After discovering the trap, Bree returns to her companions and relays what she learned. When Hogshead suggests using a net to stretch across the trap, she shrugs and says,"I don't remember anywhere specifically that would have been a good anchor but I can try. I can also try jamming it. A trap built into the ground like that, it's likely a pit. If it can't open, though, it won't hurt us."
When Zerxius goes on to suggest using planks, Bree shrugs again. "That might work too. Though, I don't know if we'll find anything long enough. I really think I might be able to disarm the trap. Give me a shot, and if I fail, well...like Hogshead said, do what you have to do."
Bree scurries back over to the tower and carefully approaches the edge of the trapped area. Removing a set of thieves tool from her pack, she kneels down and attempts to jam them inside to hold the trap closed.
Bree's clever hands work around the lip of the trap, tracing the edge until she finds the pivot mechanism. It's a crude and rudimentary trap, obviously meant to slow down attackers as opposed to catch them unawares. Working carefully and quietly she's able to find just the right point to jam in a bit of loose stone to stop the trapdoor from triggering.
It feels secure, if not stable. Bree gets the sense that too much weight might overwhelm her jam and trigger the trapdoor.
A single door - thick oaken slabs bound with Iron at regular lengths from top to bottom - stands at the far side of the trap. A sliding peephole/firing slit sits at eye level for a medium-sized creature.
Summary and Action
Trap is disarmed, door blocks your path.
Marching order and any perception/investigation/survival rolls you might wish to drop.
Zerexius positions himself near the center of the party, careful not to put too much weight on the trapdoor and readying himself to plunge into the dungeon ahead. Looking about, his keen eyes pick out signs of several humanoid footprints disappearing at the edge of the trap - and several sets of rodent prints criss crossing the courtyard.
As he waits, he hears something from underfoot. Scrabbling of some sort from below the trapdoor as if something - or someone - is in the pit below.
Jane will stay off of the trap door, if there's room to stand in the tower she will be there, if not she will be ready to go in when it's clear. "I agree, Bree did you have a chance to check the door yet?"
This post has potentially manipulated dice roll results.
"If I can get a small peek under the trap door to see the bottom of the pit, I can bonfire up whatever's inside. Bree, would you give me a hand and help me take a look at this door too?"Rantel says.
He tries to examine the door and surrounding area for any traps or oddities.
The door into the fortress appears sturdy, but unlocked and there is no evidence of a trap on the door itself.
The trapdoor into the pit is tightly fit on all sides, and Rantel is unable to see into it, but does hear the same scrabbling sound as if something was trying to get out of the pit below.
Summary and Action
You could trigger the trapdoor without falling in and gain access to whatever lies below.
"I'd say we let sleeping dogs... monsters?... rodents?... lie. We could even remove the lever and rely on the pit to help protect us in case something comes in after us. We'd just have to remember it was there when we leave this place. The door seems safe. Enough." Rantel says, trying to see how hard/stupid it would be to open the peephole slit to look inside.
The door opens easily, revealing a circular room beyond, clearly the shell off one of the Fortress's towers. This 40 ft area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright.
Three wooden doors lead from this area - the one you just came through on the Eastern edge of the room and one to the NorthWest and one to the SouthWest. The goblin is speared to the wall in between the doors.
A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.
Summary and Action
Bree has opened the door and is in the doorway, the rest of you are stacked outside working to avoid too much weight on the trap.
Rantel watches Bree open the door. "A solution presents itself!"he says, more to himself than anything else. He walks in, eyes darting around for anything moving.
This post has potentially manipulated dice roll results.
After an initial look around, Bree steps inside in front of Rantel and heads for the goblin skewered to a wall. She looks it over carefully, looking for any clues as to who might have killed it.
Investigation: 9
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"Or we could try and find some planks?" Zerxius says softly
Laissez les bons temps rouler
After discovering the trap, Bree returns to her companions and relays what she learned. When Hogshead suggests using a net to stretch across the trap, she shrugs and says,"I don't remember anywhere specifically that would have been a good anchor but I can try. I can also try jamming it. A trap built into the ground like that, it's likely a pit. If it can't open, though, it won't hurt us."
When Zerxius goes on to suggest using planks, Bree shrugs again. "That might work too. Though, I don't know if we'll find anything long enough. I really think I might be able to disarm the trap. Give me a shot, and if I fail, well...like Hogshead said, do what you have to do."
Bree scurries back over to the tower and carefully approaches the edge of the trapped area. Removing a set of thieves tool from her pack, she kneels down and attempts to jam them inside to hold the trap closed.
Thieves Tool check: 18
Bree's clever hands work around the lip of the trap, tracing the edge until she finds the pivot mechanism. It's a crude and rudimentary trap, obviously meant to slow down attackers as opposed to catch them unawares. Working carefully and quietly she's able to find just the right point to jam in a bit of loose stone to stop the trapdoor from triggering.
It feels secure, if not stable. Bree gets the sense that too much weight might overwhelm her jam and trigger the trapdoor.
A single door - thick oaken slabs bound with Iron at regular lengths from top to bottom - stands at the far side of the trap. A sliding peephole/firing slit sits at eye level for a medium-sized creature.
Summary and Action
Trap is disarmed, door blocks your path.
Marching order and any perception/investigation/survival rolls you might wish to drop.
Zerxius stays to the middle. Looking around the area
Perception: 22
Laissez les bons temps rouler
Hoghead will be up front but, if we want subtlety, we should have someone that can inspect/ pick the door near.
Zerexius positions himself near the center of the party, careful not to put too much weight on the trapdoor and readying himself to plunge into the dungeon ahead. Looking about, his keen eyes pick out signs of several humanoid footprints disappearing at the edge of the trap - and several sets of rodent prints criss crossing the courtyard.
As he waits, he hears something from underfoot. Scrabbling of some sort from below the trapdoor as if something - or someone - is in the pit below.
Rantel stays toward the back, watching the top of the cliffs to see if anything's moving or watching them here.
Perception: 18
"There is something in the pit"
Laissez les bons temps rouler
Hoghead responds to Zerexius and the group "We should get through this door or fall back quickly then so we don't end up in the pit with them."
Jane will stay off of the trap door, if there's room to stand in the tower she will be there, if not she will be ready to go in when it's clear. "I agree, Bree did you have a chance to check the door yet?"
"If I can get a small peek under the trap door to see the bottom of the pit, I can bonfire up whatever's inside. Bree, would you give me a hand and help me take a look at this door too?" Rantel says.
He tries to examine the door and surrounding area for any traps or oddities.
Investigation: 17
The door into the fortress appears sturdy, but unlocked and there is no evidence of a trap on the door itself.
The trapdoor into the pit is tightly fit on all sides, and Rantel is unable to see into it, but does hear the same scrabbling sound as if something was trying to get out of the pit below.
Summary and Action
You could trigger the trapdoor without falling in and gain access to whatever lies below.
The door ahead of you appears safe enough.
How would you like to proceed?
"I'd say we let sleeping dogs... monsters?... rodents?... lie. We could even remove the lever and rely on the pit to help protect us in case something comes in after us. We'd just have to remember it was there when we leave this place. The door seems safe. Enough." Rantel says, trying to see how hard/stupid it would be to open the peephole slit to look inside.
The peephole/slit doesn't look like it will open from the outside - but you're certainly welcome to try :)
"It would be too easy if our target were in the pit.....wouldnt it?"
Laissez les bons temps rouler
Bree attempts to open the door and walk inside.
The door opens easily, revealing a circular room beyond, clearly the shell off one of the Fortress's towers. This 40 ft area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright.
Three wooden doors lead from this area - the one you just came through on the Eastern edge of the room and one to the NorthWest and one to the SouthWest. The goblin is speared to the wall in between the doors.
A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.
Summary and Action
Bree has opened the door and is in the doorway, the rest of you are stacked outside working to avoid too much weight on the trap.
How would you like to proceed?
Rantel watches Bree open the door. "A solution presents itself!" he says, more to himself than anything else. He walks in, eyes darting around for anything moving.
Zerxius will follow Rantel. "Hmmm. Left or right?" He moves to listen at the Southwest door
Laissez les bons temps rouler
After an initial look around, Bree steps inside in front of Rantel and heads for the goblin skewered to a wall. She looks it over carefully, looking for any clues as to who might have killed it.
Investigation: 9