Assuming you all are going for a short/long rest, Ithelion, you are able to sit and concentrate and sketch out a really nice depiction of Oakhurst and the Old Road to the ruins, including the dilapidated farmlands on the way. You are also able to sketch some notes and drawings of the ruin entrance, ledges, and the first room that you were in (the courtyard).
You all make your way down the stairs again after your rest (garnet if you are rolling hit dice please do so) and stand the mouth of the courtyard again. If you try to cross the debris field again, remember to make DEX checks for every 10 feet you walk, just to speed things up.
(( JUst checking, but my examination of the map (assuming 5' squares) suggests that we each need to make 2 rolls to get to the door. Do we still need to roll for the collapsed area, or can we cross/bypass it? Would we have advantage if we went one at at time, with the one moving tied to a rope held by the others? In any case, some dex rolls:: ))
This post has potentially manipulated dice roll results.
“There’s gotta be a better way... oof.” Daemyar stretches a couple times before moving towards the door and attempting to avoid the pitfall in front of it.
dex x2 915
athletics check to jump the pitfall 9
... Daemyar can’t do anything right this time around.
So, assume that everything is difficult terrain and unstable rubble. You need to make a DEX save every 10 feet to make sure you don't fall in or become stuck.
The hole that Daemyar fell in is still there, so you easily avoid it.
No advantage, and you'll need more than 2 rolls, I believe. Now, Krom might have had a good way that you could bypass some of the trouble...
@ithelion - your DEX saves are enough to move 20 feet in the shaky, shifting blocks of masonry.
@daemyar - lol. your first 10 feet goes well, on the second 10 foot stretch your foot gets stuck and you are immobile. Luckily, you are dextrous enough to avoid a collapse. Since you are stuck, you don't jump the pit trap. If you want to attempt it again, please do so.
This post has potentially manipulated dice roll results.
Hit dice:6
Garnet once out of the pit and after a short rest will try to move to one of the side walls.Her thought process is that moving along the wall the floor will be more stable as it is probably closer to support beams.
Dexterity: 5 Dexterity: 13 Dexterity: 6
( I rolled three times because I would like to try and keep moving to Garnet's max movment,unless one of the rolls goes super bad or I miss understood your 10ft instructions in which case just use the first number and ignore the others.)
@krom - you throw a good sized rock and it lands on the clear area. It immediately drops down and it’s weight is enough to trigger the trap. It flies open. You all hear a screech and the scurrying of tiny feet as the boulder falls into the pit and crashes down. From earlier experience, you gather it’s another rat. After a minute or so it slowly raises shut again and resets.
@garnet - you could do it, but dex rolls are still needed. I’m assuming you take an immediate left from the stairs and go that way. You get stuck after the first 10 feet, but after that you’re able to move easily. From the first rubble strewn square from the left, you are are 5 feet right and 5 feet up at the corner of the cleared area. You can see there there are a couple skeletons, a recently dead goblin, and a few items in the pit. You also see a rat running around down there, probably one that fell in and fed on the unfortunate goblin that fell in.
@ithelion - taking the straightest route without any assistance, you’ll need to roll 4 dex saves to make it to the area where Krom and Daemyar say there’s a small walkway to the door. There is no roof to the courtyard, but you potentially could attach something to the tower wall if you wanted to. The squares are 5 feet so you can calculate the area (lxw). You could use a rope for something if you have one, though I can’t tell you how :). And yes, you entered from the stairs on the right, coming down from the ledge.
Ithelion uses Mage Hand to push on the floor around where Krom's Rock landed, to see if 10lb is enough to set it off, and perhaps confirm the walkway boundary with multiple attempts.
(( Are there metal rings or other tie points on the walls? If so, using mage hand to place a taut rope running east to west near head height might help...))
This post has potentially manipulated dice roll results.
Krom shouts to Garnet, "Oy, Garnet. Get a good rock ready to wedge between the pit and wall to keep it open." He will then pick up another good size chunk of debris and throws it at the pit again when Garnet is ready.
Strength check: 21
Rollback Post to RevisionRollBack
Be excellent to each other, and roll for initiative dudes!
@all - Ithelion notes two rings fixed to the wall on either side of the wooden door. As her mage Hand presses down on the floor, another rock from Krom hits it and it springs open. Garnet, if you wish to try to jam it open with a rock, roll a DEX check for me. Garnet, you also note the smell wafting up from the pit, and you see several items of note down there amongst the skeletons and dead body (at least one sword, a bunch of shiny stuff among other things; and the rat of course). @ithelion and @daemyar - your knowledge of these traps is high enough to know that a rock, placed properly, could be enough to disable this trap. If not placed exactly properly, it will slow it down. The function of these traps is that there is enough counterweight to reset it nearly always. You do know that finding the mechanism (generally hidden in a hole or recess in the pit) and using correct tools to disable it will always work, again, if done properly.
This post has potentially manipulated dice roll results.
Garnet waves that she understood and grabs a nearby rock that looks large enough to jam the trap even temporarily. If this doesn't work her next idea is to drop a torch in the trap to see how far the drop is. Dexterity: 19
@garnet - you grab a rock and lying prone next to the part where the floor seems to hinge, you wedge it in. after about. minute, the mechanism kicks in and it starts to reset. Your rock holds true and the mechanism strains against it. It holds! You're not sure exactly for how long but you're reasonably confident the trap is disabled (though not completely broken: if the rock was moved, it seems like it would simply reset again as normal. Looking in the hole, it's about 10 feet to the bottom of the pit. The bones of several skeletons litter the floor, some bones broken and lie in jagged shards. There is a goblin body - recently dead - in the hole. After a moment, a rather emaciated and gaunt rat comes out to nibble on the goblin's ear. Garnet you also see a mechanism on the opposite wall of the pit. You surmise this is likely the mechanism to either disable or reset the trap. The goblin has a few pouches, you see a scimitar, a shield, and some arrows. A few coins litter the area. You'd need to get closer to know more.
You still need to make dexterity checks as you move across the rubble but from Garnet jamming the trap open, you can clearly see the walkway where you can safely access the wooden door out of this room of fun. ;)
Ithelion smiles and nods at Daemyar, "You had me worried! I had no idea how far you had fallen."
She considers the hole for a moment, "At least we can hope that the lower levels may be more intact than I expected."
She takes the opportunity to draw the outline of what she has seen so far on her maps.
Assuming you all are going for a short/long rest, Ithelion, you are able to sit and concentrate and sketch out a really nice depiction of Oakhurst and the Old Road to the ruins, including the dilapidated farmlands on the way. You are also able to sketch some notes and drawings of the ruin entrance, ledges, and the first room that you were in (the courtyard).
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
“Don’t forget the blighted patch of land on our way here,” Daemyar calls out trying to rest and seeing up a long cut across his knee.
hit dice 9
Paladin - warforged - orange
Ithelion nods at Daemtar's suggestion, then stares into the distance before saying, "I shudder to think what caused it."
(( Nice to have the maps working! Need to buy some more paper probably... ))
(( I assume that at the end of the short break we will try to cross the courtyard again. If Daemyar is up to it, he should probably lead as usual. ))
Ithelion rolls her papers and places them back in their case before glancing around the courtyard, her gaze finally settling on the door.
"Shall we see what lies beyond that door?" she says.
You all make your way down the stairs again after your rest (garnet if you are rolling hit dice please do so) and stand the mouth of the courtyard again. If you try to cross the debris field again, remember to make DEX checks for every 10 feet you walk, just to speed things up.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( JUst checking, but my examination of the map (assuming 5' squares) suggests that we each need to make 2 rolls to get to the door. Do we still need to roll for the collapsed area, or can we cross/bypass it? Would we have advantage if we went one at at time, with the one moving tied to a rope held by the others? In any case, some dex rolls:: ))
Dex 1: 21 (if advantage, alt = 13)
Dex 2: 13 (if advantage, alt = 5)
“There’s gotta be a better way... oof.” Daemyar stretches a couple times before moving towards the door and attempting to avoid the pitfall in front of it.
dex x2 9 15
athletics check to jump the pitfall 9
... Daemyar can’t do anything right this time around.
Paladin - warforged - orange
(( Let's hope you have a rope and get advantage! ))
So, assume that everything is difficult terrain and unstable rubble. You need to make a DEX save every 10 feet to make sure you don't fall in or become stuck.
The hole that Daemyar fell in is still there, so you easily avoid it.
No advantage, and you'll need more than 2 rolls, I believe. Now, Krom might have had a good way that you could bypass some of the trouble...
@ithelion - your DEX saves are enough to move 20 feet in the shaky, shifting blocks of masonry.
@daemyar - lol. your first 10 feet goes well, on the second 10 foot stretch your foot gets stuck and you are immobile. Luckily, you are dextrous enough to avoid a collapse. Since you are stuck, you don't jump the pit trap. If you want to attempt it again, please do so.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
(( I'm assuming the order is Daemyar, Ithelion, Krom, Garnet at this point, just because I rolled ;-) ))
Ithelion pauses to assist...or at least politely wait...while he frees himself, the follows.
(( This is the map from before...
Am I correct in assuming we are going from the right-middle to left-middle? How many rolls to get to clear area?
How wide is the courtyard, and is there anything to hook a rope around at the other side?
Exit: and could anything be tied to the roof? ))
Hit dice:6
Garnet once out of the pit and after a short rest will try to move to one of the side walls.Her thought process is that moving along the wall the floor will be more stable as it is probably closer to support beams.
Dexterity: 5
Dexterity: 13
Dexterity: 6
( I rolled three times because I would like to try and keep moving to Garnet's max movment,unless one of the rolls goes super bad or I miss understood your 10ft instructions in which case just use the first number and ignore the others.)
Hopefully before anyone reaches the cleared area, Krom is going to pick up a decent sized piece of rubble and lob it over there.
Strength check: 13
Be excellent to each other, and roll for initiative dudes!
@krom - you throw a good sized rock and it lands on the clear area. It immediately drops down and it’s weight is enough to trigger the trap. It flies open. You all hear a screech and the scurrying of tiny feet as the boulder falls into the pit and crashes down. From earlier experience, you gather it’s another rat. After a minute or so it slowly raises shut again and resets.
@garnet - you could do it, but dex rolls are still needed. I’m assuming you take an immediate left from the stairs and go that way. You get stuck after the first 10 feet, but after that you’re able to move easily. From the first rubble strewn square from the left, you are are 5 feet right and 5 feet up at the corner of the cleared area. You can see there there are a couple skeletons, a recently dead goblin, and a few items in the pit. You also see a rat running around down there, probably one that fell in and fed on the unfortunate goblin that fell in.
@ithelion - taking the straightest route without any assistance, you’ll need to roll 4 dex saves to make it to the area where Krom and Daemyar say there’s a small walkway to the door. There is no roof to the courtyard, but you potentially could attach something to the tower wall if you wanted to. The squares are 5 feet so you can calculate the area (lxw). You could use a rope for something if you have one, though I can’t tell you how :). And yes, you entered from the stairs on the right, coming down from the ledge.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Ithelion uses Mage Hand to push on the floor around where Krom's Rock landed, to see if 10lb is enough to set it off, and perhaps confirm the walkway boundary with multiple attempts.
(( Are there metal rings or other tie points on the walls? If so, using mage hand to place a taut rope running east to west near head height might help...))
Krom shouts to Garnet, "Oy, Garnet. Get a good rock ready to wedge between the pit and wall to keep it open." He will then pick up another good size chunk of debris and throws it at the pit again when Garnet is ready.
Strength check: 21
Be excellent to each other, and roll for initiative dudes!
@all - Ithelion notes two rings fixed to the wall on either side of the wooden door. As her mage Hand presses down on the floor, another rock from Krom hits it and it springs open.
Garnet, if you wish to try to jam it open with a rock, roll a DEX check for me. Garnet, you also note the smell wafting up from the pit, and you see several items of note down there amongst the skeletons and dead body (at least one sword, a bunch of shiny stuff among other things; and the rat of course).
@ithelion and @daemyar - your knowledge of these traps is high enough to know that a rock, placed properly, could be enough to disable this trap. If not placed exactly properly, it will slow it down. The function of these traps is that there is enough counterweight to reset it nearly always. You do know that finding the mechanism (generally hidden in a hole or recess in the pit) and using correct tools to disable it will always work, again, if done properly.
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Garnet waves that she understood and grabs a nearby rock that looks large enough to jam the trap even temporarily. If this doesn't work her next idea is to drop a torch in the trap to see how far the drop is.
Dexterity: 19
@garnet - you grab a rock and lying prone next to the part where the floor seems to hinge, you wedge it in. after about. minute, the mechanism kicks in and it starts to reset. Your rock holds true and the mechanism strains against it. It holds! You're not sure exactly for how long but you're reasonably confident the trap is disabled (though not completely broken: if the rock was moved, it seems like it would simply reset again as normal. Looking in the hole, it's about 10 feet to the bottom of the pit. The bones of several skeletons litter the floor, some bones broken and lie in jagged shards. There is a goblin body - recently dead - in the hole. After a moment, a rather emaciated and gaunt rat comes out to nibble on the goblin's ear. Garnet you also see a mechanism on the opposite wall of the pit. You surmise this is likely the mechanism to either disable or reset the trap. The goblin has a few pouches, you see a scimitar, a shield, and some arrows. A few coins litter the area. You'd need to get closer to know more.
You still need to make dexterity checks as you move across the rubble but from Garnet jamming the trap open, you can clearly see the walkway where you can safely access the wooden door out of this room of fun. ;)
What does the party wish to do?
DM - And In The Darkness, Rot: The Sunless Citadel
DM - Our Little Lives Kept In Equipoise: Curse of Strahd
DM - Misprize Thou Not These Shadows That Belong: The Lost Mines of Phandelver
PC - Azzure - Tyranny of Dragons
Krom will try to make his way to where the path around the pit starts. "Mighty fine work lasses. Now we can better see the path to the door."
(Oh boy, let's see how well this goes.)
Dex check 1: 15
Dex check 2: 19
(Not very well...)
Be excellent to each other, and roll for initiative dudes!