Canti gasps. "Where — where'd he go?" She quickly moves to the doorway, but stops and eyes the floor, nervous about stepping onto the slope. "Pisgah!" she yells, hoping to hear a response.
Faintly Canti hears a muffled "Be careful there is a spring door trap! If you can step on the trigger, I can climb out but the door will not open from this side."
PERCEPTION roll of 13 to check the out and surroundings.
Rico and Steel move up to the edge of the area that opened up. With Steel standing guard, Rico get's busy with her thieve's tools to open the trap door and keep it open.
Pisgah thinks that the hinges of the trap door construction would take a lot of beating to disable and it might just jam the mechanism if attempted. Still, it wouldn't keep him out forever if he kept at it.
At this moment, Rico opens the trap door from above and is then able to alter the mechanism so the door is being prevented from closing again. There is a gap of a foot around the edges of the trap door that can be used to get past it undeterred.
Pisgah will climb out of the pit on the far side from the rest of the group and throw a rope back to them so they can tie themselves off in case they slip while walking around the pit. (not sure if a strength check is needed for Canti, Rico, or ArdneK but probably would be for Steel if the construct falls).
Once everyone is on the other side of the trap, Pisgah will take off down the hallway again, still trying to move slow but this time paying more attention to his surroundings knowing there may be more traps. still about 20 ft ahead of the party.
STEALTH roll of 22 with PwT still running and PERCEPTION of 23
Pisgah pays a lot of attention to his surroundings and is consequently able to realize that there are indeed more traps here. Two more of the same kind of pit trap await on the way down. Those are similarly easy to avoid once you know where they are.
On the search for more traps, the barbarian also realizes that there are two hidden doors placed at the end of the hallway, one to the south and one to the north. They look like normal stonework, but there is a faint outline to be seen where it fits into the wall. It seems like they only have to be pushed to open.
OOC: I am good with the roll being for both doors.
"There are not any sounds beyond this door but the smell of ale is strong here. Be ready, I am going to open the door."
Pisgah makes a quick check for traps at the door before trying to open it. If the door looks clean he will go ahead and slowly open the door. PERCEPTION roll of 20.
No traps to be found on the secrets door, so you cause it to swing open with a dry grating noise.
A large room lies beyond. The room’s walls climb 10 feet, then angle inward to form a pyramidal cap with a 30-foot-high apex. In the middle of the room, there is a huge pile of barrels, most of which are smashed. A quick glance tells you that there are probably still about fifty intact barrels. The barrels are of the same type as the ones ArdneK inspected in the room with the big vats.
The room smells strongly of ale and the floor is slightly sticky.
The intact barrels are all over the place, pretty much as you can see on the map. It seems like a large part of the middle section of this pile have been smashed. The writing in the barrels is the same as the ones from above. It says: "Melairkyn", spelled both in darvish and common, on the side of each barrel. It sounds like a dwarven family name to Pisgah.
Pisgah will enter the room and pick up the nearest full barrel and carry it back out to the hallway where he will open the barrel. Depending on the smell of the brew, he will give it a try.
As Pisgah goes to grab the barrel, a flurry of movement breaks out all around him.
Three barrels in the immediate vincinity have exploded into tentacled monsters of teeth and eyes, throwing themselves at the barbarian!
Initiative: 1. All PCs: < YOUR TURN 2. Barrel Mimics
The party is surprised by this, which gives the mimics time to try and overwhelm Pisgah: Mimic 1, pseudopod attack: 15 Mimic 2, pseudopod attack: 25 (Nat 20), damage: 10 bludgeoning Mimic 3, pseudopod attack: 23, damage: 4 bludgeoning
Any attacks that hit Pisgah also cause the mimics to stick to him, making it impossible to move: he is grappled (escape DC 13). Ability checks made to escape this grapple have disadvantage. Sticking to Pisgah like this also makes it easier for the mimics to hit him in the future.
[After this combat, Nikkitch will leave the group, so feel free to use his resources].
Canti gasps. "Where — where'd he go?" She quickly moves to the doorway, but stops and eyes the floor, nervous about stepping onto the slope. "Pisgah!" she yells, hoping to hear a response.
Faintly Canti hears a muffled "Be careful there is a spring door trap! If you can step on the trigger, I can climb out but the door will not open from this side."
PERCEPTION roll of 13 to check the out and surroundings.
Rico and Steel move up to the edge of the area that opened up. With Steel standing guard, Rico get's busy with her thieve's tools to open the trap door and keep it open.
Thieve's tools 19
Pisgah thinks that the hinges of the trap door construction would take a lot of beating to disable and it might just jam the mechanism if attempted. Still, it wouldn't keep him out forever if he kept at it.
At this moment, Rico opens the trap door from above and is then able to alter the mechanism so the door is being prevented from closing again. There is a gap of a foot around the edges of the trap door that can be used to get past it undeterred.
Pisgah will climb out of the pit on the far side from the rest of the group and throw a rope back to them so they can tie themselves off in case they slip while walking around the pit. (not sure if a strength check is needed for Canti, Rico, or ArdneK but probably would be for Steel if the construct falls).
Moving around the pit (once detected) is possible without a check.
Once everyone is on the other side of the trap, Pisgah will take off down the hallway again, still trying to move slow but this time paying more attention to his surroundings knowing there may be more traps. still about 20 ft ahead of the party.
STEALTH roll of 22 with PwT still running and PERCEPTION of 23
Pisgah pays a lot of attention to his surroundings and is consequently able to realize that there are indeed more traps here. Two more of the same kind of pit trap await on the way down. Those are similarly easy to avoid once you know where they are.
On the search for more traps, the barbarian also realizes that there are two hidden doors placed at the end of the hallway, one to the south and one to the north. They look like normal stonework, but there is a faint outline to be seen where it fits into the wall. It seems like they only have to be pushed to open.
[newly spotted traps and doors in blue]
Canti marvels at the hidden traps as she tiptoes by. "I wonder if these others are empty like the first, or if they hold secrets."
Rico says, "I can open them up if you like. It won't take long."
"Good idea. If there is anything down there I can climb down "
Manually opening the traps and a quick glance is enough to tell you that they look the same as the first and that they also have no occupants.
Pisgah pulls out the ear horn and will listen at the south door. PERCEPTION roll of 19.
[We can make this one count for both doors, unless you want to try for a higher check on the north door.]
Pisgah doesn't hear anything. The smell of ale has gotten stronger though.
OOC: I am good with the roll being for both doors.
"There are not any sounds beyond this door but the smell of ale is strong here. Be ready, I am going to open the door."
Pisgah makes a quick check for traps at the door before trying to open it. If the door looks clean he will go ahead and slowly open the door. PERCEPTION roll of 20.
No traps to be found on the secrets door, so you cause it to swing open with a dry grating noise.
A large room lies beyond. The room’s walls climb 10 feet, then angle inward to form a pyramidal cap with a 30-foot-high apex. In the middle of the room, there is a huge pile of barrels, most of which are smashed. A quick glance tells you that there are probably still about fifty intact barrels. The barrels are of the same type as the ones ArdneK inspected in the room with the big vats.
The room smells strongly of ale and the floor is slightly sticky.
From the doorway, does Pisgah see which barrels are intact? Is there any writing on the barrels?
The intact barrels are all over the place, pretty much as you can see on the map. It seems like a large part of the middle section of this pile have been smashed. The writing in the barrels is the same as the ones from above. It says: "Melairkyn", spelled both in darvish and common, on the side of each barrel. It sounds like a dwarven family name to Pisgah.
Pisgah will enter the room and pick up the nearest full barrel and carry it back out to the hallway where he will open the barrel. Depending on the smell of the brew, he will give it a try.
As Pisgah goes to grab the barrel, a flurry of movement breaks out all around him.
Three barrels in the immediate vincinity have exploded into tentacled monsters of teeth and eyes, throwing themselves at the barbarian!
Initiative:
1. All PCs: < YOUR TURN
2. Barrel Mimics
The party is surprised by this, which gives the mimics time to try and overwhelm Pisgah:
Mimic 1, pseudopod attack: 15
Mimic 2, pseudopod attack: 25 (Nat 20), damage: 10 bludgeoning
Mimic 3, pseudopod attack: 23, damage: 4 bludgeoning
Any attacks that hit Pisgah also cause the mimics to stick to him, making it impossible to move: he is grappled (escape DC 13). Ability checks made to escape this grapple have disadvantage. Sticking to Pisgah like this also makes it easier for the mimics to hit him in the future.
[After this combat, Nikkitch will leave the group, so feel free to use his resources].