Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
This post has potentially manipulated dice roll results.
Jerigg touches the pressure plate with the crowbar and instantly a volley of new spikes charges upward
Hit to Jerigg: 17 / if hit: 5 damage
Hit to Falmo: 28 / if hit: 11 damage
Hit to Ubogri: 12 / if hit: 15 damage
After that the spikes retreat into the ground. Falmo a bit preoccupied tries to disarm the trap but it's it's immediately clear that he wasn't able to do so, he then proceeds to jump over the pressure plate towards the rope in Lumiere's hand safely getting across
Lumiere braces for her allies coming up the rope, digging her feet and attempting to prevent herself from being pulled into the pit with them. Once they are up, she will move them off to one side so the next can climb up.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
You all manage to safely reach the rope and exit the pit. Ahead of you lies an empty corridor, 100 feet long, that ends with a stone wall. The air starts to get colder and colder as you venture deeper into the dungeon. The corridor is a bit wet and moss grows every few steps.
This post has potentially manipulated dice roll results.
Lumiere keeps the lantern up to light the way. "Let us hope this vile darkness does not get much colder." She warily approaches towards the end of the corridor, attempting not to trigger any traps.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
After a bit of searching you find a secret door in the northern part of the corridor that slides on its side revealing a small passage and yet another door. The room appears to be filled with funerary offerings and furniture. There are four rotting sofas, a couple of throne-like chairs, and a jumble of stands, small tables, and vases and urns that are dented, chipped, and broken. Only the rather plain tapestries hanging on the east and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers. There is a door on the north-east side of the room.
Lumiere will carefully move around the room, then check the tapestry to see what is behind it, standing at the side of it and pulling it forward to see the wall.
The tapestries are affixed on the ceiling and the floor so you can't move them easily, but there's enough space behind them to peek. But you see only a solid wall.
(Probably a bad idea.)
If you need another check for Falmo to get over the plate: 28 or 25
When he's over, he'll try to disarm it with his thieves' tools: 17 or 25
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Jerigg touches the pressure plate with the crowbar and instantly a volley of new spikes charges upward
Hit to Jerigg: 17 / if hit: 5 damage
Hit to Falmo: 28 / if hit: 11 damage
Hit to Ubogri: 12 / if hit: 15 damage
After that the spikes retreat into the ground. Falmo a bit preoccupied tries to disarm the trap but it's it's immediately clear that he wasn't able to do so, he then proceeds to jump over the pressure plate towards the rope in Lumiere's hand safely getting across
Jumping Athletics 20
I'll use Lay on Hands to heal everybody up when we're clear.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Lumiere braces for her allies coming up the rope, digging her feet and attempting to prevent herself from being pulled into the pit with them. Once they are up, she will move them off to one side so the next can climb up.
(Using Uncanny Dodge to only take 2 damage.)
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
OOC: Ubogri was unscathed by the spikes.
Athletics: 15
You all manage to safely reach the rope and exit the pit. Ahead of you lies an empty corridor, 100 feet long, that ends with a stone wall. The air starts to get colder and colder as you venture deeper into the dungeon. The corridor is a bit wet and moss grows every few steps.
Lumiere keeps the lantern up to light the way. "Let us hope this vile darkness does not get much colder." She warily approaches towards the end of the corridor, attempting not to trigger any traps.
Perception: 18
Falmo will wait to see what Lumiere discovers, sticking to the shadows.
Stealth: 22 or 25
He'll also ready himself for trouble.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
See what we shall see. Poking and prodding with spear.
Perception check2
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
After a bit of searching you find a secret door in the northern part of the corridor that slides on its side revealing a small passage and yet another door. The room appears to be filled with funerary offerings and furniture. There are four rotting sofas, a couple of throne-like chairs, and a jumble of stands, small tables, and vases and urns that are dented, chipped, and broken. Only the rather plain tapestries hanging on the east and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers. There is a door on the north-east side of the room.
"I am call dibbies on the teddy bear." I examine the room with Detect Magic carefully check the door.
investigation 2
"Everything is looking safe to me! Which means...is all a trap."
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
You see nothing magical in the room.
Lumiere will carefully move around the room, then check the tapestry to see what is behind it, standing at the side of it and pulling it forward to see the wall.
There is one on the west wall and one on the east one. Which one do you check?
We'll go with the west one.
The tapestries are affixed on the ceiling and the floor so you can't move them easily, but there's enough space behind them to peek. But you see only a solid wall.
Lumiere will do the same with the other tapestry.
You find nothing there either
"Check the trunks and coffers for traps," Ubogri says to Falmo.