The pit trap was built to trap those who fall in by immediately swinging back to level position, but with age, the mechanism has slowed and it takes a full round to swing back into position. If nobody helps Weneon, she will be trapped at the start of her next turn. [If she weighed 35.8lbs or less it wouldn't have gone off based on the weight carries, but if she has a medallion not listed in equipment on the character sheet that's an extra lb, so the mon weight for halfling plus 1 lb is over the threshold.
The floors are tiled, and unlikely to be bothered by a badgers claws.
This post has potentially manipulated dice roll results.
(I did roll investigation and trap disarm last post)
Tabaqui is now at the SE corner looking north and sees Weneon drop into the pit. Tabaqui will Investigate the mechanism to see if it can be disarmed or jammed to remain open and allow Weneon to escape.
(ooc is Weneon still on the the ramp or did he tumble off into the pit? I'm wondering if someone could stand on the opposite side, like a see-saw, and lift him back up?)
This post has potentially manipulated dice roll results.
Since Badgerlyth failed to dig a tunnel on the tiled floor, she would examine the gaps or holes on the ground of Hallway 4 to inspect the material underneath.
Weneon would use the rope and her Unarmored Movement to escape back to the upper level. "Frustrating" she would like to use Unarmored Movement again to move along the walls instead, trying to see what's ahead in the square in the middle
So, Tabaqui could have potentially disarmed the stele, but went rhe other way and vkwed not to go back that way as he departed. There's no mechanism to disarm the knives in hall 4, so I did not adjudicate the roll - I could have said it explicitly. If weneon grabs the rope to try and pull herself out, then it means the initiative has rolled to the next round, which means the trap is closed and again horizontal, preventing her from climbing out. However, if someone were to step on the other end, that would open the opposite side, though they'd have to make a similar dex check or fall in themselves.
Does Weneon have light down there or no? I know she doesn't have darkvision
This post has potentially manipulated dice roll results.
Badgerlyth sees rhe shine of blades about to slap her badger face glinting in what little light is cast between the stone grooves of the floor.
Seems like she's ending her turn there and that's definitely describing a spot where blades are.
26 for 27 slashing damage as blades again jump up from the floor. They are on a timer once initially activated.
<Traps honestly work better with initiative, but in my experience, pbp works worse with it, so the end result is usually players take less damage than they would otherwise. That's the system being "worse">
(@Wile_E_Coyote, I'm not sure if it's my turn to post since Marlyth has been separated from the rest of the party. So, I'll leave the texts here for you to decide when it takes place.)
Badgerlyth will use her movement to leave the corridor with magical Blades after almost getting a fatal wound from one of the sharp objects. She decides to be careful and not to mess with the holes in the wall, and finally she will Dodge in response to possible upcoming attacks.
This post has potentially manipulated dice roll results.
( so what was the result of Tabaqui investigating and attempting to disarm the see-saw trap?)
Tabaqui will attempt a running long jump and try to make it to the fulcrum before the ramp swings downward on his side. If he fails, perhaps someone could step on the other end to balance him out before he slides all the way down.
If Tabaqui's end of the ramp swings down, Angus will hop on his end, attempting to balance it enough to allow Weneon to escape without dumping Tabaqui in.
Tabaqui succeeds at making it to the fulcrum in the center of the seesaw. The 5-foot-square space just off the center of this area contains a 2-foot-long lever that disables the trap in area 4 and holds the floor steady in area 5 if held or jammed in place.
So, I guess we can say that allows Weneon to escape.
There are specific places that can be accessed to disable traps. The stele is direct, the alcove for the seesaw. The blades somewhere else. If you jam the lever, the seesaw will stay still. It's not skillful it's just a decision. No check required. The stele would need a check.
Meanwhile, Badgerlyth moves away from the North-East corner while sniffing the air and using her Darkvision sense to re-locate her companions. She will use her movement to get closer to the center of the 5th Corridor then she attempts to nudge the lever finding it visibly comfortable to sit on.
Ok. So people are places, blades keep popping up from the floor, magic mirror darts still in effect. The seesaw won't move unless the lever moves, which won't happen if there's a badger on it. Marlyth and Tabaqui would be looking right into room 6.
This low room is just six feet high. Across the room is a wooden podium holding up a large tome bound in snow-white leather. That podium is surrounded by a flat, coppery metal cage set into the floor. Instead of any kind of mortar, the floor’s wide tiles are separated by more flat, coppery bands.
Badgerlyth (Cave Badger) loses interest in the lever and attempts to move towards the metal cage, relieved to find that her team mates haven't attempted to attack an unknown animal yet.
This post has potentially manipulated dice roll results.
When Badgerlyth removes herself from the lever, the floor begins ro seesaw again. Anyone on it make Dex save (DC15) or drop into the pit. 8 bludgeoning.
This post has potentially manipulated dice roll results.
As Badgerlyth makes her way across the floor, long spears lined with sword-like blades immediately break through the floor tiles from below, stabbing almost 6 inches into the air at odd angles.
The floor is difficult terrain thereafter. Any creatures on the floor when the spears first appear must make a DC 15 Dexterity saving throw, taking 17 piercing damage on a failure, or half as much on a success.
This post has potentially manipulated dice roll results.
Wen Dex save or fall: 19
Weneon pops over to the lever, undoes her pack and slings it over to keep the lever in place (taking necessary action to ensure no one gets left behind)
The pit trap was built to trap those who fall in by immediately swinging back to level position, but with age, the mechanism has slowed and it takes a full round to swing back into position. If nobody helps Weneon, she will be trapped at the start of her next turn. [If she weighed 35.8lbs or less it wouldn't have gone off based on the weight carries, but if she has a medallion not listed in equipment on the character sheet that's an extra lb, so the mon weight for halfling plus 1 lb is over the threshold.
The floors are tiled, and unlikely to be bothered by a badgers claws.
(I did roll investigation and trap disarm last post)
Tabaqui is now at the SE corner looking north and sees Weneon drop into the pit. Tabaqui will Investigate the mechanism to see if it can be disarmed or jammed to remain open and allow Weneon to escape.
Investigation: 18
Disarm (thieves' tools): 23
(ooc is Weneon still on the the ramp or did he tumble off into the pit? I'm wondering if someone could stand on the opposite side, like a see-saw, and lift him back up?)
Angus will toss a rope down to Weneon, and attempt to haul him back up.
Athletics: 8
Since Badgerlyth failed to dig a tunnel on the tiled floor, she would examine the gaps or holes on the ground of Hallway 4 to inspect the material underneath.
Investigation 20
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Weneon would use the rope and her Unarmored Movement to escape back to the upper level. "Frustrating" she would like to use Unarmored Movement again to move along the walls instead, trying to see what's ahead in the square in the middle
So, Tabaqui could have potentially disarmed the stele, but went rhe other way and vkwed not to go back that way as he departed. There's no mechanism to disarm the knives in hall 4, so I did not adjudicate the roll - I could have said it explicitly. If weneon grabs the rope to try and pull herself out, then it means the initiative has rolled to the next round, which means the trap is closed and again horizontal, preventing her from climbing out. However, if someone were to step on the other end, that would open the opposite side, though they'd have to make a similar dex check or fall in themselves.
Does Weneon have light down there or no? I know she doesn't have darkvision
Badgerlyth sees rhe shine of blades about to slap her badger face glinting in what little light is cast between the stone grooves of the floor.
Seems like she's ending her turn there and that's definitely describing a spot where blades are.
26 for 27 slashing damage as blades again jump up from the floor. They are on a timer once initially activated.
<Traps honestly work better with initiative, but in my experience, pbp works worse with it, so the end result is usually players take less damage than they would otherwise. That's the system being "worse">
(@Wile_E_Coyote, I'm not sure if it's my turn to post since Marlyth has been separated from the rest of the party. So, I'll leave the texts here for you to decide when it takes place.)
Badgerlyth will use her movement to leave the corridor with magical Blades after almost getting a fatal wound from one of the sharp objects. She decides to be careful and not to mess with the holes in the wall, and finally she will Dodge in response to possible upcoming attacks.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
( so what was the result of Tabaqui investigating and attempting to disarm the see-saw trap?)
Tabaqui will attempt a running long jump and try to make it to the fulcrum before the ramp swings downward on his side. If he fails, perhaps someone could step on the other end to balance him out before he slides all the way down.
Acrobatics: 14 for the jump
Dex Save (if needed) to avoid the pit: 15
If Tabaqui's end of the ramp swings down, Angus will hop on his end, attempting to balance it enough to allow Weneon to escape without dumping Tabaqui in.
Tabaqui succeeds at making it to the fulcrum in the center of the seesaw. The 5-foot-square space just off the center of this area contains a 2-foot-long lever that disables the trap in area 4 and holds the floor steady in area 5 if held or jammed in place.
So, I guess we can say that allows Weneon to escape.
There are specific places that can be accessed to disable traps. The stele is direct, the alcove for the seesaw. The blades somewhere else. If you jam the lever, the seesaw will stay still. It's not skillful it's just a decision. No check required. The stele would need a check.
Meanwhile, Badgerlyth moves away from the North-East corner while sniffing the air and using her Darkvision sense to re-locate her companions. She will use her movement to get closer to the center of the 5th Corridor then she attempts to nudge the lever finding it visibly comfortable to sit on.
"Cluck, cluck..."
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Ok. So people are places, blades keep popping up from the floor, magic mirror darts still in effect. The seesaw won't move unless the lever moves, which won't happen if there's a badger on it. Marlyth and Tabaqui would be looking right into room 6.
This low room is just six feet high. Across the room is a wooden podium holding up a large tome bound in snow-white leather. That podium is surrounded by a flat, coppery metal cage set into the floor. Instead of any kind of mortar, the floor’s wide tiles are separated by more flat, coppery bands.
Badgerlyth (Cave Badger) loses interest in the lever and attempts to move towards the metal cage, relieved to find that her team mates haven't attempted to attack an unknown animal yet.
(Marlyth doesn't have any Medallion)
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
When Badgerlyth removes herself from the lever, the floor begins ro seesaw again. Anyone on it make Dex save (DC15) or drop into the pit. 8 bludgeoning.
As Badgerlyth makes her way across the floor, long spears lined with sword-like blades immediately break through the floor tiles from below, stabbing almost 6 inches into the air at odd angles.
The floor is difficult terrain thereafter. Any creatures on the floor when the spears first appear must make a DC 15 Dexterity saving throw, taking 17 piercing damage on a failure, or half as much on a success.
Badgerlyth: Dexterity Saving Throw: 7
Marlyth reverts back to her Tiefling form and takes 4 damage in her normal form.
InkedBee (Undead_Analyst)
Covetous, Dragonish Thoughts - Jenviel Tsumara: Fallen Aasimar- Monk|Crimson Sands of Time - Navarra Iltazyara: Human- Druid/Warlock| Bleak Prospect - Ermasnietsz: Reborn- Clockwork Soul Sorcerer
Wen Dex save or fall: 19
Weneon pops over to the lever, undoes her pack and slings it over to keep the lever in place (taking necessary action to ensure no one gets left behind)
<Hopefully nobody else is under the seesaw when Weneon jams the lever>