Kimberley, in her haste to explore ahead, slips and nearly falls headlong into the pit. Fortunately she catches herself, and pulls herself back to safety.
(Unless you have a better plan, anyone attempting to skirt the pit using one of the ledges must succeed on a DC 10 Dexterity (Acrobatics) check. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit...)
Quinn follows Kimberly fully intending to redeem himself this go around. But, the clumsy old ranger stumbles once again, but this go around he catches himself on the ledge before falling into the pit!
"Kimberly, take my hand...pull me up, please!"
Dexterity (acrobatics) check: 8 (5+3)
Dexterity save: 25 (NAT 20! + 5)
Rollback Post to RevisionRollBack
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)
Syzygy, seeing the pitfalls and smelling the dank decides “I’ll take the fresh air and meet you outside. I might try to look for that light coming from the manor I saw last night. I’ll be fine. We’ve taken care of the red brands.”
Quinn follows Kimberly fully intending to redeem himself this go around. But, the clumsy old ranger stumbles once again, but this go around he catches himself on the ledge before falling into the pit!
"Kimberly, take my hand...pull me up, please!"
Dexterity (acrobatics) check: 8 (5+3)
Dexterity save: 25 (NAT 20! + 5)
Kimberley helps Quinn up and they continue on to hunt for doors to the south...
Jurgen will look around for a lever or device that is controlling the pit mechanism. "There has to be some way to close and lock it. They didn't have to jump across all the time."
Before Syzygy (and anyone who goes with him) parted ways, Quinn would have shared plans to meet up shortly.
"Be safe out there. We cleaned up this place, but who knows if there's any more lurking about. Keep an eye out for sympathizers. Let's up at the tavern by sunset."
....
IF Jurgen's investigation proves fruitless, Quinn will help Jurgen get across the gap, if he so chooses.
Quinn would like to head directly to the armory. He's on the lookout for any high quality weapons or gear, especially ranged weapons. He would quickly move things about and check under shelving to see if anything of note is stashed anywhere.
Investigation check: 13
Perception check: 14
Rollback Post to RevisionRollBack
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)
This post has potentially manipulated dice roll results.
Bryony decides to follow Syzygy outside the underground lair. "We'll meet you at the inn soon," she calls back to Quinn and the others.
Then she follows the Shadar-kai toward the mansion. She too is curious about what the Redbrands have been up to among the ruins. Plus she secretly doesn't think it's a good idea for any of them to go off on their own, even if the Redbrands have been defeated. Who knows what might be lurking in the ruins?
"We should be sneaky about this," she informs Syzygy as she catches up to him. "If there's someone still in the ruins, we could get the drop on them."
Syzygy is a little relieved the halfling has offered to join him though he shows nothing of it. “Ok, let’s go. Perhaps we’ll find a clue about Albrek.”
Aros follows behind Quinn. He muses as he helps look through the various weapons. “When we get back to town, remind me that I owe you all a round of drinks. I don’t know how I was going to get out of here.”
Jurgen examines the pit mechanism. It is a primitive, if effective, trap, which must be manually reset. There are no switches or levers. There also doesn't seem to be any safe way across it. Resetting the floor wouldn't make it much safer. It would collapse again under 100 or more pounds of weight. It might bear Jurgen's weight, or perhaps Bryony's, but nobody else.
Jurgen: if you still wish to cross the open pit, make a DC 10 Dexterity (Acrobatics) check - with Advantage due to Quinn's helping hand. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit. If you close the pit, you can try to cross without a roll.
Aros must definitely make a DC 10 Dexterity (Acrobatics) check if he wants to pass across the narrow ledge past the pit on his way to examine the armory with Quinn.
The skeletons remain inert, exactly where you left them, as Quinn crosses through the crypts to search the little armory. In the armory, he finds that the weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each. There are also a dozen dirty red cloaks. Three of the weapons are especially well made: a shortsword whose pommel and guard are set with semiprecious stones, and two matched crossbows whose woodwork is inlaid with silver. If sold, these weapons might fetch a higher price.
Aros took off his red cape. Are the rest of you keeping them on?
After having looked over the pit a few times and seeing the mechanism, he says "This can't be the way they move about. There has to be another way. "
Mentally walking through the rooms he realizes they had not checked out one corridor. "Hey! I think there is another corridor we didn't check out. Anyone want to come with me?"
With that he will make his way over to Southeast corner of the cravese (C8).
OOC: If DM would allow it, Quinn would have recommended that Aros keep his cloak on if he wants to help scout. whether or not he chooses to take the recommendation, that's another story. Quinn doesn't mind the funk too much.
Rollback Post to RevisionRollBack
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)
(I didn’t specify if Aros took it off and brought it with him or left it where he took it off so I will let DM make that decision.)
(If he has the cloak with him.) Aros realizes his mistake and hurriedly puts on the cloak again. “Sorry. It’s… it’s been a day.” He looks over the nicer weapons to see if they have any historical significance or not.
History: 24
(If he does not have the cloak with him.) Aros goes for the cloak and realizes he left it behind. “Shoot! I’ll stay here and keep an ear for you.” Aros remains in the trapped hallway. His curiosity can only be suppressed so much, so he find himself positioning himself to see the crypt again, taking mental notes on their design.
Jurgen: Make a DC 10 Dexterity (Acrobatics) check. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge, else fall 20 feet to the dirt floor of the pit. (If you close the pit, you can try to cross without a roll.)
As Jurgen fiddles with the pit mechanism, Kimberley makes her way gingerly through the skeleton-filled crypt, past the armory, and begins to head south along the dark, chilling crevasse. It is silent; Ssarnak is nowhere to be seen.
Redonning the red cloak, Aros rejoins Quinn and examines the fancier weapons in the armory. They are well-made and well-decorated, but they do not seem old or significant – probably purloined off some flashy merchants. But they will undoubtedly bring a little more value than their ordinary kin.
Bryony and Syzygy begin to very quietly explore the ruins and grounds of the old manor. The day is warm and sunny, and a bit humid. Insects buzz, the air is fresh. The grounds are overgrown. There seems to be nothing left of value or use above ground – it has been well-looted. What's left of the roof looks like it has few seasons remaining before it, too, falls. There seems to be nobody about, although there are certainly fresh tracks here and there of humanoid foot traffic. Make a Survival check to see if you can pick up anything of the fleeing wizard and his little friend, make a Perception check if you want to try to sense anything else about your surroundings, or make an Investigation check if there's something specific you seek.
Jurgen approaches the pit again and steps back, grabs the cape and takes a deep breath. He then takes off running as fast as he can and leaps into the air. He glides gracefully over the pit and lands safely on the other side. He completes his investigation for the pit mechanism and seeing nothing new heads to the chasm.
Jurgen, not wanting to split the party says "Let's head over to that workshop we saw back over there and see what we can find."
D&D since 1984
Kimberley, in her haste to explore ahead, slips and nearly falls headlong into the pit. Fortunately she catches herself, and pulls herself back to safety.
(Unless you have a better plan, anyone attempting to skirt the pit using one of the ledges must succeed on a DC 10 Dexterity (Acrobatics) check. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit...)
Quinn follows Kimberly fully intending to redeem himself this go around. But, the clumsy old ranger stumbles once again, but this go around he catches himself on the ledge before falling into the pit!
"Kimberly, take my hand...pull me up, please!"
Dexterity (acrobatics) check: 8 (5+3)
Dexterity save: 25 (NAT 20! + 5)
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)
Syzygy, seeing the pitfalls and smelling the dank decides “I’ll take the fresh air and meet you outside. I might try to look for that light coming from the manor I saw last night. I’ll be fine. We’ve taken care of the red brands.”
Kimberley helps Quinn up and they continue on to hunt for doors to the south...
Jurgen will look around for a lever or device that is controlling the pit mechanism. "There has to be some way to close and lock it. They didn't have to jump across all the time."
Investigate: 26
Thieves' and/or Tinker's tools: 17
D&D since 1984
Before Syzygy (and anyone who goes with him) parted ways, Quinn would have shared plans to meet up shortly.
"Be safe out there. We cleaned up this place, but who knows if there's any more lurking about. Keep an eye out for sympathizers. Let's up at the tavern by sunset."
....
IF Jurgen's investigation proves fruitless, Quinn will help Jurgen get across the gap, if he so chooses.
Quinn would like to head directly to the armory. He's on the lookout for any high quality weapons or gear, especially ranged weapons. He would quickly move things about and check under shelving to see if anything of note is stashed anywhere.
Investigation check: 13
Perception check: 14
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)
Bryony decides to follow Syzygy outside the underground lair. "We'll meet you at the inn soon," she calls back to Quinn and the others.
Then she follows the Shadar-kai toward the mansion. She too is curious about what the Redbrands have been up to among the ruins. Plus she secretly doesn't think it's a good idea for any of them to go off on their own, even if the Redbrands have been defeated. Who knows what might be lurking in the ruins?
"We should be sneaky about this," she informs Syzygy as she catches up to him. "If there's someone still in the ruins, we could get the drop on them."
Stealth - 15
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
Syzygy is a little relieved the halfling has offered to join him though he shows nothing of it.
“Ok, let’s go. Perhaps we’ll find a clue about Albrek.”
stealth: 16
Aros follows behind Quinn. He muses as he helps look through the various weapons. “When we get back to town, remind me that I owe you all a round of drinks. I don’t know how I was going to get out of here.”
Perception: 13
Jurgen examines the pit mechanism. It is a primitive, if effective, trap, which must be manually reset. There are no switches or levers. There also doesn't seem to be any safe way across it. Resetting the floor wouldn't make it much safer. It would collapse again under 100 or more pounds of weight. It might bear Jurgen's weight, or perhaps Bryony's, but nobody else.
Jurgen: if you still wish to cross the open pit, make a DC 10 Dexterity (Acrobatics) check - with Advantage due to Quinn's helping hand. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge. On a failed save, you fall 20 feet to the dirt floor of the pit. If you close the pit, you can try to cross without a roll.
Aros must definitely make a DC 10 Dexterity (Acrobatics) check if he wants to pass across the narrow ledge past the pit on his way to examine the armory with Quinn.
The skeletons remain inert, exactly where you left them, as Quinn crosses through the crypts to search the little armory. In the armory, he finds that the weapon racks hold twelve spears, six shortswords, four longswords, six light crossbows, and eight quivers holding twenty crossbow bolts each. There are also a dozen dirty red cloaks. Three of the weapons are especially well made: a shortsword whose pommel and guard are set with semiprecious stones, and two matched crossbows whose woodwork is inlaid with silver. If sold, these weapons might fetch a higher price.
Aros took off his red cape. Are the rest of you keeping them on?
Meanwhile, Syzygy and Bryony go back outside...
Kimberley heads to investigate the passage to the right of where they came in ....
After having looked over the pit a few times and seeing the mechanism, he says "This can't be the way they move about. There has to be another way. "
Mentally walking through the rooms he realizes they had not checked out one corridor. "Hey! I think there is another corridor we didn't check out. Anyone want to come with me?"
With that he will make his way over to Southeast corner of the cravese (C8).
D&D since 1984
OOC: If DM would allow it, Quinn would have recommended that Aros keep his cloak on if he wants to help scout. whether or not he chooses to take the recommendation, that's another story. Quinn doesn't mind the funk too much.
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)
(I didn’t specify if Aros took it off and brought it with him or left it where he took it off so I will let DM make that decision.)
(If he has the cloak with him.) Aros realizes his mistake and hurriedly puts on the cloak again. “Sorry. It’s… it’s been a day.” He looks over the nicer weapons to see if they have any historical significance or not.
History: 24
(If he does not have the cloak with him.) Aros goes for the cloak and realizes he left it behind. “Shoot! I’ll stay here and keep an ear for you.” Aros remains in the trapped hallway. His curiosity can only be suppressed so much, so he find himself positioning himself to see the crypt again, taking mental notes on their design.
Acrobatics: 15
Jurgen: Make a DC 10 Dexterity (Acrobatics) check. If you fail, you must make a DC 15 Dexterity saving throw to catch the edge, else fall 20 feet to the dirt floor of the pit. (If you close the pit, you can try to cross without a roll.)
As Jurgen fiddles with the pit mechanism, Kimberley makes her way gingerly through the skeleton-filled crypt, past the armory, and begins to head south along the dark, chilling crevasse. It is silent; Ssarnak is nowhere to be seen.
Redonning the red cloak, Aros rejoins Quinn and examines the fancier weapons in the armory. They are well-made and well-decorated, but they do not seem old or significant – probably purloined off some flashy merchants. But they will undoubtedly bring a little more value than their ordinary kin.
Bryony and Syzygy begin to very quietly explore the ruins and grounds of the old manor. The day is warm and sunny, and a bit humid. Insects buzz, the air is fresh. The grounds are overgrown. There seems to be nothing left of value or use above ground – it has been well-looted. What's left of the roof looks like it has few seasons remaining before it, too, falls. There seems to be nobody about, although there are certainly fresh tracks here and there of humanoid foot traffic. Make a Survival check to see if you can pick up anything of the fleeing wizard and his little friend, make a Perception check if you want to try to sense anything else about your surroundings, or make an Investigation check if there's something specific you seek.
Jurgen approaches the pit again and steps back, grabs the cape and takes a deep breath. He then takes off running as fast as he can and leaps into the air. He glides gracefully over the pit and lands safely on the other side. He completes his investigation for the pit mechanism and seeing nothing new heads to the chasm.
D&D since 1984
Kimberley continued heading south then took a peek around the corner before heading into the corridor.
Jurgen joins Kimberly
D&D since 1984