With Daemyar in the lead, you traverse the narrow stairways down into the gloomy depths of the ruins. Every so often, your armor scratches on the walls or your foot nudges a rock over the side - and you hear pitter patter of feet along with the screeches of your favourite rodents. Before long, you make it to the bottom, the cold and damp air infused with the faint scents of mold, decay, and rot.
You come to the rubble-strewn courtyard and Krom sighs deeply. You see that the trap that Garnet disabled still holds but it seems like more debris and masonry has fallen since you were here last - it's hard to tell. The cavities caused by your previous foray into the ruins are still there so it's easy to avoid them.
You remember that you need to be extra careful here - the rubble and masonry shift as you move across it and it can open up holes that you can fall into. You know from previous experience that falling into a cavity might give you a date with the hated giant rats [which reminds me 3 ]
For every 10 feet over this terrain, you need to roll a DEX check (it can be athletics or acrobatics, your choice) and the DC is 10. So you can map your routes across and roll the appropriate number of rolls. Each square is 5 feet. You all start by the stairs at the red X.
Of course, it's possible that you could come up with a different way to do it ;)
@shere - you look around but don't see an immediately obvious way to do what Ithelion has asked. You notice a couple blocks big enough that perhaps you could loop the rope around on this side...then again, looking around you, you note the fallen blocks of masonry and debris that have already fallen from the walls....
*if you traverse the debris, the DC is 10. If you fail, remember from before, you don't automatically fall in, and falling in doesn't automatically draw the rats or give you damage. Just FYI. :)
She takes a hempen rope from inside her pack, wrapping a loop under her shoulders as she slides a little south, before handing the rope to Krom and embarking on her journey.
Roll 1: 18 (more to come if success)
Roll 2 : 21 (ditto)
Roll 3: 6 (feeling very sorry for Krom (edit: and now, herself...))
@shere and @ithelion - you deftly move across the debris but it n your final approach you leg gets stuck. But since you’re tied together one of you pulls and gets the other free and you make it safely to the ledge by the door. The other does the same. [2 out of 3 is fine by me!]
Ithelion removes the rope and ties one end to one of the rings near the door, then tries to throw the rest back to the others. "Keep it tight, and it might steady you if you start to fall."
Ithelion removes the rope and ties one end to one of the rings near the door, then tries to throw the rest back to the others. "Keep it tight, and it might steady you if you start to fall."
The rest of you can make your Dex checks with ADVANTAGE since Sherr, Ithelion, and the rings on the wall offer some decent tension.
@daemyar - similar to the rest, you make it across relatively easily - a small hiccup on your way across but with Shere and Ithelion keeping tension on the one side, they are able to keep you moving.
And he does with aplomb, not needing assistance from the rest!
Okay, now that you're all across, what is your intention? Where do you want to go? Here's the map Ithelion has been drawing. You are in the tower shell, the circular room at the bottom right. the blue speck is where you found the sigil thing in front of an unopened door:
(( I think we have explored the rat room west of the northernmost room as well, and I believe the plan was to go to the room that required Kroms ability to open, which was halfway up to the north corridor on the west side, iirc ie. the first fountain room ))
With Daemyar in the lead, you traverse the narrow stairways down into the gloomy depths of the ruins. Every so often, your armor scratches on the walls or your foot nudges a rock over the side - and you hear pitter patter of feet along with the screeches of your favourite rodents. Before long, you make it to the bottom, the cold and damp air infused with the faint scents of mold, decay, and rot.
You come to the rubble-strewn courtyard and Krom sighs deeply. You see that the trap that Garnet disabled still holds but it seems like more debris and masonry has fallen since you were here last - it's hard to tell. The cavities caused by your previous foray into the ruins are still there so it's easy to avoid them.
You remember that you need to be extra careful here - the rubble and masonry shift as you move across it and it can open up holes that you can fall into. You know from previous experience that falling into a cavity might give you a date with the hated giant rats [which reminds me 3 ]
For every 10 feet over this terrain, you need to roll a DEX check (it can be athletics or acrobatics, your choice) and the DC is 10. So you can map your routes across and roll the appropriate number of rolls. Each square is 5 feet. You all start by the stairs at the red X.
Of course, it's possible that you could come up with a different way to do it ;)
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 sighs when she looks at the room, "Forgot about this" she says. She does not seem pleased. It's the little things. Every time.
She ponders for a moment, then asks her companions "Perhaps...perhaps a few minutes work now will save us time and pain in the long run" she says.
"Can anyone see a means to attach a rope to the walls on this side? Are there holes in the wall big enugh for the rope?"
"It looks like it would be best, to stick to the edge"
Perception for what she asked
18
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
@shere - you look around but don't see an immediately obvious way to do what Ithelion has asked. You notice a couple blocks big enough that perhaps you could loop the rope around on this side...then again, looking around you, you note the fallen blocks of masonry and debris that have already fallen from the walls....
*if you traverse the debris, the DC is 10. If you fail, remember from before, you don't automatically fall in, and falling in doesn't automatically draw the rats or give you damage. Just FYI. :)
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
"Maybe we could loop a rrope between us and if a hole opens up we can keep one of us from falling in?"
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Ithelion nods, "Aya. Let's do that."
She takes a hempen rope from inside her pack, wrapping a loop under her shoulders as she slides a little south, before handing the rope to Krom and embarking on her journey.
Roll 1: 18 (more to come if success)
Roll 2 : 21 (ditto)
Roll 3: 6 (feeling very sorry for Krom (edit: and now, herself...))
Acrobatics
1:20
2:11
3:8
Shere loops the rope around him and follows
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
@shere and @ithelion - you deftly move across the debris but it n your final approach you leg gets stuck. But since you’re tied together one of you pulls and gets the other free and you make it safely to the ledge by the door. The other does the same.
[2 out of 3 is fine by me!]
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 removes the rope and ties one end to one of the rings near the door, then tries to throw the rest back to the others. "Keep it tight, and it might steady you if you start to fall."
The rest of you can make your Dex checks with ADVANTAGE since Sherr, Ithelion, and the rings on the wall offer some decent tension.
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 acrobatics checks 17 8 19
Paladin - warforged - orange
@daemyar - similar to the rest, you make it across relatively easily - a small hiccup on your way across but with Shere and Ithelion keeping tension on the one side, they are able to keep you moving.
Krom and Garnet - ready? :)
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 will attempt to cross.
Dexterity 20 9 18
@garnet - you do so easily and with barely any help, your Earth Genasi heritage making it very easy for you.
[alright, drum roll for the dwarf please! lol]
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
Shere winks at Ithelion
"I'm glad you thought of this, No?"
a slight smile with amusement coming from his eyes
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please
Krom sighs and starts to make his way across.
Dex check: 7, 18, 3
Be excellent to each other, and roll for initiative dudes!
And he does with aplomb, not needing assistance from the rest!
Okay, now that you're all across, what is your intention? Where do you want to go? Here's the map Ithelion has been drawing. You are in the tower shell, the circular room at the bottom right. the blue speck is where you found the sigil thing in front of an unopened 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
(( I think we have explored the rat room west of the northernmost room as well, and I believe the plan was to go to the room that required Kroms ability to open, which was halfway up to the north corridor on the west side, iirc ie. the first fountain room ))
Ithelion stares at him for a moment, one eyebrow slowly rising. At least he's not human.
Then she nods and smiles. "It is always good to be appreciated."
Shere nods "But it seems the dwarrrf dances better than I" he quietly laughs
"You have the map, what arrre we doing next?" He looks around
for danger
perception
6
-----------------------------------------------------------------------------------------------------------------
Reminder for myself. Work together or fail apart. Talk with each other when necessary. Describe how, where, if, your character moved.
The sign on the trail ahead reads "DONT FEED THE DRAGON!" "Working Together" Follow this link please