Zerxius carefully approaches thAte edge, noting several sets of humanoid footprints intermixed with large rat prints heading down over the edge. The nimble monk leans out a bit and peers over the side, spotting a sandy ledge 50 feet below you, the rope hanging about 2 feet off the surface of the ledge below.
Summary and Action
Athletics or Acrobatics DC 10 check for anyone headed down. Advantage available if you describe how you give or take it.
Rantel looks around for something to affix his net to up on the ledge, to allow people to climb down the net to the top of the rope and then rappel down.
The 5-foot-wide stairs that descend from the ledge are roughly carved. They aren’t dangerous to traverse, and the party makes good time working their way deeper and deeper into the ravine. Three small landings lie along the route, each spaced out at 20 foot intervals.
As you approach the last of the three landings, a fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot. The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement.
The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.
Summary and Action
You've made it to the enrance of the Sunless Citadel. How would you like to proceed?
"That looks ominous. Just the sort of place I imagine two unexperienced people might head into. Give me a minute here, I'll give you all some more Goodberries."
She spends a few seconds casting her magic, then hands out the goodberries evenly, 2 per party member except herself.
((1 action to consume, heals 4 hp, any previous berries have lost their magical properties.))
“Agreed and thanks,” Bree says as she accepts the Goodberries with a grateful smile.
After stuffing them into her tunic pocket, she eyes the tower to the west before glancing over the others.
”I can try sneaking up to that tower and taking a looking around. See if we’re walking up to another ambush. Unless you all want to charge in swinging, that is.”
Jane looks at the ruined tower for a moment, then replies to Bree. "That might be a good idea, just don't put yourself in any danger that you can't get out of."
Bree quietly makes her way across the crumbling stone tower, her keen eyes spotting an area of unmortared stone that covers the sole entry into the fortress. A 10x10 area of the tower floor appears to be a trap door of some sort.
The rogue pauses and looks closely at the pattern of the stone, the places where the mortar doesn't quite meet, and thinks she finds a 2-foot catwalk on the far side of the trap, just large enough to let someone stand there and open the door into the tower beyond.
Summary and Action
Ok - 10x10 trapdoor blocking your passage. There is a 2 foot strip on the far side of the trap that looks wide enough and sturdy enough to hold your weight.
DC 15 Dex check to make the leap and land without triggering the trap.
Feel free to make any rolls you think appropriate to lessen the DC, figure out how to disarm the trap, or any other creative approach you might like.
"Thanks for the goodberries, Bree. These are really handy." Hoghead shuffles off.
After Jane does her recon, Hoghead asks her if she saw anywhere they could anchor the net onto to help get across the trap. "I'm a little fat bastard so I don't think I can make that leap. Maybe if one of you nimble little guys could get across and anchor the net, it would make it a bit easier. Worst case, I can take a hit so if I don't make the jump, I'll prolly survive. If not, you know what to do. Try to salvage my armor and sell it for yourselves."
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Inbestigation: 17
Laissez les bons temps rouler
Zerxius carefully approaches thAte edge, noting several sets of humanoid footprints intermixed with large rat prints heading down over the edge. The nimble monk leans out a bit and peers over the side, spotting a sandy ledge 50 feet below you, the rope hanging about 2 feet off the surface of the ledge below.
Summary and Action
Athletics or Acrobatics DC 10 check for anyone headed down. Advantage available if you describe how you give or take it.
Hoghead looks over the edge and sees the ledge. He grabs the rope and easily climbs down.
Athletics check 11
"Looks easy enough i guess" "who is next?"
Laissez les bons temps rouler
(Apologies, and well done Zerxius!)
Rantel looks around for something to affix his net to up on the ledge, to allow people to climb down the net to the top of the rope and then rappel down.
Athletics: 10
Nicely done Rantel - Advantage to anyone who climbs down after him.
Once Rantel has the net fixed in place, Bree deftly scrambles down it and lands on the ledge next to Hogshead.
Acrobatics: 27
After waiting around a bit to make sure nothing surprises them Jane also starts climbing down the rope.
Acrobatics: 15
once everyone has gone down Zerxius follows rappelling down the rope
Acrobatics: 10
If advantage: 14
Laissez les bons temps rouler
The 5-foot-wide stairs that descend from the ledge are roughly carved. They aren’t dangerous to traverse, and the party makes good time working their way deeper and deeper into the ravine. Three small landings lie along the route, each spaced out at 20 foot intervals.
As you approach the last of the three landings, a fortress emerges from the darkness. The subterranean citadel, though impressive, seems long forgotten, if the lightless windows, cracked crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement.
The buried citadel has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Citadel. A tower stands on the west side of the courtyard.
Summary and Action
You've made it to the enrance of the Sunless Citadel. How would you like to proceed?
"Nice place. Wonder who built it?"
Laissez les bons temps rouler
"That looks ominous. Just the sort of place I imagine two unexperienced people might head into. Give me a minute here, I'll give you all some more Goodberries."
She spends a few seconds casting her magic, then hands out the goodberries evenly, 2 per party member except herself.
((1 action to consume, heals 4 hp, any previous berries have lost their magical properties.))
Zerxius pockets the goodberrys with a nod
Laissez les bons temps rouler
“Agreed and thanks,” Bree says as she accepts the Goodberries with a grateful smile.
After stuffing them into her tunic pocket, she eyes the tower to the west before glancing over the others.
”I can try sneaking up to that tower and taking a looking around. See if we’re walking up to another ambush. Unless you all want to charge in swinging, that is.”
Jane looks at the ruined tower for a moment, then replies to Bree. "That might be a good idea, just don't put yourself in any danger that you can't get out of."
"We dont want to be to far away tho. In case support is needed"
Laissez les bons temps rouler
Bree - give me a stealth and investigation roll -
Bree nods to Jane's suggestion and then starts forward, doing her best to carefully place each step so that she remains quiet and unnoticed.
Stealth: 18
When she begins to get close to the tower, Bree strains her neck and squints in an attempt to peer into any windows or openings she sees.
Investigation: 19
Bree quietly makes her way across the crumbling stone tower, her keen eyes spotting an area of unmortared stone that covers the sole entry into the fortress. A 10x10 area of the tower floor appears to be a trap door of some sort.
The rogue pauses and looks closely at the pattern of the stone, the places where the mortar doesn't quite meet, and thinks she finds a 2-foot catwalk on the far side of the trap, just large enough to let someone stand there and open the door into the tower beyond.
Summary and Action
Ok - 10x10 trapdoor blocking your passage. There is a 2 foot strip on the far side of the trap that looks wide enough and sturdy enough to hold your weight.
DC 15 Dex check to make the leap and land without triggering the trap.
Feel free to make any rolls you think appropriate to lessen the DC, figure out how to disarm the trap, or any other creative approach you might like.
"Thanks for the goodberries, Bree. These are really handy." Hoghead shuffles off.
After Jane does her recon, Hoghead asks her if she saw anywhere they could anchor the net onto to help get across the trap. "I'm a little fat bastard so I don't think I can make that leap. Maybe if one of you nimble little guys could get across and anchor the net, it would make it a bit easier. Worst case, I can take a hit so if I don't make the jump, I'll prolly survive. If not, you know what to do. Try to salvage my armor and sell it for yourselves."