The corridor twists and turns left, right, left, then left again in the course of the first 200 feet before you reach a fork where the corridor splits into two paths, to the left and right. Glowing fungus lines the walls every 20 feet or so, providing dim light throughout.
The path to the left continues on for a bit but ends abruptly at a stone wall. From the thick layers of dust on the stone floor, it appears that you may be the first creatures to come this way in quite some time.
This post has potentially manipulated dice roll results.
"Very well then," remarks Therien. Reversing the group's direction, and therefore switching from the rear guard to the front, the elf leads everyone (carefully) past the trap placed by Fargim and down the right path.
Therien leads the group past Fargim's trap and continues to follow the winding corridor for hundreds of feet, twisting and turning a half dozen times before reaching another fork. To the right you can see that the corridor ends again after around 20 feet. To the left, the corridor continues for some distance, and also contains another path to the left around 20 feet ahead.
Fargim says, "We have room to reshuffle here, let me go first again. I plan to go to the left path.. if that's a dead end then Therien can once again lead us down the right path."
"I'll drop a dagger on the floor here as well so if we need to come back, we know where we came from."
And he places a dagger on the floor pointing to the way they came from. Then another one at the next fork (and so on.. Fargim has 10 spare daggers).
This post has potentially manipulated dice roll results.
Fargim leads the group silently down the left path, which turns to the left after 10 feet, then turns again to the right.
When Fargim turns to the right, there is suddenly a thunderous bang as a massive spiked flail erupts from the wall
Flail Trap Attack: 29
In a horrifying moment, the flail arrives too quickly for Fargim to react, killing him instantly, dealing 47 bludgeoning damage. His skull shatters and the small giant is sent flying to the corner of the corridor where he lands motionless. At the same moment, a series of small barbed spikes protrude from the ground for 30 feet down the corridor in all directions.
Spike Trap Attack vs. Gruun: 34 Spike Trap Attack vs. Hox: 32 Spike Trap Attack vs. Therien: 24 Spike Trap Attack vs. Bartle: 19 Spike Trap Attack vs. Mage: 30
The barbs dig painfully into the feet of all in the corridor, dealing 10 piercing damage to Gruun, 14 piercing damage to Hox, 6 piercing damage to Therien, 13 piercing damage to Bartle, and 10 piercing damage to his mage friend.
Bartle erupts, "Oh my me, no! That is a nasty, nasty trap! Do you hear that ticking? It's resetting itself! Disable it or grab Fargim and get past it, now!"
Sure enough, you can hear a slow ticking sound and see the flail and spikes slowly but surely retracting into the walls and floor. The barbs do not cover the entire floor and could be safely moved through while retracting.
The floor clears of spikes after 30 feet, and you reach another fork in the corridor as Hox marks the path behind you with an X. Fargim's small form lies limply and lifeless in Gruun's hands. Ahead of you lies a large stone door, and a path to the right looks like it ends at a blank wall after 10 feet.
OOC: Forgot to note some experience, earlier, each character gains 100 XP for following Bartle's advice and not touching the paladin's sword.
This post has potentially manipulated dice roll results.
Therien, taking a moment to assess what just happened, looks at Fargim in horror. The elf considers casting False Life on the gnome but now sees that the situation is much graver than first imagined. Therien casts the spell on himself (regaining 5 hit points) before looking at Gruun and Hox and saying, "The door then?"
Correction: Therien gains 5 temporary hit points; he does not regain lost hit points.
Panting with the increased effort, Bartle adds, "Might I suggest a little more caution please? If the Vault were easy to get into, somebody would have by now, and while I enjoy the thought of not splitting as much of the profit, I don't relish the idea of losing all of my hired help."
Tracking: There is a large stone door ahead of you. There is a path to the right that ends at a blank wall after 20 feet. There is a path behind you, marked with an X by Hox.
Therien echoes Bartle's sentiment, "Yes, a bit more caution..."
The elf, for reasons he cannot explain is curious about the path that seemingly does nothing more than lead to a dead end. Therien grips the crystal focus in his left hand and utters the words to his Mage Hand spell. He then directs the spectral hand to float down the short path and touch the blank wall in a few different places. If nothing happens, Therien directs the hand to make an attempt at opening the stone door. Therien advises the other members of the party to stand as far away as possible from the door as he does this.
Therien sends his mage hand down the short path, and it touches a few spots over the length of the blank wall, but nothing happens.
Hox and Gruun heed Therien's advice and back up all the way to the marked X while Therien stands 30 feet from the door and uses his mage hand to interact the stone door ahead.
Therien WIS Save: 8
As the mage hand touches the door, the air in front of it distorts, projecting a wave of magical energy down the corridor for 30 feet. The energy washes over Therien, and he feels the magic pulling at his body, but resists its pull and when it subsides, is no worse for wear.
The mage hand pushes at the door but it does not move, apparently locked. Behind you in the corridor, you hear a loud click sound.
OOC: Can we short rest for me to heal a bit?
I'll follow second and be behind Fargim
Therien nudges Hox, encouraging him to follow behind Gruun. "I'll bring up the rear," says Therien, who then casts Mage Armor on himself.
Hox nods and follows Gruun. He fidgets constantly and keeps clawing at the stone in the pyramids. "So small..."
The corridor twists and turns left, right, left, then left again in the course of the first 200 feet before you reach a fork where the corridor splits into two paths, to the left and right. Glowing fungus lines the walls every 20 feet or so, providing dim light throughout.
Fargim feels his Resistance cantrip subside.
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Fargim takes out his Hunting Trap and sets it up at the right side path, then applies the Resistance again and starts going to the left.
"Lets see where this takes us"
Therien studies the trap laid by Fargim for a moment. "I hope that doesn't come back to bite us," he muses.
The path to the left continues on for a bit but ends abruptly at a stone wall. From the thick layers of dust on the stone floor, it appears that you may be the first creatures to come this way in quite some time.
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"Very well then," remarks Therien. Reversing the group's direction, and therefore switching from the rear guard to the front, the elf leads everyone (carefully) past the trap placed by Fargim and down the right path.
Therien leads the group past Fargim's trap and continues to follow the winding corridor for hundreds of feet, twisting and turning a half dozen times before reaching another fork. To the right you can see that the corridor ends again after around 20 feet. To the left, the corridor continues for some distance, and also contains another path to the left around 20 feet ahead.
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Fargim says, "We have room to reshuffle here, let me go first again. I plan to go to the left path.. if that's a dead end then Therien can once again lead us down the right path."
"I'll drop a dagger on the floor here as well so if we need to come back, we know where we came from."
And he places a dagger on the floor pointing to the way they came from. Then another one at the next fork (and so on.. Fargim has 10 spare daggers).
"Lead on, Fargim. Lead on." As the group continues through these narrow passages, Therien is diligent to make sure they're not being followed.
Fargim leads the group silently down the left path, which turns to the left after 10 feet, then turns again to the right.
When Fargim turns to the right, there is suddenly a thunderous bang as a massive spiked flail erupts from the wall
Flail Trap Attack: 29
In a horrifying moment, the flail arrives too quickly for Fargim to react, killing him instantly, dealing 47 bludgeoning damage. His skull shatters and the small giant is sent flying to the corner of the corridor where he lands motionless. At the same moment, a series of small barbed spikes protrude from the ground for 30 feet down the corridor in all directions.
Spike Trap Attack vs. Gruun: 34
Spike Trap Attack vs. Hox: 32
Spike Trap Attack vs. Therien: 24
Spike Trap Attack vs. Bartle: 19
Spike Trap Attack vs. Mage: 30
The barbs dig painfully into the feet of all in the corridor, dealing 10 piercing damage to Gruun, 14 piercing damage to Hox, 6 piercing damage to Therien, 13 piercing damage to Bartle, and 10 piercing damage to his mage friend.
Bartle erupts, "Oh my me, no! That is a nasty, nasty trap! Do you hear that ticking? It's resetting itself! Disable it or grab Fargim and get past it, now!"
Sure enough, you can hear a slow ticking sound and see the flail and spikes slowly but surely retracting into the walls and floor. The barbs do not cover the entire floor and could be safely moved through while retracting.
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Gruun quickly picks up the small limp form and sprints down the corridor until he no longer sees the spike slots in the floor and walls
Therien weaves his way through the retracting spikes in the floor, following the bugbear as quickly as he can.
Hox scurries after the rest of the group. When they're out of the path, he'll scratch an X before the deadly path.
The floor clears of spikes after 30 feet, and you reach another fork in the corridor as Hox marks the path behind you with an X. Fargim's small form lies limply and lifeless in Gruun's hands. Ahead of you lies a large stone door, and a path to the right looks like it ends at a blank wall after 10 feet.
OOC: Forgot to note some experience, earlier, each character gains 100 XP for following Bartle's advice and not touching the paladin's sword.
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Therien, taking a moment to assess what just happened, looks at Fargim in horror. The elf considers casting False Life on the gnome but now sees that the situation is much graver than first imagined. Therien casts the spell on himself (regaining 5 hit points) before looking at Gruun and Hox and saying, "The door then?"
Correction: Therien gains 5 temporary hit points; he does not regain lost hit points.
Panting with the increased effort, Bartle adds, "Might I suggest a little more caution please? If the Vault were easy to get into, somebody would have by now, and while I enjoy the thought of not splitting as much of the profit, I don't relish the idea of losing all of my hired help."
Tracking:
There is a large stone door ahead of you.
There is a path to the right that ends at a blank wall after 20 feet.
There is a path behind you, marked with an X by Hox.
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Therien echoes Bartle's sentiment, "Yes, a bit more caution..."
The elf, for reasons he cannot explain is curious about the path that seemingly does nothing more than lead to a dead end. Therien grips the crystal focus in his left hand and utters the words to his Mage Hand spell. He then directs the spectral hand to float down the short path and touch the blank wall in a few different places. If nothing happens, Therien directs the hand to make an attempt at opening the stone door. Therien advises the other members of the party to stand as far away as possible from the door as he does this.
OOC: Botting Hox and Gruun...
Therien sends his mage hand down the short path, and it touches a few spots over the length of the blank wall, but nothing happens.
Hox and Gruun heed Therien's advice and back up all the way to the marked X while Therien stands 30 feet from the door and uses his mage hand to interact the stone door ahead.
Therien WIS Save: 8
As the mage hand touches the door, the air in front of it distorts, projecting a wave of magical energy down the corridor for 30 feet. The energy washes over Therien, and he feels the magic pulling at his body, but resists its pull and when it subsides, is no worse for wear.
The mage hand pushes at the door but it does not move, apparently locked. Behind you in the corridor, you hear a loud click sound.
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