Ericina looks over the trap that had been pointed out qnd steps back as well. "We should go back and find another way? Or we could jump over it." The mad druid says, sounding excited qbout the latter.
Aka, you give the pit a running leap and just barely clear the far side of the trap.
(Trap is marked with a skull. Sorry all, last week was packed trying to get all my final projects in order, but we're on break now so expect more updates!)
"Will you be okay over there?" Krolbrik rumbles to Aka in a low whisper, taking a moment to walk back to where the hall crosses over and peers down the stairwell where he and the others had yet to explore. "Don't wonder off too far. If you find danger, come straight back."
This post has potentially manipulated dice roll results.
I'm alright. Scared I wouldn't make it for a second. Someone else want to come here? Aka asks that, then proceeds down the (hallway? Stairs? whatever's behind the trap.) and looks for the monster. (Invest.:23)
This post has potentially manipulated dice roll results.
"If they put a trap here, that means they got something real expensive down there." Bala will take a few steps back and jump the trap with a running start.
Ericina will move to go down the steps that are right afross from the room with the table, seeming as if she would gain speed to jump before instead turning around.
(Actually, jumping normally is covered as a movement action. If you can get a 10 foot running start you can jump a number of feet equal to your strength score, but if you jump from a standing position you can cover half as much distance. This is why Aka, whose STR is 6, barely managed to clear the 5 foot wide trap.)
Bala, you clear the trap on the ground with no issue.
Aka, you listen closely at the end of the trapped hallway, the chanting here is louder and more prevalent. You still can't make out the words, but as you follow the sound it is clear what the source is: a long flight of stairs that lead down deeper into the earth. Also at the end of this hall is another short flight of stairs that lead upwards.
Roux, the hallway leads into a large 20 by 20 foot room. In the middle a 4-foot-diameter well shaft with a 3-foot-high stone lip descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five side rooms branch off from this large room Each contains a wood-framed bed with a moldy straw mattress and a wooden chest. Each chest is secured with a rusty iron padlock.
This post has potentially manipulated dice roll results.
Finding yet another room with beds, Ericina leaves until she sees the locked chest. She will move to look at them poke at the lock with her scimitar. " Should we break it?"
(Just to see how well this can go she will attempt to force the chest open with a strength check.)
This post has potentially manipulated dice roll results.
Bala will give Aka a quick pat on the back, "Hey, you go deal with whatever is down there and I'll check up here." Bala will then slowly creep his way up the flight of stairs.
This post has potentially manipulated dice roll results.
Are you sure? I don't want to go down there by myself. I fight better with others. Seeing bala disappear, he goes down looking for what is chanting. (Invest:9)
Ericina taps the lock with the point of her scimitar but it doesn't respond. (Btw there is a locked chest in each bedroom.)
Aka, you hesitantly make your way down the stairs. The 20-foot long stairway opens up into a large reliquary. The ghostly chant fills this room. Closer to the source you can discern a dozen or so voices saying, over and over, “He is the Ancient. He is the Land.” The southernmost tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. There are 13 niches dug into the walls of the room each contains a strange relic. They are:
A small, mummified, yellow hand with sharp claws on a loop of rope
A knife carved from a human bone
A dagger with a rat’s skull set into the pommel
An 8-inch-diameter varnished orb made from a monster’s eye
An aspergillum carved from bone
A folded cloak made from stitched and rotting skin
A desiccated frog lashed to a stick, forming a crude wand of some sort
A bag full of a chalky white substance
A severed and withered finger
A 6-inch-tall wooden figurine of a mummy, its arms crossed over its chest
An iron pendant adorned with a devil’s face
The shrunken, shriveled head of a halfling
A small wooden coffer containing a shriveled tongue
Bala, you make your way up the stairs and into a crosswalk, the stench of death emanating from the west and south tunnels is almost unbearable. You travel down the east tunnel and find yourself back in the room with the large dining table. As you make your way back to the crosswalk you notice two rotting humanoid figures dig themselves up out of the ground of the tunnel five feet away from you on the south and west sides. A third is digging himself out of the ground further down the western tunnel. They don't seem to notice you... yet.
This post has potentially manipulated dice roll results.
Ericina glares a tthe lock and decides to try something else. She moves her hand in a strage way as the small flame in her hand suddenly puffs out existance. Her fingernails grow and seem to drip with some kind of substance.
Primal Savagery: Attack: 12 Damage: 7
(Not sure if it work but she is trying to use the acid from Primal Savagery to destroy the lock or at least slowly damage it so she can open it. Also what is with all the ones today!!! That is like the fourth one in the last two hours across this and two other games......)
This post has potentially manipulated dice roll results.
(Oh joy...)
Seeing that he cannot go the same path he went without drawing the zombie's attention, Bala will( reluctantly) pull off one of the gold rings off his fingers and chuck it down the hall on the west side to try and lure them away from him.
(Hey DM could Roux use Prestidigitation to make a key for the lock? Or maybe a trinket that would cut the lock like a pair of shears or something similar? Considering its rusty, using this part "
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn."
This post has potentially manipulated dice roll results.
(Trinkets in DnD are small objects with no apparent use, so unfortunately they can't be used to open the chests.)
Ericina, the acid from your fingertips drips and eats away at some of the rust on the lock. It's shinier now, but still as solid as before.
Bala, you chuck the ring down the western hallway, the soft sound of the metal is just enough for the two humanoid figures in that hall to turn their heads they begin to search the area between them for the source of the noise. Unfortunately, so does the figure in the southern hall who begins to move towards you... (4) The shambling humanoid passes by you without noticing you at all and joins the other two in the western hall.
Ericina looks over the trap that had been pointed out qnd steps back as well. "We should go back and find another way? Or we could jump over it." The mad druid says, sounding excited qbout the latter.
Not smart.... But I like it. Aka attempts to jump over the pit. (acrobatics? [if athletics subtract 5 and let me know]:17
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Aka, you give the pit a running leap and just barely clear the far side of the trap.
(Trap is marked with a skull. Sorry all, last week was packed trying to get all my final projects in order, but we're on break now so expect more updates!)
"Will you be okay over there?" Krolbrik rumbles to Aka in a low whisper, taking a moment to walk back to where the hall crosses over and peers down the stairwell where he and the others had yet to explore. "Don't wonder off too far. If you find danger, come straight back."
I'm alright. Scared I wouldn't make it for a second. Someone else want to come here? Aka asks that, then proceeds down the (hallway? Stairs? whatever's behind the trap.) and looks for the monster. (Invest.:23)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Roux will continue down to the north taking the other path from the trap. " Maybe there's another way around or maybe the monster is over here."
Perception: 12
"If they put a trap here, that means they got something real expensive down there." Bala will take a few steps back and jump the trap with a running start.
Acrobatics: 18
(Welp)
Ericina will move to go down the steps that are right afross from the room with the table, seeming as if she would gain speed to jump before instead turning around.
( Hey, it might be athletics. Either way, have fun falling to your death)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
She didn't end up doing it. She acted like she was but turned around and walked down the stairs across fron the room with the table and benches.
(I was talking to Goodrail. I should've quoted him first though. sorry.)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
(Actually, jumping normally is covered as a movement action. If you can get a 10 foot running start you can jump a number of feet equal to your strength score, but if you jump from a standing position you can cover half as much distance. This is why Aka, whose STR is 6, barely managed to clear the 5 foot wide trap.)
Bala, you clear the trap on the ground with no issue.
Aka, you listen closely at the end of the trapped hallway, the chanting here is louder and more prevalent. You still can't make out the words, but as you follow the sound it is clear what the source is: a long flight of stairs that lead down deeper into the earth. Also at the end of this hall is another short flight of stairs that lead upwards.
Roux, the hallway leads into a large 20 by 20 foot room. In the middle a 4-foot-diameter well shaft with a 3-foot-high stone lip descends 30 feet to a water-filled cistern. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five side rooms branch off from this large room Each contains a wood-framed bed with a moldy straw mattress and a wooden chest. Each chest is secured with a rusty iron padlock.
Finding yet another room with beds, Ericina leaves until she sees the locked chest. She will move to look at them poke at the lock with her scimitar. " Should we break it?"
(Just to see how well this can go she will attempt to force the chest open with a strength check.)
Strength: 0
(Hey it technically isn't a nat 1....)
Bala will give Aka a quick pat on the back, "Hey, you go deal with whatever is down there and I'll check up here." Bala will then slowly creep his way up the flight of stairs.
Perception: 19
Stealth: 16
Are you sure? I don't want to go down there by myself. I fight better with others. Seeing bala disappear, he goes down looking for what is chanting. (Invest:9)
Extended Signature! Yay! https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/3153-extended-signature-thread?page=2#c21
Haven’t used this account in forever. Still a big fan of crawling claws.
Ericina taps the lock with the point of her scimitar but it doesn't respond. (Btw there is a locked chest in each bedroom.)
Aka, you hesitantly make your way down the stairs. The 20-foot long stairway opens up into a large reliquary. The ghostly chant fills this room. Closer to the source you can discern a dozen or so voices saying, over and over, “He is the Ancient. He is the Land.” The southernmost tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. There are 13 niches dug into the walls of the room each contains a strange relic. They are:
Bala, you make your way up the stairs and into a crosswalk, the stench of death emanating from the west and south tunnels is almost unbearable. You travel down the east tunnel and find yourself back in the room with the large dining table. As you make your way back to the crosswalk you notice two rotting humanoid figures dig themselves up out of the ground of the tunnel five feet away from you on the south and west sides. A third is digging himself out of the ground further down the western tunnel. They don't seem to notice you... yet.
Ericina glares a tthe lock and decides to try something else. She moves her hand in a strage way as the small flame in her hand suddenly puffs out existance. Her fingernails grow and seem to drip with some kind of substance.
Primal Savagery: Attack: 12 Damage: 7
(Not sure if it work but she is trying to use the acid from Primal Savagery to destroy the lock or at least slowly damage it so she can open it. Also what is with all the ones today!!! That is like the fourth one in the last two hours across this and two other games......)
(Oh joy...)
Seeing that he cannot go the same path he went without drawing the zombie's attention, Bala will( reluctantly) pull off one of the gold rings off his fingers and chuck it down the hall on the west side to try and lure them away from him.
Slight of Hand:11
Stealth: 17
(Hey DM could Roux use Prestidigitation to make a key for the lock? Or maybe a trinket that would cut the lock like a pair of shears or something similar? Considering its rusty, using this part "
(Trinkets in DnD are small objects with no apparent use, so unfortunately they can't be used to open the chests.)
Ericina, the acid from your fingertips drips and eats away at some of the rust on the lock. It's shinier now, but still as solid as before.
Bala, you chuck the ring down the western hallway, the soft sound of the metal is just enough for the two humanoid figures in that hall to turn their heads they begin to search the area between them for the source of the noise. Unfortunately, so does the figure in the southern hall who begins to move towards you... (4) The shambling humanoid passes by you without noticing you at all and joins the other two in the western hall.