Olive comes back to the group on Javier’s command as his eyes return back to normal…”Turns out our friend Tark fell for a pit trap approximately 30ft into the tunnel. They’re at least unconscious and injured, but no other enemies have been spotted. Perhaps he panicked and forgot of the trap? What do you all think should we try to find a way through there?”
Salamir, you don’t quite know the intentions of the goblin, but it was clear that he was scared and running to to get away from the killing that was going on in the room. You don’t know if he had any other intentions.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
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Garth raises his eyebrows and nods as he slowly lowers his bow. "Well, if he was fleeing...then that means west is probably the way out. Makes senses if there was a trap that way."
"By my reckoning that leaves south as the way to the mastermind of the attacks on the wagons."
He walks stealthily and slowly to the southern exit, his senses straining to determine what might lie in that direction.
Survival: 2 (trying to see what tracks might lead that way...perhaps the larger ones from before? )
Perception: 6 (sounds/sights/smells down the south corridor)
Belkaria taps her chin, considering Garth's hypothesis. "You know, that's an interesting thought. Javier, you think you can send Olive down the South tunnel? Now that we know no one is alerted to our presence, I don't feel time is as pressing. Wouldn't hurt to check it out?"
This post has potentially manipulated dice roll results.
"I am curious about Tark's condition. If he is merely injured then perhaps we can waken him for some answers" Hlin moves down the passageway where Tark fell and looks down the pit trap to check on Tark.
Hlin examines Tark and the passageway beyond the pit trap.
She will use her eyes of night feature - 300 ft darkvision
Garth walks over to the southern exit and looks down the passageway, it is approximately 5 feet wide. The passage goes south 20 feet and then takes a turn to the left. You can’t really make out the footprints very well, they are going this way and that.
Hlin, roll perception with advantage since you know that there is a trap and you have darkvision, let’s see if you can see the edge of it.
Javier, Olive squeals loudly and makes strange chittering sounds as she runs down the southern passage, maybe she feels that she’s going to be fed soon! She runs along the passage and turns left, approximately 20 feet after the turn she sees a door, she goes up and scratches the door, but nothing happens, she reports hearing laughter behind the door.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Olive comes rushing back and Javier shares the news. “I think I’ve found it, a room with people in it. We might be able to get the jump on them if we’re quiet…”
“Ok, let’s wait for Hlin to return and then press on South. And be vigilant, we know they set traps”, Salamir says moving over to the entrance of the West tunnel to make sure Hlin is ok.
Hlin as you move down the corridor in the dark you are able to see the edge of the trap that was described, and you don't fall in. You look down and it indeed is 10 feet down. Tark's leg is bent awkwardly behind him and he still appears to be unconscious. There are no spikes that you see in the bottom of the pit, it is just a broad pit in the middle of the passageway and from the way it is dug, designed it is hard to see unless you have significant light and you are looking for it. It appears that Tark knew it was there, but tried to make the jump and missed, landing awkwardly. Let me know what you would like to do.
Meanwhile, at the southern exit from the room, Garth moves down to the bend to the left and peeks around the corner. He confirms what Olive saw, there is a door that has been fashioned and fitted to the passageway, it appears to have a handle and you can make out a lock on the door. You don't approach yet and can't hear anything because you are not close enough. You wait for your companions to join you.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Hlin will take her waterskin and splash some water on Tark in hopes of waking him. If he does not wake she joins the others and heads towards the other passageway.
Tark does not awaken with the water, he is barely breathing, he remains unconscious. Hlin returns to the main group in the cavern with the water hole. It remains calm in the chamber, no further splashing or laughter. 3 dead goblin bodies are in the room. You all look to each other to decide the next move.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
"Sorry for the delay. I tried to wake Tark, but he is unconscious lets continue on down the other passageway" She walks in the front again as they proceed.
"No problem", Salamir says to Hlin as he too moves forward.
He looks at the door and turns to the others. "Might be worth someone checking if it is locked or trapped. Happy to try and pick the lock if needed", he says.
(OOC: He will creep forward and attempt to pick the lock if asked)
Stealth: 21 Thieves Tools (if needed): 22 (If Garth helps, roll for advantage: 23)
The party moves south and stands around Salamir as he examines the door. You hear laughter, shouting and the sound of dice being rolled as apparently a game is going on behind the door. Salamir examines the lock and feels that he can pick it. It is indeed locked.
He says quietly as he can, but excitement in his voice, “I’ve got it, I think I’ve got it it, c’mon!” And then you hear a loud click and a scrape as the tumblers roll into place, a slight screeching sound as the metal from his picks scrape.
Suddenly, the room beyond goes silent.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Garth nods, puts away his bow and readies his shield and draws a sword. When he is ready, he checks with his companions are all ready before swinging the door open.
(( Initiative(?): 18 ))
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Olive comes back to the group on Javier’s command as his eyes return back to normal…”Turns out our friend Tark fell for a pit trap approximately 30ft into the tunnel. They’re at least unconscious and injured, but no other enemies have been spotted. Perhaps he panicked and forgot of the trap? What do you all think should we try to find a way through there?”
Salamir considers what Javier has said, his free hand stroking his pointed beard.
”Question is, do we believe Tark was running towards Sawtooth, or away from him?”.
He considers what he knows of Tark, trying to conclude what the goblins intention had been.
Insight: 8
Salamir, you don’t quite know the intentions of the goblin, but it was clear that he was scared and running to to get away from the killing that was going on in the room. You don’t know if he had any other intentions.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth raises his eyebrows and nods as he slowly lowers his bow. "Well, if he was fleeing...then that means west is probably the way out. Makes senses if there was a trap that way."
"By my reckoning that leaves south as the way to the mastermind of the attacks on the wagons."
He walks stealthily and slowly to the southern exit, his senses straining to determine what might lie in that direction.
Survival: 2 (trying to see what tracks might lead that way...perhaps the larger ones from before? )
Perception: 6 (sounds/sights/smells down the south corridor)
Belkaria taps her chin, considering Garth's hypothesis. "You know, that's an interesting thought. Javier, you think you can send Olive down the South tunnel? Now that we know no one is alerted to our presence, I don't feel time is as pressing. Wouldn't hurt to check it out?"
Javier nods “oh of course, just a moment.” He does the same as before and Olive goes down the other tunnel:
stealth: 17
perception: 4 10
"I am curious about Tark's condition. If he is merely injured then perhaps we can waken him for some answers" Hlin moves down the passageway where Tark fell and looks down the pit trap to check on Tark.
Hlin examines Tark and the passageway beyond the pit trap.
She will use her eyes of night feature - 300 ft darkvision
Perception
13
Garth walks over to the southern exit and looks down the passageway, it is approximately 5 feet wide. The passage goes south 20 feet and then takes a turn to the left. You can’t really make out the footprints very well, they are going this way and that.
Hlin, roll perception with advantage since you know that there is a trap and you have darkvision, let’s see if you can see the edge of it.
Javier, Olive squeals loudly and makes strange chittering sounds as she runs down the southern passage, maybe she feels that she’s going to be fed soon! She runs along the passage and turns left, approximately 20 feet after the turn she sees a door, she goes up and scratches the door, but nothing happens, she reports hearing laughter behind the door.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Olive comes rushing back and Javier shares the news. “I think I’ve found it, a room with people in it. We might be able to get the jump on them if we’re quiet…”
Garth nods, ready to move up the corridor if the others are in agreement.
Hlin perception check with advantage
22
“Ok, let’s wait for Hlin to return and then press on South. And be vigilant, we know they set traps”, Salamir says moving over to the entrance of the West tunnel to make sure Hlin is ok.
Hlin as you move down the corridor in the dark you are able to see the edge of the trap that was described, and you don't fall in. You look down and it indeed is 10 feet down. Tark's leg is bent awkwardly behind him and he still appears to be unconscious. There are no spikes that you see in the bottom of the pit, it is just a broad pit in the middle of the passageway and from the way it is dug, designed it is hard to see unless you have significant light and you are looking for it. It appears that Tark knew it was there, but tried to make the jump and missed, landing awkwardly. Let me know what you would like to do.
Meanwhile, at the southern exit from the room, Garth moves down to the bend to the left and peeks around the corner. He confirms what Olive saw, there is a door that has been fashioned and fitted to the passageway, it appears to have a handle and you can make out a lock on the door. You don't approach yet and can't hear anything because you are not close enough. You wait for your companions to join you.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Hlin will take her waterskin and splash some water on Tark in hopes of waking him. If he does not wake she joins the others and heads towards the other passageway.
Tark does not awaken with the water, he is barely breathing, he remains unconscious. Hlin returns to the main group in the cavern with the water hole. It remains calm in the chamber, no further splashing or laughter. 3 dead goblin bodies are in the room. You all look to each other to decide the next move.
A wizard is never late, nor is he early, he arrives precisely when he means to.
"Sorry for the delay. I tried to wake Tark, but he is unconscious lets continue on down the other passageway" She walks in the front again as they proceed.
"No problem", Salamir says to Hlin as he too moves forward.
He looks at the door and turns to the others. "Might be worth someone checking if it is locked or trapped. Happy to try and pick the lock if needed", he says.
(OOC: He will creep forward and attempt to pick the lock if asked)
Stealth: 21
Thieves Tools (if needed): 22 (If Garth helps, roll for advantage: 23)
The party moves south and stands around Salamir as he examines the door. You hear laughter, shouting and the sound of dice being rolled as apparently a game is going on behind the door. Salamir examines the lock and feels that he can pick it. It is indeed locked.
He says quietly as he can, but excitement in his voice, “I’ve got it, I think I’ve got it it, c’mon!” And then you hear a loud click and a scrape as the tumblers roll into place, a slight screeching sound as the metal from his picks scrape.
Suddenly, the room beyond goes silent.
A wizard is never late, nor is he early, he arrives precisely when he means to.
“Uh oh”, Salamir whispers as he looks around at the others, sucking in air through his teeth.
He quickly stows his lock picks and draws his rapier, moving to the side of the door to free the way for whoever will lead the charge.
Garth nods, puts away his bow and readies his shield and draws a sword. When he is ready, he checks with his companions are all ready before swinging the door open.
(( Initiative(?): 18 ))