinges on this side and a large grip to pull on.
"I can't tell exactly what the gas is, but it doesn't seem to be too poisonous, but regardless, we should try and get out of it"
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
(I know, not trying to escape poison, just down makes sense if we are supposed to map the temple)
Before heading out with the group, Shieldbiter says, "I just want to take a quick peek before we head that way." And he moves towards the doors heading east. He gives the doors a good long look over, looking for anything he can find or identify from traps to how simple or fancy the doors appear. If the door seems fine, he will take a quick peek on the other side before joining the group at the stairs.
Passive perception: 14
Perception: 20
The door does not seem trapped and you open it to find a muddy hallway leading off further East.
"Seems to be nothing but mud this way, so lets see what the stairs have to offer," Shieldbiter says as he walks back up to the group at the stairs.
"More mud from the looks of it..." Ethan says as you all head down the stairs. Stepping down into the muck he sinks up to his knees in the stuff. "Going to be hard to get that door open..." Ethan says then, looking at how the expanse of silt fills the alcove area.
Cas pulls out a piton, a small hammer, and a rope out of his cloak. He hammers the piton into the wall, then ties the end of the rope to the piton. "We don't know how deep this mud is. Everybody hold on to the rope as you go, that way if you get too deep we can pull you back out, and if you fall, you know which way is up." Cas then tosses the other end of the rope to whoever is going in first
So far this session I have hit my teammates twice, flat-out missed 3 times, and only hit the enemy twice. Trust me, you don't want to borrow my dice.
Ethan catches the rope and wades towards the door. The depth never gets deeper than his knees as he slogs to the door. "Any ideas?" He asks as you all take in the fact that the last 2 feet of the door is sunken into the muck.
Sinsil will go tap lightly on the Crabs shell. She motions to the door with the mud. And tries to do a quick pantomime of digging with her hands. (If she gets the Crab's attention.)