Ready my shield and warhammer, Alright mates, everyone ready? If so then say a quick prayer Lady help us, castThaumaturgyand open the door. (waiting till everyone is ready)
This post has potentially manipulated dice roll results.
(Meepo did not find any traps.) (@XANTH - The Whistle gives you an Animate Dead spell. But everything else about it will be a matter of trial and error, as the party does not know all the details about it.)
From a distance, RAGDOR opens the door.
You see one of the proverbial empty rooms. There is a door to the north.
(Always love it when you do all the right things for an empty room.)
MEEPO gives it a good look around, and doesn't see anything but dust, crumbled flag stones, and cracks in the walls. He goes up and looks at the north door with RAGDOR's assist.
MEEPO will note that the door that leads north is trapped. He sees damage to the door and cracks it just enough to see that there is a bell attached to the door.
(By the way, the name on the whistle is Night Caller.)
Portiawill hear trap, and walk right up, getting her tools out of her pouch as she approaches. Spinning her lockpick in her hand absentmindedly (much like a drummer would spin a drumstick), she looks over the trap, trying to work out how best to disable it. Reaching a conclusion, she gets to work, while the others debate the plan. Even if we decide to try another room first (I think there was more, haven't checked the map before posting), we will be going this way eventually probably, so might as well deactivate the trap now. (Thieves tools check: 23)
PORTIA determines that the best way to disable the trap is to crack the door open. She carefully does so and notices that there is a rope tied to a bell on the north side of the door. She deftly disengages the rope and lowers the bell to the floor without it making a sound.
Beyond, she sees a ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.
(Map Updated. I moved Portia's token to the door. Again, Zooming In helps with this map.)
Surveying the room ahead, does it look like we can safely transverse caltrops? Also, is there a source of light ahead, on the other side of the half wall? A torch or candle of sorts?
Ok mates, I think it's safe to assume a few goblin sentries ahead. The caltrops give me some concern as I'm not the most dexterous of dwarves. Also, if we don't get the drop on any gobs then they may alert the whole tribe to our intrusion. Didn't we have a container with a potion of fire breath or something like that?
Glyntwill whisper "Portia, could you sneak in and clear out the caltrops from down the middle for the big guys?, another problem is it's dark in there and Xanth needs light to see. Any light he has will alert them to us coming"
If Lady Portia could that it'd be of great benefit. Our bone friends in after she clears the way, followed by myself guiding Xanth with his hand on my head for guidance. Glynt you and Meepo coming up next with light spell at the ready. This will put Lady right behind the half wall giving her some cover, maybe allowing her a sneak attack once we're made. Maybe Meepo can give me some Guidance before I head down to help with me be more stealthy?
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MEEPO will move to the next door (Fortress Level Part 4 Map) and checks it out with an assist from the party.
PERCEPTION 14
MEEPO does not hear anything beyond the door. He also does not see a trap on the door.
Glynt will move to the wall opposite the door and wait with his Shortbow ready.
(Map Updated with his location)
If the door is unlocked I can open it from a distance if that may be of benefit.
Assuming it's okay with everyone Xanth will give them both a sword.
"Well shall we go and check out that door just North of here?"
(what is the whistle called and what are the specs?)
Ready my shield and warhammer, Alright mates, everyone ready? If so then say a quick prayer Lady help us, cast Thaumaturgy and open the door. (waiting till everyone is ready)
Xanth stands back and readies himself.
Portia is ready with swords in hand. She trusts Meepo to have looked for traps (and will do with everyone until someone doesn't spot one)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
(Meepo did not find any traps.) (@XANTH - The Whistle gives you an Animate Dead spell. But everything else about it will be a matter of trial and error, as the party does not know all the details about it.)
From a distance, RAGDOR opens the door.
You see one of the proverbial empty rooms. There is a door to the north.
(Always love it when you do all the right things for an empty room.)
MEEPO gives it a good look around, and doesn't see anything but dust, crumbled flag stones, and cracks in the walls. He goes up and looks at the north door with RAGDOR's assist.
PERCEPTION 10
MEEPO will note that the door that leads north is trapped. He sees damage to the door and cracks it just enough to see that there is a bell attached to the door.
(By the way, the name on the whistle is Night Caller.)
Portia will hear trap, and walk right up, getting her tools out of her pouch as she approaches. Spinning her lockpick in her hand absentmindedly (much like a drummer would spin a drumstick), she looks over the trap, trying to work out how best to disable it. Reaching a conclusion, she gets to work, while the others debate the plan. Even if we decide to try another room first (I think there was more, haven't checked the map before posting), we will be going this way eventually probably, so might as well deactivate the trap now. (Thieves tools check: 23)
After joining more my signature got out of hand so I am now a proud member of the extended signature club!! :)
PORTIA determines that the best way to disable the trap is to crack the door open. She carefully does so and notices that there is a rope tied to a bell on the north side of the door. She deftly disengages the rope and lowers the bell to the floor without it making a sound.
Beyond, she sees a ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.
(Map Updated. I moved Portia's token to the door. Again, Zooming In helps with this map.)
Glynt moves into the new room and positions himself opposite the door with his bow ready. (Map Updated)
"Well, we could try to sneak in, or I could send in my two friends here and see what happens?"
Surveying the room ahead, does it look like we can safely transverse caltrops? Also, is there a source of light ahead, on the other side of the half wall? A torch or candle of sorts?
Caltrops
(Goblins have Darkvision, so there is no additional lighting in this area. It is dark.)
Ok mates, I think it's safe to assume a few goblin sentries ahead. The caltrops give me some concern as I'm not the most dexterous of dwarves. Also, if we don't get the drop on any gobs then they may alert the whole tribe to our intrusion. Didn't we have a container with a potion of fire breath or something like that?
"Yes, what's your plan? I can also send these guys in first."
Glynt will whisper "Portia, could you sneak in and clear out the caltrops from down the middle for the big guys?, another problem is it's dark in there and Xanth needs light to see. Any light he has will alert them to us coming"
If Lady Portia could that it'd be of great benefit. Our bone friends in after she clears the way, followed by myself guiding Xanth with his hand on my head for guidance. Glynt you and Meepo coming up next with light spell at the ready. This will put Lady right behind the half wall giving her some cover, maybe allowing her a sneak attack once we're made. Maybe Meepo can give me some Guidance before I head down to help with me be more stealthy?