"Sure, try to find their strongest and take them out first, that would make the grunts more amenable to parlay, sounds like a good plan Banjo." Serena says with a nod, following Tresvar up the stairs. Perception with help from Flappy: 21
This post has potentially manipulated dice roll results.
Serena cautiously moves to the north door, examining the skeletons and the stone door, prepared for the skeletons to suddenly animate. Stealth: 24 Investigation: 8
The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts.
She then proceeds to look at the door:
The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor. She quickly deduces that they form part of a trap mechanism.
This post has potentially manipulated dice roll results.
Serena quickly shares with the others what she has deduced from studying the skeletons and the stone door. "Now stand back and stay clear of those spouts or you'll be toast."She finishes. She then gives her tools another try, hoping she will disarm that trap, eventually they will come to use right? Thieves tools: 9
((Ha! No worries - just trying to give you a How Do You Want to Do This moment for rolling so well))
Serena, carefully scans the door frame. Slipping a thin metal piece from her kit between the door and the frame, she feels to catch the cords which attach to the weights which in turn move to pull the levers ejecting whatever nightmare is intended to emit from the holes. Finding the lines, she maneuvers a few more pieces into place, disconnecting and securing the weights so that the door can be opened without pulling the lines.
This post has potentially manipulated dice roll results.
"Alright, it's safe now." Serena says, checking if the stone door is locked and listening closely to sounds from beyond. Perception with help from Flappy: 19
The northern door is not locked. With the counterweight mechanism defeated, it now swings open easily revealing a small chamber beyond. Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums containing some sort of fluid.
This post has potentially manipulated dice roll results.
"Anyone interested in this fluid that is likely highly flammable."Serena says, glancing over at Banjo before she investigates the rest of the small chamber. Investigation: 14
This post has potentially manipulated dice roll results.
As it happens, Banjo is interested in the contents of that trap. He will take a closer look, but will only try to open the containers if it looks like he can do that safely and without killing himself. Investigation 15
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The use of alchemist’s supplies might be able to craft alchemist’s fire from the dregs of the tanks. Doing so requires a successful Intelligence check after the character finishes a long rest. Add proficiency to the check only if proficient in using Alchemist's supplies. Otherwise, roll with disadvantage.
"Dang, hope you find some use for that goo Banjo." Serena says, clearly disappointed over not finding anything more interesting as she finally succeeded in disarming a trap. She then moves over to the southern door, doing the same routine. Stealth: 10 Perception with help from Flappy: 10 Investigation: 15
Seeing as Banjo is neither proficient in, or in possession of, alchemists supplies, he can only gaze at the pungent ooze and wonder at what might have been.
Rollback Post to RevisionRollBack
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena sneaks back to the others and report in a lowered voice. "Orcs on the other side of that door I think. It is locked, but I could try to pick it and we could possibly catch them with their pants down." She says with a wink.
Rollback Post to RevisionRollBack
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"Sure, try to find their strongest and take them out first, that would make the grunts more amenable to parlay, sounds like a good plan Banjo." Serena says with a nod, following Tresvar up the stairs. Perception with help from Flappy: 21
((copying the description of the room here again so that you don't have to flip back and forth))
The ceiling soars thirty feet high in the center of this impressive chamber, and the walls are carved with images of dwarves at their forges.
Two large stone doors exit to the north and south. Several old skeletons lie scattered near the northern door.
A gate of wrought iron stands in the western wall.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena cautiously moves to the north door, examining the skeletons and the stone door, prepared for the skeletons to suddenly animate.
Stealth: 24 Investigation: 8
Examining the skeletons, Serena observes:
The skeletons near the door are those of orcs killed by the trap long ago; their remains show signs of severe scorching. Rusted axe heads lie near the bodies, with no sign of the weapons’ hafts.
She then proceeds to look at the door:
The door to the north is carved in the image of a glowering dwarf’s face. Hinges are visible. On either side of the door, eight small spouts are carefully worked into the stonework about 10 feet above the floor. She quickly deduces that they form part of a trap mechanism.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena quickly shares with the others what she has deduced from studying the skeletons and the stone door.
"Now stand back and stay clear of those spouts or you'll be toast." She finishes.
She then gives her tools another try, hoping she will disarm that trap, eventually they will come to use right?
Thieves tools: 9
((Well done!))
Working the door with her thieves tools, Serena identifies the counterweight mechanism that activates the trap.
((Please describe how Serena deftly deactivates the counter-weights.))
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
((Not sure that's a good idea considering I don't even know what a counterweight mechanism is ;-))
((Ha! No worries - just trying to give you a How Do You Want to Do This moment for rolling so well))
Serena, carefully scans the door frame. Slipping a thin metal piece from her kit between the door and the frame, she feels to catch the cords which attach to the weights which in turn move to pull the levers ejecting whatever nightmare is intended to emit from the holes. Finding the lines, she maneuvers a few more pieces into place, disconnecting and securing the weights so that the door can be opened without pulling the lines.
The trap has been disengaged.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Alright, it's safe now." Serena says, checking if the stone door is locked and listening closely to sounds from beyond.
Perception with help from Flappy: 19
Tresvar smiles and nods at Serena’s deft work With the trap.
The northern door is not locked. With the counterweight mechanism defeated, it now swings open easily revealing a small chamber beyond. Inspecting the small room behind the door reveals the full extent of the trap’s counterweight mechanism, as well as a system of pipes that connect the spouts to two 20-gallon copper drums containing some sort of fluid.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Anyone interested in this fluid that is likely highly flammable." Serena says, glancing over at Banjo before she investigates the rest of the small chamber.
Investigation: 14
As it happens, Banjo is interested in the contents of that trap. He will take a closer look, but will only try to open the containers if it looks like he can do that safely and without killing himself. Investigation 15
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
The use of alchemist’s supplies might be able to craft alchemist’s fire from the dregs of the tanks. Doing so requires a successful Intelligence check after the character finishes a long rest. Add proficiency to the check only if proficient in using Alchemist's supplies. Otherwise, roll with disadvantage.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Anything on the rest of the small chamber?
The chamber appears to be solely to serve as the mechanism for the trap.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
"Dang, hope you find some use for that goo Banjo." Serena says, clearly disappointed over not finding anything more interesting as she finally succeeded in disarming a trap.
She then moves over to the southern door, doing the same routine.
Stealth: 10 Perception with help from Flappy: 10 Investigation: 15
Seeing as Banjo is neither proficient in, or in possession of, alchemists supplies, he can only gaze at the pungent ooze and wonder at what might have been.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Serena approaches the southern door quietly. She examines the door and finds no traps, but it is locked. She hears on the other side:
A few muttering voices speaking too low to make our words or even language.
Eryndor - Red Dead Annihilation | GM - Volo's Trade Franchise - PF2e Adventures set in the Forgotten Realms
Serena sneaks back to the others and report in a lowered voice. "Orcs on the other side of that door I think. It is locked, but I could try to pick it and we could possibly catch them with their pants down." She says with a wink.