Dwarven craftsmanship has left the place looking sturdy, but it has grown dirty with disuse and nothing mentioned is automated. Cranes, minecarts and chains are all operated manually, so none of it is moving, but it all appears to be in excellent condition, but the dirt it bears indicate it has not been used in ages.
Re: line of sight -- yeah, but it still does cut out the small chance of them having a 'that you can see' fire spell and twisting enough to burn off the rope. It's 80% 'better safe than sorry,' 20% possible bonus intimidation.
Re: the equipment, are there buckets that go on the chains (if yes, how big are they -- would a medium or small creature fit inside?) and are there rail carts? Can we get to the trestle without issue, including Ctenmiir?
No buckets in sight. Trestles are level with the platforms, but this side is the just the chain. You can see trestles running north-south across the magma to the south west. From here, you've got a 10ft magma chasm with chains overhead.
If no one else wanted the winged boots then Leann would definitely have taken them. Let me know if another PC is taking them, otherwise I'll assume Leann has them and had the time to attune.
Dorian considers the tracks and the magma. "If the tracks seem stable enough, we should be able to walk across them. If anyone's too concerned about the magma, it might take a little while but Leann could fly people across -- I can halve someone's weight, or I could also cast Levitate one more time today." He nods at Ctenmiir.
If anyone wants to try walking on the chain like a slack line, the dex check is 15, overhand climb is a DC 10 strength. Other scenarios exist, I guess, but they're for you to come up with.
Ctenmiir is familiar with the place and his coffin is quite versatile. "Save your magic." Ctenmiir declines, as a pair of crab-like metal claws pop out of two hidden panels on the part of the coffin, whose design suggests, contains the vampire-dwarf's head. (That's a really awkward sentence; the 'front' of the coffin, ok?)
So, Echo is going to fly across with one end of a piece of rope to make a better handhold for the crossing. This is provided that the chasm is less than 100 feet across, minus rope needed at anchor points.
It's 10 ft. There's also a map. Your on the east side having entered via room marked '7'.
I'm trying to see what your describing. Is it directly below the chain? Like something you could stand on while holding on to the chain above? That would make sense to me.
You'd have to find anchor points sbove the chain, but that's easy enough if you have pitons and a hammer, many characters get those in their starting equipment, so I'm assuming someone has some. You can do either one, count it as a +5 to the Dex check made by anyone using it; you're still crossing a rope or chain but now you can hold on to something.
I'm case I haven't adequately described a chain conveyor, it is a continuous chain that can be moved by rotating a hand crank, not unlike a bike chain. It's like a chairlift with chain instead of cable and hook points for the buckets, though they appear to have been removed at some point, which was always the intent of the designer, so that they can be hauled to the slag pit you entered through.
Leann will help carry anyone who needs help across, and would use her flying boots to give those walking across the chain advantage on their checks, by providing the 'help' action.
Huarache will do the hammer and piton thing, and by my estimates, a robotic greyhound would weigh [NOPE] (math below), so she serves as an anchor point for Huarache to cross, then he will hammer another piton into the wall on the other side with the rope.
Dorian will halve his weight using Adjust Density and ride along with Ctenmiir. While the others are going across he'll ritually cast Detect Magic, so that can be ready to go as soon as we're ready to go inside. (Dorian's very eager to see what's inside, and even non-magical things if it has to do with mining industry, so I'll just note his high passive investigation and perception just in case.)
I saw a thing once in YouTube 'actual animal planets' where they try to estimate sizes of blobs made if all the cows, dogs, chickens, people, etc on Earth. I forget how they came up with a density guesstimate but I recommend it for a laugh if you can find it.
Anything to avoid a skill check, huh? Lol. I'd do the same myself. Ok so you're all across, you go in the tunnel.
In these chambers, the dwarves stored supplies of every kind, from food to leather aprons to protective goggles to parchment and ink. The firenewts looted all of it. Now the chief features of these rooms are "nests" of ancient dwarven clothing, insulated gloves, and other padded material that the firenewts sleep on in shifts. The smell in this area is horrid, like burning hair mixed with burning rubber.
There really is nothing here, so moving to the next room...
FORGE (anything not clearly visible can be learned by asking Ctenmiir, you'll know all that I include)
Molten iron and adamantine from the smelter is hoisted into the northernmost of these two chambers, where it's cast into ingots. Some of the metal was worked into tools and replacement parts on the anvils in the room, but most of the iron was moved to the treasury.
Adamantine ingots were sent to the southern portion of the forge, where the massive stamping hammer in the center of the room pounded out impurities. The pounding sound heard throughout the forge comes from this machine-driven hammer. It is, remarkably, still functioning, thanks to Dwarven craftsmanship.
(You could have heard it before, I just thought it might distract you)
Searching the area, you find 100 (1lb) adamantine ingots (20 each).
To your left is a large rectangular chamber; the smelter. A rectangular pit in the center of the room is filled with molten iron. Six devices of dwarven design and make, arranged around the pit, siphon off the liquid metal and draw out the impurities. A smaller pool in the southeast corner holds what appears to be molten silver. There are doorways to the North and to the East.
The doorway leading north leads to another small room. The one to the east leads into a tunnel: it is straight so you can see that it opens again to the magma cavern you were in before, but at this poi t there is a bridge to the opposite side of the rift.
Do you go to the next room, or through the tunnel and on to the bridge?
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Dwarven craftsmanship has left the place looking sturdy, but it has grown dirty with disuse and nothing mentioned is automated. Cranes, minecarts and chains are all operated manually, so none of it is moving, but it all appears to be in excellent condition, but the dirt it bears indicate it has not been used in ages.
Re: line of sight -- yeah, but it still does cut out the small chance of them having a 'that you can see' fire spell and twisting enough to burn off the rope. It's 80% 'better safe than sorry,' 20% possible bonus intimidation.
Re: the equipment, are there buckets that go on the chains (if yes, how big are they -- would a medium or small creature fit inside?) and are there rail carts? Can we get to the trestle without issue, including Ctenmiir?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
No buckets in sight. Trestles are level with the platforms, but this side is the just the chain. You can see trestles running north-south across the magma to the south west. From here, you've got a 10ft magma chasm with chains overhead.
If no one else wanted the winged boots then Leann would definitely have taken them. Let me know if another PC is taking them, otherwise I'll assume Leann has them and had the time to attune.
Dorian considers the tracks and the magma. "If the tracks seem stable enough, we should be able to walk across them. If anyone's too concerned about the magma, it might take a little while but Leann could fly people across -- I can halve someone's weight, or I could also cast Levitate one more time today." He nods at Ctenmiir.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
If anyone wants to try walking on the chain like a slack line, the dex check is 15, overhand climb is a DC 10 strength. Other scenarios exist, I guess, but they're for you to come up with.
Ctenmiir is familiar with the place and his coffin is quite versatile. "Save your magic." Ctenmiir declines, as a pair of crab-like metal claws pop out of two hidden panels on the part of the coffin, whose design suggests, contains the vampire-dwarf's head. (That's a really awkward sentence; the 'front' of the coffin, ok?)
So, Echo is going to fly across with one end of a piece of rope to make a better handhold for the crossing. This is provided that the chasm is less than 100 feet across, minus rope needed at anchor points.
Shonisaurus, Artificer Enthusiast
It's 10 ft. There's also a map. Your on the east side having entered via room marked '7'.
I'm trying to see what your describing. Is it directly below the chain? Like something you could stand on while holding on to the chain above? That would make sense to me.
Either that or standing on the chain and holding on to the rope.
Shonisaurus, Artificer Enthusiast
You'd have to find anchor points sbove the chain, but that's easy enough if you have pitons and a hammer, many characters get those in their starting equipment, so I'm assuming someone has some. You can do either one, count it as a +5 to the Dex check made by anyone using it; you're still crossing a rope or chain but now you can hold on to something.
I'm case I haven't adequately described a chain conveyor, it is a continuous chain that can be moved by rotating a hand crank, not unlike a bike chain. It's like a chairlift with chain instead of cable and hook points for the buckets, though they appear to have been removed at some point, which was always the intent of the designer, so that they can be hauled to the slag pit you entered through.
Leann will help carry anyone who needs help across, and would use her flying boots to give those walking across the chain advantage on their checks, by providing the 'help' action.
Well call this process 5 minutes, ok?
So you're all across... There's exactly one tunnel opening. Do anything you need before going in, but I'm assuming you'll go in.
Huarache will do the hammer and piton thing, and by my estimates, a robotic greyhound would weigh [NOPE] (math below), so she serves as an anchor point for Huarache to cross, then he will hammer another piton into the wall on the other side with the rope.
EDIT: Nice try, Wile.
Shonisaurus, Artificer Enthusiast
Dorian will halve his weight using Adjust Density and ride along with Ctenmiir. While the others are going across he'll ritually cast Detect Magic, so that can be ready to go as soon as we're ready to go inside. (Dorian's very eager to see what's inside, and even non-magical things if it has to do with mining industry, so I'll just note his high passive investigation and perception just in case.)
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Or just give Dorian a hammer and piton; that works.
(I spent a while researching stuff for Echo's weight.)
Shonisaurus, Artificer Enthusiast
I saw a thing once in YouTube 'actual animal planets' where they try to estimate sizes of blobs made if all the cows, dogs, chickens, people, etc on Earth. I forget how they came up with a density guesstimate but I recommend it for a laugh if you can find it.
Anything to avoid a skill check, huh? Lol. I'd do the same myself. Ok so you're all across, you go in the tunnel.
In these chambers, the dwarves stored supplies of every kind, from food to leather aprons to protective goggles to parchment and ink. The firenewts looted all of it. Now the chief features of these rooms are "nests" of ancient dwarven clothing, insulated gloves, and other padded material that the firenewts sleep on in shifts. The smell in this area is horrid, like burning hair mixed with burning rubber.
There really is nothing here, so moving to the next room...
FORGE (anything not clearly visible can be learned by asking Ctenmiir, you'll know all that I include)
Molten iron and adamantine from the smelter is hoisted into the northernmost of these two chambers, where it's cast into ingots. Some of the metal was worked into tools and replacement parts on the anvils in the room, but most of the iron was moved to the treasury.
Adamantine ingots were sent to the southern portion of the forge, where the massive stamping hammer in the center of the room pounded out impurities. The pounding sound heard throughout the forge comes from this machine-driven hammer. It is, remarkably, still functioning, thanks to Dwarven craftsmanship.
(You could have heard it before, I just thought it might distract you)
Is there any adamantine around, or is it just the machinery?
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Searching the area, you find 100 (1lb) adamantine ingots (20 each).
To your left is a large rectangular chamber; the smelter. A rectangular pit in the center of the room is filled with molten iron. Six devices of dwarven design and make, arranged around the pit, siphon off the liquid metal and draw out the impurities. A smaller pool in the southeast corner holds what appears to be molten silver. There are doorways to the North and to the East.
The doorway leading north leads to another small room. The one to the east leads into a tunnel: it is straight so you can see that it opens again to the magma cavern you were in before, but at this poi t there is a bridge to the opposite side of the rift.
Do you go to the next room, or through the tunnel and on to the bridge?