Could Arliden get any context on the foul odor? Rotting meat maybe, fungal scent, too many bodies packed in a place, or is it too hard to differentiate?
The odor is difficult to specifically determine. Maybe a bit of rotted something mixed with some feces. There may be a hint of mold and old garbage. Basically, a lot of really bad smells all mixed together.
This post has potentially manipulated dice roll results.
[I'll give it a shot]
Arliden will lead the way, moving very quietly and carefully about 15' in front of the group. He gets out his pole and uses it to prod the ground about 5' in front of him as he goes. Every 10 feet or so he does a quick check of the walls and ceiling to try and notice anything unusual.
Unable to parse dice roll. | Investigation 6]
So the unable to parse dice roll was supposed to say.....
As Arliden moves forward, tapping the pole along the ground in front of him, he notices a portion of the floor that looks just slightly different from the rest. He lightly taps that section of the floor, and the pole goes right through a sheet of parchment cleverly painted to resemble the surrounding stone. A closer look reveals a 2-foot deep pit lined with spikes. Now that that section of the floor has been pointed out, everyone can easily see where to step to get around it and into the next room.
Upon entering the room, you see a long ledge off to your right with a sharp drop off. The side of the ledge closest to where you entered the room has a set of wooden stairs that descend down into the pit. A stout cage made of iron bars surrounds these steps to a height of 10 feet. Simple oil lamps provide dim, flickering light. Up ahead, you spot 4 kobolds, and 1 winged kobold. Whether or not they've spotted you yet depends on how quiet you've been.
[Everyone make a Dexterity (Stealth) check. Since you did mention wanting to move forward quietly, but didn't roll the checks yet, you can roll them now.]
Could Arliden get any context on the foul odor? Rotting meat maybe, fungal scent, too many bodies packed in a place, or is it too hard to differentiate?
The odor is difficult to specifically determine. Maybe a bit of rotted something mixed with some feces. There may be a hint of mold and old garbage. Basically, a lot of really bad smells all mixed together.
[Gotcha]
"I think we go left, but I am curious about that smell, and why they would trap something down the right corridor. Maybe something we come back to?"
[Vote is off to the left as quietly as possible]
[Agreed. Left!]
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
[I am good for going left]
[Er... anyone have a shot at detecting traps? I feel like we're flying blind here.]
Saul - Reluctant Saviors of Luskan (5e)
Nat - Guild Living (4e)
[I'll give it a shot]
Arliden will lead the way, moving very quietly and carefully about 15' in front of the group. He gets out his pole and uses it to prod the ground about 5' in front of him as he goes. Every 10 feet or so he does a quick check of the walls and ceiling to try and notice anything unusual.
Unable to parse dice roll. | Investigation 6]
So the unable to parse dice roll was supposed to say.....
Rolls in case you need them GM - Perception: 9
As Arliden moves forward, tapping the pole along the ground in front of him, he notices a portion of the floor that looks just slightly different from the rest. He lightly taps that section of the floor, and the pole goes right through a sheet of parchment cleverly painted to resemble the surrounding stone. A closer look reveals a 2-foot deep pit lined with spikes. Now that that section of the floor has been pointed out, everyone can easily see where to step to get around it and into the next room.
Upon entering the room, you see a long ledge off to your right with a sharp drop off. The side of the ledge closest to where you entered the room has a set of wooden stairs that descend down into the pit. A stout cage made of iron bars surrounds these steps to a height of 10 feet. Simple oil lamps provide dim, flickering light. Up ahead, you spot 4 kobolds, and 1 winged kobold. Whether or not they've spotted you yet depends on how quiet you've been.
[Everyone make a Dexterity (Stealth) check. Since you did mention wanting to move forward quietly, but didn't roll the checks yet, you can roll them now.]
Stealth: 5
Stealth: 7
Big Dragon: 4
Baby Dragon: 22
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
[I sort of feel like its a mute point by now but hey LOL]
Stealth 12
[lol, seriously. Stealth: 6 ]
Saul - Reluctant Saviors of Luskan (5e)
Nat - Guild Living (4e)
[damn...we suck LOL...looks like you'll get to smash more stuff Fjordix]
[Yeah. You were definitely spotted. Everyone go ahead and roll for initiative.]
Kobolds: 4
Winged Kobold: 23
Oh good!
Rex: 10
Hatchling: 8
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
17
With those rolls? No way.
Initiative: 7
Initiative: 9
[Fun Fact: Rex sounds like Kronk in my head]
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist