Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
(The reason for post 5569 being deleted was a network glitch, and I ended up posting 5568 twice. I'm guessing that deleting 5569 caused the notification to go away. That was another reason for my "bump", in case the deleted post messed things up.)
Ceilings throughout the temple are 10 feet high and flat. The ceiling in the cell is rough and uneven, but still around 10' high.
And that definitely seems like a trapdoor. Hildigrim makes a mental note of the location, for when the party goes back to the upper level and visits that locked room to the west.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary glances over her shoulder at them. "It is sure to be a way to drop the unwary into this cell, from a room above. We should leave this cell locked, in case we want to drop some few of these cultists in here."
"Want me to try to open that door?" Jorin says and then adds, "Hmm, probably just goes up though, yes?"
(There are at least 4 options. You don't have to do any of these, if you had something else in mind.
Continue searching the lower level. Head back to that southern passage.
Head back up to the upper level. Most likely the other side of the trapdoor is behind that locked west door from the entrance hall.
Or you can check the unlocked southern double doors from the entrance hall.
You can try to open that trapdoor. It will require Hildigrim to unlock the cell doors (successful Thieves' Tool check). If you can get inside, Jorin can give a boost to Hildigrim to get a closer look at the trapdoor, and then Mage Hand can open the latch (no check needed).
)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
"That trapdoor is almost certainly in the floor of the chamber behind the locked door heading west from the entrance hall," Hildigrim reasons aloud. His sight returns to his own eyes, and Volo flutters down to rest on his narrow shoulder. He looks at Quillary and then the big boys. "I agree with Quillary. We may have use for this cell, so let's keep it secure for the time being. Shall we head back and investigate the southern passage before heading back up?"
The party backtracks to that intersection and heads south. The passage turns to the southwest. Twenty feet ahead, the passage connects to a room, that is lit by brazier-light.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
This post has potentially manipulated dice roll results.
Quillary pulls her spores in close, and tries to sneak up to the point where she sees anything interesting (like a creature, or that the room is empty).
Stealth (with no PWT): 18
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Jorin will let super stealthy Quillary go ahead, in fact, he stop's walking and is busy looking for her as she seems to have disappeared from this plane of existence altogether.
For Quillary only, who (as Jorin said) seems to have disappeared from existence:
As she moves south, she can see that the room extends to the west from the passage. A little further south another room extends east. Those 2 rooms overlap a bit in the north-south direction. And the passageway continues to the south.
The room to the east is dark and quiet. The room to the west has the brazier fire light, and a few voices. They seem to be repeating fragments of spells, over and over. Not enough to invoke magic, and their pronunciation is very poor (but gradually improving).
In the passage south of the rooms, she sees a brief movement of something non-human, but it is concealed well enough in the rocky walls that she didn't make out more than that. (Not a floating brain, but something else.) Apparently, some kind of creature stealthilywatching the passage as a guard.
Before she can take another step, he instincts cause her to freeze. She doesn't notice anything, but the primal part of her brain tells her that there is something else here, maybe right next to her, in the passage north of those rooms. She can retreat back to the party without being noticed, but if she stays around or tries to move forward to get a better view of the rooms, whatever is near Quillary might notice her.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Quillary returns to the party, ghosting up to them with a finger to her mouth, indicating silence. Then she retreats further, bringing them with her until she thinks they can speak in quiet whispers and not be heard.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
(Quillary was able to do everything in the last post.) Drusk follows her lead, grateful that the elven boots are making the clanking of his armor less obvious.
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Drusk: “We’ve only seen their slain victims, but they might have other live prisoners. I don’t think we want to risk killing everyone with an explosion, until we know more. (For good or weal, Pascal is not here.)
”I have two suggestions. Maybe one of them will be useful? Hildi could cast Invisibility on Jorin. He could go in ahead of us, to get near the chanting people. When the rest of us come down the corridor and they move to attack, Jorin would take out their captain, causing confusion… That is assuming that the sentries don’t have blind sense, like the grells did.
”I picked up a nice spell called Spirit Guardians. It should attack their sentries, whether they are hidden or not. I’d have to stay 15’ away from any prisoners, but the spell wouldn’t harm you three.”
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin looks almost relieved by the second suggestion, "While I would have savored the chance to leap at and destroy an enemy, I do not love being the target of magics. Spirits though, I do like that idea."
(I'm in no rush, but I figured I should bump the thread in case that helps keep the momentum going.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Sorry. Didn't get (or missed) a notification.
Still looking through Volo's eyes, Hildigrim hums a note. "There appears to be a trapdoor in the ceiling."
How high is the ceiling?
(The reason for post 5569 being deleted was a network glitch, and I ended up posting 5568 twice.
I'm guessing that deleting 5569 caused the notification to go away.
That was another reason for my "bump", in case the deleted post messed things up.)
Ceilings throughout the temple are 10 feet high and flat. The ceiling in the cell is rough and uneven, but still around 10' high.
And that definitely seems like a trapdoor.
Hildigrim makes a mental note of the location, for when the party goes back to the upper level and visits that locked room to the west.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
(Ah, i didn't get the notification either!)
"Want me to try to open that door?" Jorin says and then adds, "Hmm, probably just goes up though, yes?"
Quillary glances over her shoulder at them. "It is sure to be a way to drop the unwary into this cell, from a room above. We should leave this cell locked, in case we want to drop some few of these cultists in here."
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(There are at least 4 options. You don't have to do any of these, if you had something else in mind.
)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"That trapdoor is almost certainly in the floor of the chamber behind the locked door heading west from the entrance hall," Hildigrim reasons aloud. His sight returns to his own eyes, and Volo flutters down to rest on his narrow shoulder. He looks at Quillary and then the big boys. "I agree with Quillary. We may have use for this cell, so let's keep it secure for the time being. Shall we head back and investigate the southern passage before heading back up?"
The party backtracks to that intersection and heads south.
The passage turns to the southwest. Twenty feet ahead, the passage connects to a room, that is lit by brazier-light.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary pulls her spores in close, and tries to sneak up to the point where she sees anything interesting (like a creature, or that the room is empty).
Stealth (with no PWT): 18
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin will let super stealthy Quillary go ahead, in fact, he stop's walking and is busy looking for her as she seems to have disappeared from this plane of existence altogether.
For Quillary only, who (as Jorin said) seems to have disappeared from existence:
As she moves south, she can see that the room extends to the west from the passage. A little further south another room extends east. Those 2 rooms overlap a bit in the north-south direction. And the passageway continues to the south.
The room to the east is dark and quiet.
The room to the west has the brazier fire light, and a few voices. They seem to be repeating fragments of spells, over and over. Not enough to invoke magic, and their pronunciation is very poor (but gradually improving).
In the passage south of the rooms, she sees a brief movement of something non-human, but it is concealed well enough in the rocky walls that she didn't make out more than that. (Not a floating brain, but something else.) Apparently, some kind of creature stealthilywatching the passage as a guard.
Before she can take another step, he instincts cause her to freeze. She doesn't notice anything, but the primal part of her brain tells her that there is something else here, maybe right next to her, in the passage north of those rooms. She can retreat back to the party without being noticed, but if she stays around or tries to move forward to get a better view of the rooms, whatever is near Quillary might notice her.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary returns to the party, ghosting up to them with a finger to her mouth, indicating silence. Then she retreats further, bringing them with her until she thinks they can speak in quiet whispers and not be heard.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
(Quillary was able to do everything in the last post.)
Drusk follows her lead, grateful that the elven boots are making the clanking of his armor less obvious.
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin follows as well, after gasping at her sudden reappearance.
She describes what she perceived. “The novice mages do not worry me,” she says. “But the hidden sentries…”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
"Do we have anything that explodes? We could hurl it down the hall, catching the unseen monster in its blast!"
Drusk: “We’ve only seen their slain victims, but they might have other live prisoners. I don’t think we want to risk killing everyone with an explosion, until we know more. (For good or weal, Pascal is not here.)
”I have two suggestions. Maybe one of them will be useful? Hildi could cast Invisibility on Jorin. He could go in ahead of us, to get near the chanting people. When the rest of us come down the corridor and they move to attack, Jorin would take out their captain, causing confusion… That is assuming that the sentries don’t have blind sense, like the grells did.
”I picked up a nice spell called Spirit Guardians. It should attack their sentries, whether they are hidden or not. I’d have to stay 15’ away from any prisoners, but the spell wouldn’t harm you three.”
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary nods at the second suggestion. “Having the help of spirits would be good.”
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin looks almost relieved by the second suggestion, "While I would have savored the chance to leap at and destroy an enemy, I do not love being the target of magics. Spirits though, I do like that idea."
Hildi stops rehearsing the invisibility spell in his head. He looks up at the big human. "Jorin," he whispers, "even my magic?"
"If Jorin is reticent to be cast upon, how about me? I could go ahead invisible, and then we could attack from two sides."