The ground at the bottom of the pit is uneven and rocky. Karl can see a lot of partial footprints heading both directions. What he doesn't see are any drag marks. He does notice, however, what he believes to be some kind of scuff or perhaps intended mark made of blood (now dry) on the corner of the tunnel heading northwest.
Karl points out the marks commenting "something or somebody was dragged this way. Lets go lads we've got find Nundro before he ends up like Tharden!" He then starts making his way down the tunnel heading northwest as quietly as he can (Stealth roll = 12) all the time keeping his eyes out for any more tracks/evidence (Survival roll = 19)
Vondal nods curtly in response, and again takes out Zindral for good measure. "Right behind you, Uncle. I'll cover the rear." He says just loudly enough for the party prior to committing to what he expects to be radio silence for a while. Despite assurances of the trail leading northward, the gold dwarf tries to keep his ears peeled and occasionally glance back or to the cieling while they made their way onward, still yet leery of Gundren's warning of other "occupants".
Heading northwest, Karl comes to a four-way intersection fairly soon. He does not spot any marks here. Left and right, the tunnels are finely carved with cobwebs clinging to the corners where the walls and ceiling meet. Straight ahead, the tunnel is more rough-hewn like the tunnel the party is currently using with a rounded dome overhead and an almost rounded path underfoot. Entering the exiting the smooth hallway, the tunnels look more like 10 x 10 holes than hallways. Looking right, Karl can see that the passage ends in what appears to be a cave-in, but there is another hallway that turns left out of sight.
I completely forgot to mention: Since reaching the first chamber (with the sleeping area), the party has heard the rhythmic thunder of pounding waves echoing, loud enough to make the stone underfoot shiver. Waves come about two minutes apart. When someone voiced a question about it, Gundren answered that he's never actually been told if either of his brothers knows why it sounds like the ocean surf in here, but that must be where the Wave Echo Cave got its name.
"Many a paths to the right. But... hmm..." Vondal tugs at his beard in thought. "Perhaps we check the left this time, Uncle?" He asked, gesturing to the tunnel to the immediate left. "If not dead end, we go down it, and maybe it turns again to the north after a bit, with nothing more to left. Easier to navigate, yes?"He expresses, daring not to -- as most dwarves outside of a jest would also not -- suggest another dwarf "might" get lost underground.
Whether Karl agrees or at least takes a moment to consider, Vondal still requests that hold a moment while he drew up a rough map of the tunnels in the book. At some point during the editting, if Nif or another hadn't already, he'd offer some chalk so that they could at least mark the passages they'd been through so far along the tunnel walls.
Karl leads the party north and to the mouth of another cavern. A still pool fills much of the space. The water is dark, revealing little of what might lie within. The shore of the pool consists of a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air. The dwarf's darkvision cannot make out the entire space, but he thinks he might see stairs at the very edge of what he can see.
This post has potentially manipulated dice roll results.
"Mn. So far, so good Uncle. Glad to see things worked out so far." Vondal says, nodding along in agreement. Though as the group passes through the area, Vondal pauses again to look agian to the ceiling for any hanging dangers, followed by stopping just at the edge to peer into the waters.
Perception: 17. (if investigation would be more appropriate, then add +2 instead.)
If nothing jumps out -- good or bad -- to his eyes, then with a shrug, he picks up the pace somewhat to quietly follow the others.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
As the party crosses toward the stairs, Vondal looks up and into the water, but sees nothing of note. Something the party does see as they walk north is that there is a sluggish stream flowing out of the cave to the northeast. Up the stairs, Karl can see more hallways going left and right and a door straight ahead.
Rollback Post to RevisionRollBack
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Adrom taps Gundren's shoulder as he goes by after noding to Vondal's instructions.
"Here we go" he says as he begins his descend the rope.
( Athletics: 21 ( on game log) )
PbP Character: A few ;)
The party descends using the rope without issue. As Vondal asked, which way? If you want to look for drag marks, make a survival check.
Karl's survival roll = 18
DM - Stopping a god in his tracks
The ground at the bottom of the pit is uneven and rocky. Karl can see a lot of partial footprints heading both directions. What he doesn't see are any drag marks. He does notice, however, what he believes to be some kind of scuff or perhaps intended mark made of blood (now dry) on the corner of the tunnel heading northwest.
Karl points out the marks commenting "something or somebody was dragged this way. Lets go lads we've got find Nundro before he ends up like Tharden!" He then starts making his way down the tunnel heading northwest as quietly as he can (Stealth roll = 12) all the time keeping his eyes out for any more tracks/evidence (Survival roll = 19)
DM - Stopping a god in his tracks
Vondal nods curtly in response, and again takes out Zindral for good measure. "Right behind you, Uncle. I'll cover the rear." He says just loudly enough for the party prior to committing to what he expects to be radio silence for a while. Despite assurances of the trail leading northward, the gold dwarf tries to keep his ears peeled and occasionally glance back or to the cieling while they made their way onward, still yet leery of Gundren's warning of other "occupants".
Stealth: 18.
Perception: 7. (if possible, for keeping an ear out on any surprises from behind)
When you realize you're doing too much: Signature.
Heading northwest, Karl comes to a four-way intersection fairly soon. He does not spot any marks here. Left and right, the tunnels are finely carved with cobwebs clinging to the corners where the walls and ceiling meet. Straight ahead, the tunnel is more rough-hewn like the tunnel the party is currently using with a rounded dome overhead and an almost rounded path underfoot. Entering the exiting the smooth hallway, the tunnels look more like 10 x 10 holes than hallways. Looking right, Karl can see that the passage ends in what appears to be a cave-in, but there is another hallway that turns left out of sight.
I completely forgot to mention: Since reaching the first chamber (with the sleeping area), the party has heard the rhythmic thunder of pounding waves echoing, loud enough to make the stone underfoot shiver. Waves come about two minutes apart. When someone voiced a question about it, Gundren answered that he's never actually been told if either of his brothers knows why it sounds like the ocean surf in here, but that must be where the Wave Echo Cave got its name.
Adrom follows the others and after one of the pounding waves sounds around he says.
"Well... at least the will have a hard time hearing us coming, as well as we do trying to hear something in this caves..."
( Stealth: 15 )
PbP Character: A few ;)
Follow the 'other hallway that turns left out of sight"
DM - Stopping a god in his tracks
After another short distance, the party is presented with another number of options:
Straight ahead and then to the left. if it joins up with the northwest angled passage then back and head off down the north east passage.
DM - Stopping a god in his tracks
"Many a paths to the right. But... hmm..." Vondal tugs at his beard in thought. "Perhaps we check the left this time, Uncle?" He asked, gesturing to the tunnel to the immediate left. "If not dead end, we go down it, and maybe it turns again to the north after a bit, with nothing more to left. Easier to navigate, yes?" He expresses, daring not to -- as most dwarves outside of a jest would also not -- suggest another dwarf "might" get lost underground.
Whether Karl agrees or at least takes a moment to consider, Vondal still requests that hold a moment while he drew up a rough map of the tunnels in the book. At some point during the editting, if Nif or another hadn't already, he'd offer some chalk so that they could at least mark the passages they'd been through so far along the tunnel walls.
When you realize you're doing too much: Signature.
Karl nods at Vondal’s suggestion “sounds good to me young ‘un.”
DM - Stopping a god in his tracks
Keep heading north
DM - Stopping a god in his tracks
Karl leads the party north and to the mouth of another cavern. A still pool fills much of the space. The water is dark, revealing little of what might lie within. The shore of the pool consists of a thin layer of broken shells from strange, pale mussels, and a fishy odor hangs in the air. The dwarf's darkvision cannot make out the entire space, but he thinks he might see stairs at the very edge of what he can see.
“Looks like a set of stairs over there - let’s follow them” Karl says to the others.
DM - Stopping a god in his tracks
"Mn. So far, so good Uncle. Glad to see things worked out so far." Vondal says, nodding along in agreement. Though as the group passes through the area, Vondal pauses again to look agian to the ceiling for any hanging dangers, followed by stopping just at the edge to peer into the waters.
Perception: 17. (if investigation would be more appropriate, then add +2 instead.)
If nothing jumps out -- good or bad -- to his eyes, then with a shrug, he picks up the pace somewhat to quietly follow the others.
When you realize you're doing too much: Signature.
As the party crosses toward the stairs, Vondal looks up and into the water, but sees nothing of note. Something the party does see as they walk north is that there is a sluggish stream flowing out of the cave to the northeast. Up the stairs, Karl can see more hallways going left and right and a door straight ahead.