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Aranor nods at Pax. "I'm not very stealthy either in my armor, but I can scout out ahead."
The moon elf takes the lead, trying to move as quietly as he can. When he reaches the next door, he tries to peer in through one of the cracks to see if he can see anyone inside.
Aranor moves ahead, his chainmail clinking quietly over the sounds of the wind. The cracks are too thin to see much of anything through, save something red and a flash of momentary movement, then nothing.
Aranor waits for the others to catch up. In a whisper, he relates what he saw. "I think there's someone or maybe something in here. Shall we proceed? Knocking seems polite, but I can also kick the door in if necessary."
Walt turns around to relay Aranor's message to Tuuli and Zartan. She responds to him with a waggle of her crossbow and Walt has no idea what to make of it. His eyes dart back and forth from Zartan to Tuuli before he slowly turns towards the rest of the party. Walt pauses for a brief moment before he quickly flutters his eyebrows up and down and nods towards the door in an equally confusing gesture.
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Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Turning to Aranor, Pax says in a nice clear whisper with no ambiguity: "If the door is not locked, then I suggest just opening it. I do not believe kicking things down is quite necessary just yet. And we are too far from civilisation to concern ourselves with politeness. We are all here with you should anything go awry." With the candlelight filtering within the room, Pax sees no reason any more to hide their light sources, so takes up position behind Aranor and Bendrak close to the door.
The party converges on this out-of-place door at the end of the rough-hewn mine corridor, Aranor and Bendrak leading the way. The wind whistles around and through it. Sputtering candlelight continues to be visible through the cracks, and something red, but no further movement is seen. The wind is too loud to hear much easily.
Biting back at a smile at the confusing array of responses that greeted him, Aranor shrugs and turns back toward the door. Then, if it's unlocked, he will open it wide and step inside the room, his hand at his pommel, half-expecting something to jump out and attack him.
The door is unlocked and opens easily. Inside is a floor slick with pools of wet blood. Two of three tables in the chamber have growling corpses strapped to them. A frenzied woman brandishes a knife as she undoes the straps.
But Aranor, Bendrak, and Pax barely get a glimpse of this scene of horror, as the moment the door swings open, the stone floor silently vanishes beneath their feet.
Aranor may make a DC20 Acrobatics save to grab the edge of the chamber floor. Bendrax and Pax have nothing to grab, and plummet down into the darkness. Bendrak takes 11 bludgeoning damage, and Pax takes 8 bludgeoning damage as they fall thirty feet onto what they realize to their horror are massive heaps of bones and decayed flesh. (If Aranor fails his save, he will also take 11 bludgeoning damage.) The stench below is horrendous.
Two snarling corpses run toward the remaining party, preparing to leap over the gaping pit. (Map forthcoming.)
Zartan may use his readied action. Everyone roll initiative!
Aranor drops out of sight, his gauntleted hand scrabbling fruitlessly along the edge of the floor. He lets out a curse that is cut dramatically short as he plummets.
He hits the floor amid a heap of bones and flesh with a loud, somewhat squishy thump from the decaying flesh. Groaning, he rolls up and checks for broken bones, but he thinks he's mainly in one piece. But he knows his bruises will have bruises tomorrow. He stares upward at the square of light above him, Pax, and Bendrak, who all fell unceremoniously into the trap. What a nasty trick!
The party descends through the rough, steeply sloped corridor. The passage turns south, then east, widening briefly before narrowing again.
A makeshift wooden door of fairly recent construction blocks the way ahead. Candlelight shines through the cracks.
Aranor nods at Pax. "I'm not very stealthy either in my armor, but I can scout out ahead."
The moon elf takes the lead, trying to move as quietly as he can. When he reaches the next door, he tries to peer in through one of the cracks to see if he can see anyone inside.
Stealth - 8
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Aranor moves ahead, his chainmail clinking quietly over the sounds of the wind. The cracks are too thin to see much of anything through, save something red and a flash of momentary movement, then nothing.
Aranor waits for the others to catch up. In a whisper, he relates what he saw. "I think there's someone or maybe something in here. Shall we proceed? Knocking seems polite, but I can also kick the door in if necessary."
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
From the back of the group, Tuuli just waggles her crossbow. Nobody is sure what that means.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Walt turns around to relay Aranor's message to Tuuli and Zartan. She responds to him with a waggle of her crossbow and Walt has no idea what to make of it. His eyes dart back and forth from Zartan to Tuuli before he slowly turns towards the rest of the party. Walt pauses for a brief moment before he quickly flutters his eyebrows up and down and nods towards the door in an equally confusing gesture.
Pronouns: he/him/his
Pud - lvl 7 Human Artificer - Alchemist (The Wild Beyond the Witchlight).
Quinn - lvl 4 Human Ranger - Hunter (Phandelver and Below: The Shattered Obelisk)
Turning to Aranor, Pax says in a nice clear whisper with no ambiguity: "If the door is not locked, then I suggest just opening it. I do not believe kicking things down is quite necessary just yet. And we are too far from civilisation to concern ourselves with politeness. We are all here with you should anything go awry." With the candlelight filtering within the room, Pax sees no reason any more to hide their light sources, so takes up position behind Aranor and Bendrak close to the door.
Zartan motions and says let’s proceed by opening the door
D&D since 1984
The party converges on this out-of-place door at the end of the rough-hewn mine corridor, Aranor and Bendrak leading the way. The wind whistles around and through it. Sputtering candlelight continues to be visible through the cracks, and something red, but no further movement is seen. The wind is too loud to hear much easily.
Tuuli nods, satisfied, as the front line gathers to politely open the door. Lucky moves out of the way to the side do as not to be trampled.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Fang goes back into his virtual pocket in space.
D&D since 1984
Biting back at a smile at the confusing array of responses that greeted him, Aranor shrugs and turns back toward the door. Then, if it's unlocked, he will open it wide and step inside the room, his hand at his pommel, half-expecting something to jump out and attack him.
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Zartan held action (if applicable) is to cast Mind Sliver (INT 14 Save); Trigger is we are attacked or clearly that we are attacking.
/OOC Almost chose Firebolt but figured that could have 'unexpected' results if by chance we discovered the powder house/
D&D since 1984
The door is unlocked and opens easily. Inside is a floor slick with pools of wet blood. Two of three tables in the chamber have growling corpses strapped to them. A frenzied woman brandishes a knife as she undoes the straps.
But Aranor, Bendrak, and Pax barely get a glimpse of this scene of horror, as the moment the door swings open, the stone floor silently vanishes beneath their feet.
Aranor may make a DC20 Acrobatics save to grab the edge of the chamber floor. Bendrax and Pax have nothing to grab, and plummet down into the darkness. Bendrak takes 11 bludgeoning damage, and Pax takes 8 bludgeoning damage as they fall thirty feet onto what they realize to their horror are massive heaps of bones and decayed flesh. (If Aranor fails his save, he will also take 11 bludgeoning damage.) The stench below is horrendous.
Two snarling corpses run toward the remaining party, preparing to leap over the gaping pit. (Map forthcoming.)
Zartan may use his readied action. Everyone roll initiative!
Zartan aims for the closest snarling corpse. Roll for INT 14 Save or take 5
Also, if failed, subtract 2 from the next saving throw it makes before the end of your next turn.
D&D since 1984
Zartan Init: 22
D&D since 1984
Acrobatics - Nat 1 (rolled on sheet)
Aranor drops out of sight, his gauntleted hand scrabbling fruitlessly along the edge of the floor. He lets out a curse that is cut dramatically short as he plummets.
He hits the floor amid a heap of bones and flesh with a loud, somewhat squishy thump from the decaying flesh. Groaning, he rolls up and checks for broken bones, but he thinks he's mainly in one piece. But he knows his bruises will have bruises tomorrow. He stares upward at the square of light above him, Pax, and Bendrak, who all fell unceremoniously into the trap. What a nasty trick!
Initiative: 17
Extended Signature
Characters: Bryony Alderleaf (Phandelver and Below) ♦ Vesta Trevelyan (Vecna: Eve of Ruin) ♦ Ada Kendrick (Curse of Strahd) ♦ Gareth Blackwood (Dragon of Icespire Peak) ♦ Karys Velthune (Out of the Abyss) ♦ Surina Xarith (Simple, Heroic Adventure)
DM: Baldur's Gate: Descent Into Avernus
Corpse DC14 INT Save vs. Zartan's spell: 13
Initiatives:
Corpses: 5
Crazed woman with knife: 22
Did I mention the oozes bubbling up through the bones below?: 2
oozes
D&D since 1984