With a loud sigh Vuna simply shrugs to Vule. "Indeed, it seems we have explored this corner of the place. I guess we will have to re-trace our steps and take a different direction."
Macketho laughs as the person is electrocuted. Macketho goes back to a door (you know where the long gets really curvy at Flyingmatthew’s post? Where it goes up and curves? Under there.) and opens it.
Macketho laughs as the person is electrocuted. Macketho goes back to a door (you know where the long gets really curvy at Flyingmatthew’s post? Where it goes up and curves? Under there.) and opens it.
Honestly, I have no idea where you're talking about.
Here's a new map. EF is where vule and vuna found the short hallway with another electrified floor trap. I numbered all the rooms you've visited so far to make it easier to reference where stuff is. Kip tried and failed to open the portcullis in the northwest corner of #6. #1 is the room you started in whe you first arrived in the dungeon. Gargoyles were in #3.
"South from 1 or east from 2 seems to be the options. I'll stick with the group but suggest going south from where we started."
I agree going south from where we started is a good option. But you forgot to mention room 3 has several ways we haven't explored. (North, South, and west.) Also I still think we should have Kip use his wand in the room with the electrified floor. Why put a trap in a dead end room?
"I think it's a waste and may draw unwanted attention but I won't tell Kip no. Just don't see a need or reason. Maybe the trap is just to get someone say 'why trap a deadend' "
As they debate where to go to next Vuna thinks on what the others have said before she chips in. "I'll leave it for him to decide. Regardless next I would suggest we exhaust the remaining routes from where we started, better strategy to move on knowing every door at our backs has been checked."
This post has potentially manipulated dice roll results.
Let's go back to the room we started in and I will try to open the portcullis again. So saying Kaladin leads the way and when we (or at least I) get there head over to the portcullis and try to lift it again. Strength check 22
(Just a heads up that my wife is out of town, so I'm watching the kids by myself, so my posting may be less reliable until she gets back tuesday night)
Kaladin leads the group back to the room where they first arrived (Room 1, I'm assuming that's what you meant?) and strains to lift the portcullis, but once again is unable to move it.
Kip will try to open the doors are the south eastern part of room 1. If they don’t open he will say “come on let’s go check some of the rooms we already were in and try the door to the east in room 2
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Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Vuna has also taken an interest in the remaining two doors in the room they began in(room 1). Moving to assist Kip she keeps back around 15ft but is ready should anything happen.
Kip tries the first door (the one on the left of the two I'll assume, since the last thing before that was kaladin trying the portcullis), but the door doesn't move. He doesn't see any visible locks, but the door seems to be stuck somehow. He moves on to the second door, which also doesn't move, but this one has a visible lock in the door, leaving the reason it won't open rather obvious.
This post has potentially manipulated dice roll results.
Vuna inspects the first door, the one without a lock, to see what it is made of and to get an idea as to whether she might be able to break it with her warhammer at all.
With a loud sigh Vuna simply shrugs to Vule. "Indeed, it seems we have explored this corner of the place. I guess we will have to re-trace our steps and take a different direction."
Macketho laughs as the person is electrocuted. Macketho goes back to a door (you know where the long gets really curvy at Flyingmatthew’s post? Where it goes up and curves? Under there.) and opens it.
Vule follows Mack
Honestly, I have no idea where you're talking about.
Here's a new map. EF is where vule and vuna found the short hallway with another electrified floor trap. I numbered all the rooms you've visited so far to make it easier to reference where stuff is. Kip tried and failed to open the portcullis in the northwest corner of #6. #1 is the room you started in whe you first arrived in the dungeon. Gargoyles were in #3.
"South from 1 or east from 2 seems to be the options. I'll stick with the group but suggest going south from where we started."
I agree going south from where we started is a good option. But you forgot to mention room 3 has several ways we haven't explored. (North, South, and west.) Also I still think we should have Kip use his wand in the room with the electrified floor. Why put a trap in a dead end room?
"I think it's a waste and may draw unwanted attention but I won't tell Kip no. Just don't see a need or reason. Maybe the trap is just to get someone say 'why trap a deadend' "
"Or it might be a way out of this maze"
As they debate where to go to next Vuna thinks on what the others have said before she chips in. "I'll leave it for him to decide. Regardless next I would suggest we exhaust the remaining routes from where we started, better strategy to move on knowing every door at our backs has been checked."
Kip will go into the trapped hallway and use the wand
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Kip enters the hallway and activates the wand, which pulses in his hand and points at the floor where Vule and Vuna already found the trap.
Let's go back to the room we started in and I will try to open the portcullis again. So saying Kaladin leads the way and when we (or at least I) get there head over to the portcullis and try to lift it again. Strength check 22
(Just a heads up that my wife is out of town, so I'm watching the kids by myself, so my posting may be less reliable until she gets back tuesday night)
Kaladin leads the group back to the room where they first arrived (Room 1, I'm assuming that's what you meant?) and strains to lift the portcullis, but once again is unable to move it.
(How many and ages? I've got 1, 4,9 and 10)
(7, almost 5 and almost 3)
Oh you got this
Kip will try to open the doors are the south eastern part of room 1. If they don’t open he will say “come on let’s go check some of the rooms we already were in and try the door to the east in room 2
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Vuna has also taken an interest in the remaining two doors in the room they began in(room 1). Moving to assist Kip she keeps back around 15ft but is ready should anything happen.
Kip tries the first door (the one on the left of the two I'll assume, since the last thing before that was kaladin trying the portcullis), but the door doesn't move. He doesn't see any visible locks, but the door seems to be stuck somehow. He moves on to the second door, which also doesn't move, but this one has a visible lock in the door, leaving the reason it won't open rather obvious.
Vuna inspects the first door, the one without a lock, to see what it is made of and to get an idea as to whether she might be able to break it with her warhammer at all.
investigation:3