Garnet picks up on Ithelion's comment and adds "Or I could carry you." Garnet grins teasingly at the dwarf hoping to motivate him a bit.
Before turning to address Daemyar "I know you got a little banged up from the rats let me heal you before we continue." If Daemyar gives his consent Garnet will use lay on hands to heal him.
(If Krom needs help she will help in the next turn)
[lol] Krom’s very first footstep on to the rock to begin climbing up slips off and he pitches forward, unbalanced. He falls nose-first into another rock and falls back on his arse. Shaking his head, he tries again. @krom - roll another! (We’ll use those Dex rolls though!)
Krom shakes his head in and redoubles his efforts to get out of the hole and does so admirably. So, with you all having gotten past the debris field, Daemyar is at the door that apparently leads to the next room. How do you approach the door?
With caution out the yin yang. If it was this hard to reach the door, I’m counting on a booby trap. I’m checking it with a fine tooth comb and going back for seconds.
With caution out the yin yang. If it was this hard to reach the door, I’m counting on a booby trap. I’m checking it with a fine tooth comb and going back for seconds.
@daemyar - you scour the wooden door for anything that would suggest a trap. You spend a long time looking at it from various angles and perspectives. You check the lock, the hinges, the creases in the panel - nothing. It is a rather banal, ordinary wooden door.
@daemyar - You open the door and it shrieks its disapproval, but nothing else happens. This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.
Map - you are at the far right door. This is the tower shell. I will keep track of rooms by numbering them. As always, each square = 5 feet.
And, assuming you all walk in....
As you bypass the door and enter the next room, you can’t help but feel a huge weight has lifted off your shoulders. Somehow you feel lighter having made it this far. You think back on the room you just left and the dangers it posed and, in spite of some tricky situations, you managed to find ways past it. You reflect the on your travel, your interactions, and the creatures you’ve encountered along the way. These few levels of the citadel so far have given you food for thought on how to proceed - with caution and safety, if the dead bodies littering the room you are standing in currently are anything to go by.
[your characters have made it to level 2. You will need a long rest to enjoy the benefits that come with it. The room you are in now seems the safest place to rest, if you choose to do so].
This post has potentially manipulated dice roll results.
(( IIRC correctly...correct me if I am wrong...it's mid-afternoon and we entered from the east, and have doors SW and NW ))
Ithelion glances at Daemyar, "Is it safe to enter, do you think?" and then (( I assume he nods )) follows his lead, entering the room cautiously but eagerly, curiosity driving her forward.
Taking in the scene before her, and feeling the intensity and weight of the last few days, she sighs. "Well, we made it" she says, "Now for the hard part!"
She looks at the scene before her trying to understand it. "Someone doesn't like the Goblins...I must assume this is the handiwork of Seedo's brother's friends."
The scent of death is everywhere, and I do not want to become accustomed. "We should investigate the doors...perhaps one might lead to somewhere we could rest for the night? Traveling back and forth to town will become tiresome....but so will this stink."
She glances around the group, once more absentmindedly dusting the grime from her clothes.
@ithelion - as you walk among the carnage, you note that all the bodies have been looted and have been gnawed on by the rats. They have been dead for quite a while. As you walk around the room, your eyes are drawn to the south wall, or rather, a small part of the south wall that seems a bit off. As you get closer, you see the tell-tale signs of a door and, indeed, on both the right and left sides of the door are blocks sticking slightly out from the wall.
@demyar - you open the doors that you see, nothing happens. do you also wish to open the door ithelion just found?
@krom - STR check to get out of cavity and 2 dex rolls (ath or acro accepted).
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 picks up on Ithelion's comment and adds "Or I could carry you." Garnet grins teasingly at the dwarf hoping to motivate him a bit.
Before turning to address Daemyar "I know you got a little banged up from the rats let me heal you before we continue." If Daemyar gives his consent Garnet will use lay on hands to heal him.
(If Krom needs help she will help in the next turn)
Str check: 3
Krom just stays put, "I'm good lass. Just goin' to stay fer a wee bit."
Dex check 1: 16
Dex check 2: 7
Be excellent to each other, and roll for initiative dudes!
[lol]
Krom’s very first footstep on to the rock to begin climbing up slips off and he pitches forward, unbalanced. He falls nose-first into another rock and falls back on his arse. Shaking his head, he tries again.
@krom - roll another! (We’ll use those Dex rolls though!)
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
Str check: 20
Be excellent to each other, and roll for initiative dudes!
[Alright that's more like it!]
Krom shakes his head in and redoubles his efforts to get out of the hole and does so admirably. So, with you all having gotten past the debris field, Daemyar is at the door that apparently leads to the next room. How do you approach the door?
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
With caution out the yin yang. If it was this hard to reach the door, I’m counting on a booby trap. I’m checking it with a fine tooth comb and going back for seconds.
Paladin - warforged - orange
[lol] Okay, roll a perception check please.
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
Daemyar perception 20
Paladin - warforged - orange
@daemyar - you scour the wooden door for anything that would suggest a trap. You spend a long time looking at it from various angles and perspectives. You check the lock, the hinges, the creases in the panel - nothing. It is a rather banal, ordinary wooden door.
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
Daemyar opens the door and peeks through
Paladin - warforged - orange
(( BOOOOM! ))
@daemyar - You open the door and it shrieks its disapproval, but nothing else happens. This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in combat. One corpse stands with its back against the western wall, the spear that killed it still skewering it and holding it upright. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.
Map - you are at the far right door. This is the tower shell. I will keep track of rooms by numbering them. As always, each square = 5 feet.
And, assuming you all walk in....
As you bypass the door and enter the next room, you can’t help but feel a huge weight has lifted off your shoulders. Somehow you feel lighter having made it this far. You think back on the room you just left and the dangers it posed and, in spite of some tricky situations, you managed to find ways past it. You reflect the on your travel, your interactions, and the creatures you’ve encountered along the way. These few levels of the citadel so far have given you food for thought on how to proceed - with caution and safety, if the dead bodies littering the room you are standing in currently are anything to go by.
[your characters have made it to level 2. You will need a long rest to enjoy the benefits that come with it. The room you are in now seems the safest place to rest, if you choose to 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
(( IIRC correctly...correct me if I am wrong...it's mid-afternoon and we entered from the east, and have doors SW and NW ))
Ithelion glances at Daemyar, "Is it safe to enter, do you think?" and then (( I assume he nods )) follows his lead, entering the room cautiously but eagerly, curiosity driving her forward.
Taking in the scene before her, and feeling the intensity and weight of the last few days, she sighs. "Well, we made it" she says, "Now for the hard part!"
She looks at the scene before her trying to understand it. "Someone doesn't like the Goblins...I must assume this is the handiwork of Seedo's brother's friends."
The scent of death is everywhere, and I do not want to become accustomed. "We should investigate the doors...perhaps one might lead to somewhere we could rest for the night? Traveling back and forth to town will become tiresome....but so will this stink."
She glances around the group, once more absentmindedly dusting the grime from her clothes.
In case there's something to learn:
Perception: 13 (Passive 14)
Investigation: 21 (Passive 15)
Elosa Perception: 20
Daemyar opens all the doors
Paladin - warforged - orange
@ithelion - as you walk among the carnage, you note that all the bodies have been looted and have been gnawed on by the rats. They have been dead for quite a while. As you walk around the room, your eyes are drawn to the south wall, or rather, a small part of the south wall that seems a bit off. As you get closer, you see the tell-tale signs of a door and, indeed, on both the right and left sides of the door are blocks sticking slightly out from the wall.
@demyar - you open the doors that you see, nothing happens. do you also wish to open the door ithelion just found?
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 points the odd structures out to Daemyar, "A door? Or another trap..." she says, backing away.
Yes. Daemyar opens it
Paladin - warforged - orange
You approach the spot where Ithelion indicated there is a door. But there’s no handle or knob...
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
Daemyar looks at Krom and Garnet.
”any chance either of you would have a key for this door? Looks to be about a couple feet long and shaped like a hammer?”
Paladin - warforged - orange