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.
Here is an updated map for reference. You stared at 1, moved on to 2, and are now in front of 3 - the entrance to the Citadel. You are at the bottom of an enormous, dark ravine.
POINTS OF INTEREST: - An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous. DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench. - DC10 Intelligence (Investigation) - ????? - DC15 Wisdom (Perception) - ????? - DC10 Intelligence (Investigation) - ?????
Ugg looks around curiously after following the others to down the stairs. He was hoping the rodents would get close so he could kill a couple to make rodent jerky out of. A rather tasty treat from his childhood. He approached the trench and looks to see what he can leading up to and on the other side of the trench.
Investigation check: 16
Rollback Post to RevisionRollBack
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Ugg, you see large rats about the area, and in the trench surrounding the Citadel. You can easily capture some and use them as food, should you wish. They are large rats, and hostile, but not dangerous enough to warrant a mechanical combat. We will just assume, narratively, that you caught some.
This picture I found is a good concept of what the current area looks like right now. Deep down in a dark ravine, you can see the entrance to the citadel, but there is a trench all around it. Watch your step!
POINTS OF INTEREST: - An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous. DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench. - DC10 Intelligence (Investigation) - Ugg. Information above. - DC15 Wisdom (Perception) - ????? - DC10 Intelligence (Investigation) - ?????
This post has potentially manipulated dice roll results.
Balrog watches Ugg in disgust and spits on the ground, “Bloody Orcs are disgusting... wouldn’t catch a dwarf eatin’ a rat if it were the only thing ta’ eat in a cave in”.
It dosnt help that orcs and goblins were responsible for Balrog's predicament, if they would have left the ring well enough alone he never would have had to attempt to retrieve it.
Balrog shakes his head and begins to investigate the area.
If you look at the map I provided above, you can see, in AREA 3, even from the bridge, is what appears to be a large trap on the floor in the form of a akward panel as one of the stone tiles. How it works, you have no idea, but you've spotted it.
POINTS OF INTEREST: - An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous. DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench. - DC10 Intelligence (Investigation) - Ugg. Information above. - DC15 Wisdom (Perception) - ????? - DC10 Intelligence (Investigation) - Balrog. Information above.
Nothing additional comes to your attention, Varth.
POINTS OF INTEREST: - An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous. DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench. - DC10 Intelligence (Investigation) - Ugg. Information above. - DC15 Wisdom (Perception) - ????? - DC10 Intelligence (Investigation) - Balrog. Information above.
“Right, there’s a trap down there see... we all better have a good look round, before leapin’...unless someone can disarm it from here it’s gunna hurt if en’ someone hits it,” Balrog postulates as he canvases the area further with a leery eye.
Judas walks over to a small pile of rocks, picks one up, and then walks back to the group. "Either one of us tries to trigger the trap by throwing a rock into it....or, we just risk it and rest our fate in god's hands and run and jump."
While the party was investigating The Valley, Phil was distractedly strumming his life and making agreeing sounds when necessary, but during one of his returns to reality, he heard the word trap, and disarm.
“Finally a reason to bust out the old moves, never know what you’ll need to do in my line of profession. I’ll add the handling fees to my cut of the treasure at the end of this godforsaken trip. Now let’s see here...”
(Sorry, what do i need to roll, and do thives tolls give any bonuses?)
Basically from this point, you guys can try and cross to get to the Citadel, and/or try and figure out what kind of trap is up ahead. It is not a game ender if you guys dont get all the points of interest, just adds a little intrigue. ;)
This post has potentially manipulated dice roll results.
Phil’s gonna try to spring the trap, and react accordingly to anything that happens.
Dex Roll: 19
(That was just plus 2, if it was slight of hand add another 2 for 21 total, and Phil also has thives tolls, I don’t even know how to calculate that one.)
You gotta jump the trench first ;) You all are on a crumbling mason bridge thats looking into Area 3. If you wanna throw something at the trap, then thats ok, if thats what you meant.
Like an enormous half mountain goat, Phil skillfully reaches the other side, and triggers the trap. It's a trap door that slams open, revealing a deep pit with skeletons in it. And rats. From your vantage point here, you can see the doorway to Area 4.
“I’m getting paid to do the dirty work, not the leadership or taking point crap. What’s the next step of the plan ‘Dream Team’?” Phil states from across the bridge, making mocking air quotes with the dream team statement, he’s still extremely dubious with the whole dream thing.
“Right, no rest for the wicked as they say... let’s keep moving...” huffs Balrog.
AREA 3: THE CRUMBLED COURTYARD
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.
Here is an updated map for reference. You stared at 1, moved on to 2, and are now in front of 3 - the entrance to the Citadel. You are at the bottom of an enormous, dark ravine.
POINTS OF INTEREST:
- An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous.
DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench.
- DC10 Intelligence (Investigation) - ?????
- DC15 Wisdom (Perception) - ?????
- DC10 Intelligence (Investigation) - ?????
PAUSING TO LET PEOPLE CATCH UP.
Judas' Perception roll: 14
Additionally, is there some way we could use rope to aide in our crossing?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Not really.
Ugg looks around curiously after following the others to down the stairs. He was hoping the rodents would get close so he could kill a couple to make rodent jerky out of. A rather tasty treat from his childhood. He approached the trench and looks to see what he can leading up to and on the other side of the trench.
Investigation check: 16
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Ugg, you see large rats about the area, and in the trench surrounding the Citadel. You can easily capture some and use them as food, should you wish. They are large rats, and hostile, but not dangerous enough to warrant a mechanical combat. We will just assume, narratively, that you caught some.
This picture I found is a good concept of what the current area looks like right now. Deep down in a dark ravine, you can see the entrance to the citadel, but there is a trench all around it. Watch your step!
POINTS OF INTEREST:
- An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous.
DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench.
- DC10 Intelligence (Investigation) - Ugg. Information above.
- DC15 Wisdom (Perception) - ?????
- DC10 Intelligence (Investigation) - ?????
Balrog watches Ugg in disgust and spits on the ground, “Bloody Orcs are disgusting... wouldn’t catch a dwarf eatin’ a rat if it were the only thing ta’ eat in a cave in”.
It dosnt help that orcs and goblins were responsible for Balrog's predicament, if they would have left the ring well enough alone he never would have had to attempt to retrieve it.
Balrog shakes his head and begins to investigate the area.
investigation: 4
If you look at the map I provided above, you can see, in AREA 3, even from the bridge, is what appears to be a large trap on the floor in the form of a akward panel as one of the stone tiles. How it works, you have no idea, but you've spotted it.
POINTS OF INTEREST:
- An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous.
DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench.
- DC10 Intelligence (Investigation) - Ugg. Information above.
- DC15 Wisdom (Perception) - ?????
- DC10 Intelligence (Investigation) - Balrog. Information above.
Varth looks around, trying to find anything out of the ordinary.
Perception: 13
Nothing additional comes to your attention, Varth.
POINTS OF INTEREST:
- An expanse of crumbled masonry and a trench surrounds the entire citadel. It doesn't take a roll to notice it is very unsteady and dangerous.
DC10 Dexterity (Acrobatics) to cross it. If you fail by 5 or more, you will fall into a debris-lined trench.
- DC10 Intelligence (Investigation) - Ugg. Information above.
- DC15 Wisdom (Perception) - ?????
- DC10 Intelligence (Investigation) - Balrog. Information above.
“Right, there’s a trap down there see... we all better have a good look round, before leapin’...unless someone can disarm it from here it’s gunna hurt if en’ someone hits it,” Balrog postulates as he canvases the area further with a leery eye.
perception: 6
Hearing there was a trap Ugg tried to see if he could tell what kind of trap it could be and if there wss any way to disarm it. (Perception) 7
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Judas walks over to a small pile of rocks, picks one up, and then walks back to the group. "Either one of us tries to trigger the trap by throwing a rock into it....or, we just risk it and rest our fate in god's hands and run and jump."
Last to know and first to be blamed...
As a free action, can I regret my life choices?
While the party was investigating The Valley, Phil was distractedly strumming his life and making agreeing sounds when necessary, but during one of his returns to reality, he heard the word trap, and disarm.
“Finally a reason to bust out the old moves, never know what you’ll need to do in my line of profession. I’ll add the handling fees to my cut of the treasure at the end of this godforsaken trip. Now let’s see here...”
(Sorry, what do i need to roll, and do thives tolls give any bonuses?)
Basically from this point, you guys can try and cross to get to the Citadel, and/or try and figure out what kind of trap is up ahead. It is not a game ender if you guys dont get all the points of interest, just adds a little intrigue. ;)
Phil’s gonna try to spring the trap, and react accordingly to anything that happens.
Dex Roll: 19
(That was just plus 2, if it was slight of hand add another 2 for 21 total, and Phil also has thives tolls, I don’t even know how to calculate that one.)
You gotta jump the trench first ;) You all are on a crumbling mason bridge thats looking into Area 3. If you wanna throw something at the trap, then thats ok, if thats what you meant.
Phil’s literally half a mountain goat, acrobatics is his thing man. I’m assuming I’ll just keep the disarm roll from above.
Acrobatics roll: 10
Like an enormous half mountain goat, Phil skillfully reaches the other side, and triggers the trap. It's a trap door that slams open, revealing a deep pit with skeletons in it. And rats. From your vantage point here, you can see the doorway to Area 4.
“I’m getting paid to do the dirty work, not the leadership or taking point crap. What’s the next step of the plan ‘Dream Team’?” Phil states from across the bridge, making mocking air quotes with the dream team statement, he’s still extremely dubious with the whole dream thing.