Bastion nods, pleased that everyone seems to be standing firm in spite of the troubles they had down there, "Right then, lets get this done. Don't assume we've seen the worst they've thrown at us though, keep on your toes people."
In regards to traps, the only unexplored section is via the hallway at N71.
If they planned for our return, one of the things they might have done is hidden a fighting force down the other hallway, the only unblocked entrance to which is at K71. With the idea being that they come back up and hit us from behind when we engage with the vampires or whatever else is waiting.
Instead of spending time running around down the already explored areas and possibly wasting a lot of time making sure they didn't do something like that, I'm suggesting a few traps along the hallway at K71 before we proceed down N71. With a little luck, if they did try such a maneuver, the traps can slow them down and hopefully make enough noise that we know someone hit the things.
I will post more tomorrow when I can update the map with the traps. But please make sure to let me know what style of traps you are making and what damage they will do is tripped.
This post has potentially manipulated dice roll results.
Rivoril, searches for some razor wire and if there is any darts? For the purpose of constructing a razor wire trap across a hallway or combination of fusillade of darts and wire. Whichever is available and cost and time effective? Before actually heading out into the Lion's den again!
Search 25
gather information 22
Razor-Wire across Hallway?
CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. Market Price: 400 gp
Fusillade of Darts?
CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20. Market Price: 500 gp
While there is no razor wire to be found you can find some simple fencing wire at the general goods store. You can find a few darts at this store too. 10 total if you wish to buy them. Total cost would be a silver piece.
Ok you can set up traps but I need to know where you are setting them and how many. Plus are you heading back to the top of the stairs and follow the unexplored areas?
Bastion keeps watch while Rivoril works, although if needed he'll lend a hand.
In the interest of moving this along: -Lets limit the question of how many to as many as we can set up inside of one hour of work. -Where would be inside of the area between I71 and K72 -Lets start with a basic noise trap, then move on to some sort of deadfall if there is time. Loosen/cut a large stone in the ceiling, set it to fall on a tripwire trigger. -After that proceeding east down the unexplored tunnel
Once we're in the dungeons, as we are passing by the corridor with the collapsed section, Avan will take a bit of time to search for the Stone of Alarm he left stuck to a gold piece in that corridor. He clears some dust and rubble making a start on making the corridor usable again.
Search: 10, 21, 22, 10
After a good 10 minutes have passed, if he has no luck, Avan will consider casting Detect Magic, after casting his other, longer lasting Buff spells.
This is in order to have the other spells going and maintaining focus on DM while we explore further in case of magical traps or long lasting spells ahead. I haven't decided which spells exactly they are yet, but they will be all the spells that last longer than 1 minute. Because I can't cast new spells while maintaining Concentration.
Once Rivoril had obtained the necessary supplies for the construction of two sets of traps. He, went back to the passage where they have just been to set them.
(1) Fusillade of darts trap SA: Across the area known as K71, K72 will set up a fusillade of 10 darts.(total) CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20 (10sp for 10 darts materials)
(2) Fencing wire trap SA: Across the area known as J71 and J72 Rivoril will set up the makeshift fencing wire. Sharpened in places to resemble razor wire * CR 1; mechanical; location trigger; no reset; Atk +10 melee? (2d6, wire)?; multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. KN to make a ruling on damage and attack as the wire isn't technically razor wire but fencing wire? (?sp for fencing wire materials)
The minute we step into unfamiliar territory I cast Hide from Undead on Katharina. "I think you will do best if they do not know you are coming. If the Vampire is spying on us, there is a chance she will not see you coming."
1 Time Will save DC of 15 for intelligent undead, unintellegent get no save. Undead cannot sense her with normal, extraordinary or supernatural senses including Blindsense, Blindsight, Scent or Tremorsense.
Easily grabbing his Stone of Alarm from where he left it, Avan also adds to the series of traps. In case anyone passes through all of Rivoril's handiwork, Avan leaves his quarterstaff leaning across the hallway in N72, activating his stone and attaching it to the bottom. He tries to angle it so anything large running through would have to move it or knock it over.
You move down the hallway away from the steps. Soon you come across a four way intersection. To the left is a short hallway with a door at the end. The hallway continues straight to where you can see it turns ahead to the right. The right side passageway continues straight down. You do not hear anything down either way.
“Can you tell me the difference between a witch and a wizard?" "Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied ― Barbara Hambly, The Witches of Wenshar
Kat stays at the very back focusing with all of her senses upon the area they were leaving. She was determined to not let anything sneak up behind them.
Rivoril, having finished his trapmaking rejoined the others. He, sees the small passageway down to the left ending in a doorway. He, goes about doing his usual checks on the actual doors. Moving stealthily, searching and checking for traps/snares seeing if it is locked? First, of which if the outcome of the search indicates traps/snares will disable them first.
Secondly: Once traps/snares are disabled then proceed to unlock door? only if locked?
The door is not locked and opens inward Not hearing at the door and not seeing any traps on the door you open it to reveal a large room that had at one time many Ogres inside. This was their room to sleep and relax in thus the many interesting smells and bones laying about. None of the bone are animated. There are a few furs and clubs laying about but for the most part no signs of life and a few sleeping spots seemed to be removed in haste.
Following the two corridors you find out they come together and then head on to another corner that has a well made door sitting at the end of it. The door is locked and you see no hinges thus it opens inward. Listening at the door you do not hear anything.
Bastion doesn't like the look of this door. Since there was plenty of room for Kat to watch for threats from behind, the warforged moved up to the front of the group, weapon ready, while the lock experts plied their trade.
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Bastion nods, pleased that everyone seems to be standing firm in spite of the troubles they had down there, "Right then, lets get this done. Don't assume we've seen the worst they've thrown at us though, keep on your toes people."
In regards to traps, the only unexplored section is via the hallway at N71.
If they planned for our return, one of the things they might have done is hidden a fighting force down the other hallway, the only unblocked entrance to which is at K71. With the idea being that they come back up and hit us from behind when we engage with the vampires or whatever else is waiting.
Instead of spending time running around down the already explored areas and possibly wasting a lot of time making sure they didn't do something like that, I'm suggesting a few traps along the hallway at K71 before we proceed down N71. With a little luck, if they did try such a maneuver, the traps can slow them down and hopefully make enough noise that we know someone hit the things.
What type of traps did you have in mind? I may be of some assistance if you need it, and I have materials to contribute as needed...
I will post more tomorrow when I can update the map with the traps. But please make sure to let me know what style of traps you are making and what damage they will do is tripped.
Rivoril, searches for some razor wire and if there is any darts? For the purpose of constructing a razor wire trap across a hallway or combination of fusillade of darts and wire. Whichever is available and cost and time effective? Before actually heading out into the Lion's den again!
Search 25
gather information 22
Razor-Wire across Hallway?
CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. Market Price: 400 gp
Fusillade of Darts?
CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20. Market Price: 500 gp
While there is no razor wire to be found you can find some simple fencing wire at the general goods store. You can find a few darts at this store too. 10 total if you wish to buy them. Total cost would be a silver piece.
Ok you can set up traps but I need to know where you are setting them and how many. Plus are you heading back to the top of the stairs and follow the unexplored areas?
Bastion keeps watch while Rivoril works, although if needed he'll lend a hand.
In the interest of moving this along:
-Lets limit the question of how many to as many as we can set up inside of one hour of work.
-Where would be inside of the area between I71 and K72
-Lets start with a basic noise trap, then move on to some sort of deadfall if there is time. Loosen/cut a large stone in the ceiling, set it to fall on a tripwire trigger.
-After that proceeding east down the unexplored tunnel
Once we're in the dungeons, as we are passing by the corridor with the collapsed section, Avan will take a bit of time to search for the Stone of Alarm he left stuck to a gold piece in that corridor. He clears some dust and rubble making a start on making the corridor usable again.
Search: 10, 21, 22, 10
After a good 10 minutes have passed, if he has no luck, Avan will consider casting Detect Magic, after casting his other, longer lasting Buff spells.
This is in order to have the other spells going and maintaining focus on DM while we explore further in case of magical traps or long lasting spells ahead. I haven't decided which spells exactly they are yet, but they will be all the spells that last longer than 1 minute. Because I can't cast new spells while maintaining Concentration.
Once Rivoril had obtained the necessary supplies for the construction of two sets of traps. He, went back to the passage where they have just been to set them.
(1) Fusillade of darts trap SA: Across the area known as K71, K72 will set up a fusillade of 10 darts.(total) CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20 (10sp for 10 darts materials)
(2) Fencing wire trap SA: Across the area known as J71 and J72 Rivoril will set up the makeshift fencing wire. Sharpened in places to resemble razor wire * CR 1; mechanical; location trigger; no reset; Atk +10 melee? (2d6, wire)?; multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. KN to make a ruling on damage and attack as the wire isn't technically razor wire but fencing wire? (?sp for fencing wire materials)
Set trap (1) 20
Set trap (2) 11
move silently 25
The minute we step into unfamiliar territory I cast Hide from Undead on Katharina. "I think you will do best if they do not know you are coming. If the Vampire is spying on us, there is a chance she will not see you coming."
1 Time Will save DC of 15 for intelligent undead, unintellegent get no save. Undead cannot sense her with normal, extraordinary or supernatural senses including Blindsense, Blindsight, Scent or Tremorsense.
Easily grabbing his Stone of Alarm from where he left it, Avan also adds to the series of traps. In case anyone passes through all of Rivoril's handiwork, Avan leaves his quarterstaff leaning across the hallway in N72, activating his stone and attaching it to the bottom. He tries to angle it so anything large running through would have to move it or knock it over.
You move down the hallway away from the steps. Soon you come across a four way intersection. To the left is a short hallway with a door at the end. The hallway continues straight to where you can see it turns ahead to the right. The right side passageway continues straight down. You do not hear anything down either way.
Myth will indicate he will check out the door down the left side unless others state differently. Moving silently and searching for S/C doors.
23 Move Silent (17+6)
15 Search (8+7)
Kixarn sends Korvo to scout the straight hallway corner and fly back
Spot 18, Listen 9
“Can you tell me the difference between a witch and a wizard?"
"Sure, a wizard is what they call you when they want to hire you, and a witch is what they call you when they're getting ready to run you out of town.” SunWolf replied
― Barbara Hambly, The Witches of Wenshar
Kat stays at the very back focusing with all of her senses upon the area they were leaving. She was determined to not let anything sneak up behind them.
Spot: 19
Listen: 15
Bastion keeps watch while Myth checks out the door
spot/ listen 15 / 21
Rivoril, having finished his trapmaking rejoined the others. He, sees the small passageway down to the left ending in a doorway. He, goes about doing his usual checks on the actual doors. Moving stealthily, searching and checking for traps/snares seeing if it is locked? First, of which if the outcome of the search indicates traps/snares will disable them first.
Secondly: Once traps/snares are disabled then proceed to unlock door? only if locked?
Move silently# 24
Search# 23
Disable trap/snare?# 28
Listen# 12
Open lock# 25
Avan keeps his eyes and ears alert for any little thing out of place. He encourages his jackal to sniff out any non-earthy smells
Avan Spot, Listen: 16, 27
Jackal Spot, Listen, Survival: 19, 11, 24*
He indicates to the canine to move quietly and sets himself right behind Mythrael and Rivoril.
Jackal Move Silently: 11
Avan Move Silently?: 16
* Jackal's +4 racial to track by scent was applied, please remove if not valid.
? Not sure if Avan needs Move Silently if he's riding.
The door is not locked and opens inward Not hearing at the door and not seeing any traps on the door you open it to reveal a large room that had at one time many Ogres inside. This was their room to sleep and relax in thus the many interesting smells and bones laying about. None of the bone are animated. There are a few furs and clubs laying about but for the most part no signs of life and a few sleeping spots seemed to be removed in haste.
Following the two corridors you find out they come together and then head on to another corner that has a well made door sitting at the end of it. The door is locked and you see no hinges thus it opens inward. Listening at the door you do not hear anything.
Bastion doesn't like the look of this door. Since there was plenty of room for Kat to watch for threats from behind, the warforged moved up to the front of the group, weapon ready, while the lock experts plied their trade.