"Well that was about as useful as tits on a breastplate..." Shariel takes a few steps back, then leaps out over the pool. Before she touches the water, she blinks out of sight and appears on the frog pedestal in the middle, grabs the key.
(Step of a Dozen Places: 1 point for every 20' needed to reach the pedestal. 3pts/60' max)
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Shariel shrugs at the use of the key, "Well that was easy. On we go!" She doesn't seem troubled or apathetic, more just confident that everything will work itself out.
(So did I even need the teleport?)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Carved into the lintel above this locked gate is an inscription written in a language you all can't understand. Yasei probably could, but she's inside the belly of a huge mutated toad underwater.
Steps descend to a ledge overlooking a pit of sharpened stakes. An alcove on the far wall holds a pedestal with a stone cube resting on it. It is clearly one of the puzzle cube keys of the trickster gods. A relief carved into the back of the alcove shows a monstrous frog with tentacles, Kubazan, fighting the crane, Papazotl. On the other sides of the walls shows a carved mural of an enormous looking humanoid god-like man bestowing power upon Kubazan, and how it sprouted tentacles.
- Wooden beams radiate from the walls at floor height, with four foot gaps between them. Carved frog heads extrude from the walls above the beams. The wooden beams look like they can be walked on.
- Spikes are littered all over the inside of the pit. They look very sharp.
Shariel takes a few steps onto the wooden beams stretching over the stakes below, trying to see if a trap may be in place.
(i.e. Should I try walking across or just blink across ;) )
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“Huh. Hey Bree, ain’t that ‘Strawberry?’ Seems he and Kubazan ain’t too friendly. However, if there’s one thing I’ve learned from this frog, it’s to charge in headfirst into stupid decisions with no care for personal health! Yeehaw!” Clayton tries to run along the beams.
This post has potentially manipulated dice roll results.
(Acrobatics: 9)
Disorientation quickly takes hold and Shariel can feel her feet slipping immediately. Her immediate though goes to that of a strong wind carrying her to safety.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(What was the last one? Grishkar was more shoved to his doom and less cartwheel-failed.)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Shariel, you lose your footing and fall. If you are able to use Step of a Dozen Places as an action/reaction, you are safe. I assume you are going to do this.
If not, you fall, and take 8 damage as you are punctured by stakes.
I put 31d6 instead of 3d6. I'm sure you'll forgive me LOL.
The beams DO NOT retract back. This is a one way trip, so to speak. Luckily, the planks are all along the four walls, so you could, say, run along the left side, grab the puzzle cube, and run along the right side back to the start. Clayton. If you wish to run, grab the cube, and run again these are the conditions:
I'm going to need a least four DEX (atheltics/acrobatics) checks that result over 12
Any roll under 12 and you fall, making it much more difficult for the next person to try. Like I said, the planks DO NOT retract back, so messing up screws the next person to try.
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Bree
"Plan? Yes! Go get that key! Quick before she's digested! Then... we uh, cut her out? Really, Strawberry?"
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Well that was about as useful as tits on a breastplate..." Shariel takes a few steps back, then leaps out over the pool. Before she touches the water, she blinks out of sight and appears on the frog pedestal in the middle, grabs the key.
(Step of a Dozen Places: 1 point for every 20' needed to reach the pedestal. 3pts/60' max)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
The broken statue with the key in the center of the pool is easily accessible now.
You grab the key, and notice it's a perfect fit to the lock to open the next area.
Shariel shrugs at the use of the key, "Well that was easy. On we go!" She doesn't seem troubled or apathetic, more just confident that everything will work itself out.
(So did I even need the teleport?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
You didn't have to.
Carved into the lintel above this locked gate is an inscription written in a language you all can't understand. Yasei probably could, but she's inside the belly of a huge mutated toad underwater.
Steps descend to a ledge overlooking a pit of sharpened stakes. An alcove on the far wall holds a pedestal with a stone cube resting on it. It is clearly one of the puzzle cube keys of the trickster gods. A relief carved into the back of the alcove shows a monstrous frog with tentacles, Kubazan, fighting the crane, Papazotl. On the other sides of the walls shows a carved mural of an enormous looking humanoid god-like man bestowing power upon Kubazan, and how it sprouted tentacles.
- Wooden beams radiate from the walls at floor height, with four foot gaps between them. Carved frog heads extrude from the walls above the beams. The wooden beams look like they can be walked on.
- Spikes are littered all over the inside of the pit. They look very sharp.
Shariel takes a few steps onto the wooden beams stretching over the stakes below, trying to see if a trap may be in place.
(i.e. Should I try walking across or just blink across ;) )
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
“Huh. Hey Bree, ain’t that ‘Strawberry?’ Seems he and Kubazan ain’t too friendly. However, if there’s one thing I’ve learned from this frog, it’s to charge in headfirst into stupid decisions with no care for personal health! Yeehaw!” Clayton tries to run along the beams.
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Shariel, as you step on one beam, and then on another, the last beam you stepped on retracts, but not the current one you're on.
You also need to make a DEX (Athletics/Acrobatics) check
Bree
”Um, Bacon? You might want to wait,” she says as Shariel makes the beams disappear.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC:
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
(Acrobatics: 9)
Disorientation quickly takes hold and Shariel can feel her feet slipping immediately. Her immediate though goes to that of a strong wind carrying her to safety.
(I'd like to use Step of a Dozen Places now lol)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OOC: If another of Barlow’s characters is done in by a faulty Acrobatics check, then that’ll be something
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
(What was the last one? Grishkar was more shoved to his doom and less cartwheel-failed.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
OOC: Ah you’re right, thought a shove was a grapple for a moment haha
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
HAHA that whole exchange.
Shariel, you lose your footing and fall. If you are able to use Step of a Dozen Places as an action/reaction, you are safe. I assume you are going to do this.
If not, you fall, and take 8 damage as you are punctured by stakes.
I put 31d6 instead of 3d6. I'm sure you'll forgive me LOL.
Do the beams come back out?
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
If they do, Bree says, “Bacon, get the rope from Bumble and let’s get Shariel out. Mal, you run across the beams and get the cube key thingy.”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Clayton has committed to running! That is what he shall do!
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
The beams DO NOT retract back. This is a one way trip, so to speak. Luckily, the planks are all along the four walls, so you could, say, run along the left side, grab the puzzle cube, and run along the right side back to the start. Clayton. If you wish to run, grab the cube, and run again these are the conditions:
I'm going to need a least four DEX (atheltics/acrobatics) checks that result over 12
Any roll under 12 and you fall, making it much more difficult for the next person to try. Like I said, the planks DO NOT retract back, so messing up screws the next person to try.