Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
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Malvech continues to move, keeping an eye out for things that catch his trained eyes. He specifically looks for anything that looks like a pressure plate or an arcane symbol.
OOC: FYI if the party is moving in marching order an investigation check from the back is going to do nothing for those in front.
Mavlech finds no other traps as his party members move. He does pick up on the drag marks however moving through a narrow doorway ahead. In the hallway the fire trap is resetting. Ahead of Pyre at the end if the hallway is an unlit chamber that is so large areas disappear beyond dim light as well as dark vision are hidden from view. The room is eerily cool and the faint sound of water dripping into a pool or puddle can be heard.
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Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
“Should’ve spent more time playing with that Light cantrip,” Kellen grumbles. “Does anyone have a way to get light further into that chamber? Otherwise I could try throwing a lit torch or two...”
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Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
"We may just have to throw a torch in. With those traps resetting, we better hurry though and clear this hallway before we get cooked again." Jasper moves toward the door and chamber with rapier drawn.
"I don't know if throwing a torch in is a good idea. I hear some water. We probably just need to proceed with caution." Pyre says as she carefully steps into the chamber.
"Ok. Following your lead, Pyre." Kellen looks along the floor as they pass to see if the traffic markings change as they enter the big chamber.
Perception: 13
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Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Pyre and Kellen together find the drag marks pulled into the darkness outside of Kellen's field of vision with the lantern and beyond Pyre's darkvision as well. The room is eerily cool and vast. The ceilings soar above and there is no end but the doorway the party moves through. The floor is covered in pale green tiles, each bear a vine covered heart design but are broken in several places by the strange black invasive roots that come from above in the corrupted Savalirwood. As the party advances again the cacophony of whispers surround them but they are thankfully only a faint murmur!
"Should we follow the wall and try to search this whole chamber, or just keep following the drag marks on the floor?"
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Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
"Either way we should limit our time here. I do not like the atmosphere of this place." Malvech says quietly as he moves to stand near the rest of the group.
Moving through the chamber the heroes' footsteps echo around the party as Kellen's flickering of lantern light advances from behind the wee ones. Around the party in the distance those with [sense]darkvision[/snese] can see it's a meeting hall, a gathering place, of some kind. There's still no end to the sides of the chamber it seems endless as they advance through. The party moves 100ft, 200ft, and another 500ft until they find the source of the water sounds! A broken part of the ceiling has caved into the chamber and above the break has allowed a river to crash down from the forest floor above! The water has carved out the area and disappears down into what looks like another stairwell that leads down but now is a torrent of water! Behind the waterfall, they find the first signs of life as the drag marks continue! The faintest flicker of the small blue magic flame above flanking the stairwell are found in torches lining a hallway similar to the one they entered through 500 ft behind them!
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Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Ok, this is getting creepy, but at least we can see a little better with the torches." Jasper whispers as he looks at the eerie blue magical lights. "Let's be careful here and make sure there are no more traps." Jasper is looking around for any signs of traps like pressure plates, weird glyphs, etc.
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As he dress the other stumble around to look for traps, Malvech will move over towards the drag marks once more. As he does so he draws his spear and holds it in his hand, using the lingering light and the decision provided by his goggles to look for any other signs of things passing through the room.
This post has potentially manipulated dice roll results.
Kellen looks up at the water pouring through the ceiling. "That must look amazing from the forest side," he muses. "I'd like a bit more light in here as we check the exit, though."
He lights a torch then casts Mage Hand, gives the torch to the hand and moves it 30 feet to the left of the path they've been following. He repeats this process three more times, putting a torch on the ground 30 feet away to the right (jamming it into the broken floor tiles if possible), then 30 feet on either side of the hallway exiting the big room they are in. With the wider visibility (50' bright light all around, including the lamp he holds, plus 20' more dim light on the edges), but without changing his current location, he looks for any other items within the room or near the hallway entrance that may have been missed in the darkness.
Investigation: 22
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Tharn Redeye - Half-orc Fighter - Heroes of Wildemount Kellen Belladar- Human Cleric - Troubles in the Wildwood: Blackthorn Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Prye and Jasper notice very little but the stone and the gruesome-looking carvings along the hallway ahead of them. This hallway is not traped Kellen can see within the torchlight. His extra light makes it easy to see as does Mavlech notice the hallway head has seen heavy traffic by a dozen or so humanoids. The drag marks however vanish at the threshold of the first doorway off the hallway and the party can hear a soft chanting of voices echoing up the hallway ahead!
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Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
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The hallway still stretches out ahead of the party. The trap sounds are clicking as if resetting. What is the party doing?
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Thanks again Kellen. Much better. Not perfect but I'll survive. I don't like that clicking sound. We best not dally."
"She's right. We've gotta hurry..... At least through this section." Jasper motions for Kellen and Mavlech to pick up the pace.
Kellen follows at the pace Pyre sets.
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Malvech continues to move, keeping an eye out for things that catch his trained eyes. He specifically looks for anything that looks like a pressure plate or an arcane symbol.
Investigation: 22
OOC: FYI if the party is moving in marching order an investigation check from the back is going to do nothing for those in front.
Mavlech finds no other traps as his party members move. He does pick up on the drag marks however moving through a narrow doorway ahead. In the hallway the fire trap is resetting. Ahead of Pyre at the end if the hallway is an unlit chamber that is so large areas disappear beyond dim light as well as dark vision are hidden from view. The room is eerily cool and the faint sound of water dripping into a pool or puddle can be heard.
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
“Should’ve spent more time playing with that Light cantrip,” Kellen grumbles. “Does anyone have a way to get light further into that chamber? Otherwise I could try throwing a lit torch or two...”
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
"We may just have to throw a torch in. With those traps resetting, we better hurry though and clear this hallway before we get cooked again." Jasper moves toward the door and chamber with rapier drawn.
"I don't know if throwing a torch in is a good idea. I hear some water. We probably just need to proceed with caution." Pyre says as she carefully steps into the chamber.
Perception: 13
"Ok. Following your lead, Pyre." Kellen looks along the floor as they pass to see if the traffic markings change as they enter the big chamber.
Perception: 13
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Pyre and Kellen together find the drag marks pulled into the darkness outside of Kellen's field of vision with the lantern and beyond Pyre's darkvision as well. The room is eerily cool and vast. The ceilings soar above and there is no end but the doorway the party moves through. The floor is covered in pale green tiles, each bear a vine covered heart design but are broken in several places by the strange black invasive roots that come from above in the corrupted Savalirwood. As the party advances again the cacophony of whispers surround them but they are thankfully only a faint murmur!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Should we follow the wall and try to search this whole chamber, or just keep following the drag marks on the floor?"
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
"Follow the drag marks? I think."
"Either way we should limit our time here. I do not like the atmosphere of this place." Malvech says quietly as he moves to stand near the rest of the group.
Moving through the chamber the heroes' footsteps echo around the party as Kellen's flickering of lantern light advances from behind the wee ones. Around the party in the distance those with [sense]darkvision[/snese] can see it's a meeting hall, a gathering place, of some kind. There's still no end to the sides of the chamber it seems endless as they advance through. The party moves 100ft, 200ft, and another 500ft until they find the source of the water sounds! A broken part of the ceiling has caved into the chamber and above the break has allowed a river to crash down from the forest floor above! The water has carved out the area and disappears down into what looks like another stairwell that leads down but now is a torrent of water! Behind the waterfall, they find the first signs of life as the drag marks continue! The faintest flicker of the small blue magic flame above flanking the stairwell are found in torches lining a hallway similar to the one they entered through 500 ft behind them!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.
"Ok, this is getting creepy, but at least we can see a little better with the torches." Jasper whispers as he looks at the eerie blue magical lights. "Let's be careful here and make sure there are no more traps." Jasper is looking around for any signs of traps like pressure plates, weird glyphs, etc.
Investigation: 8
He's also going to take a look at that creepy gargoyle on the left hand side.
Pyre too is checking for traps. She is still a little crispy from the last one.
Investigation: 4
As he dress the other stumble around to look for traps, Malvech will move over towards the drag marks once more. As he does so he draws his spear and holds it in his hand, using the lingering light and the decision provided by his goggles to look for any other signs of things passing through the room.
Survival: 8
Kellen looks up at the water pouring through the ceiling. "That must look amazing from the forest side," he muses. "I'd like a bit more light in here as we check the exit, though."
He lights a torch then casts Mage Hand, gives the torch to the hand and moves it 30 feet to the left of the path they've been following. He repeats this process three more times, putting a torch on the ground 30 feet away to the right (jamming it into the broken floor tiles if possible), then 30 feet on either side of the hallway exiting the big room they are in. With the wider visibility (50' bright light all around, including the lamp he holds, plus 20' more dim light on the edges), but without changing his current location, he looks for any other items within the room or near the hallway entrance that may have been missed in the darkness.
Investigation: 22
Tharn Redeye - Half-orc Fighter - Heroes of Wildemount
Kellen Belladar - Human Cleric - Troubles in the Wildwood: Blackthorn
Brin Rainblade - Human Barbarian - The Great Orca Dungeon
Prye and Jasper notice very little but the stone and the gruesome-looking carvings along the hallway ahead of them. This hallway is not traped Kellen can see within the torchlight. His extra light makes it easy to see as does Mavlech notice the hallway head has seen heavy traffic by a dozen or so humanoids. The drag marks however vanish at the threshold of the first doorway off the hallway and the party can hear a soft chanting of voices echoing up the hallway ahead!
Sometimes a Nat 1 tells a better story than a Nat 20 ever could.