"Razil and I can see in the darkness somewhat. You two are going to need a light source. This might serve you better'n a torch."
Muirgurn asks Aldritch to hold out his sword and proceeds to mutter an incantation. The sword begins to glow with a diffuse white light. With a satisfied grunt, he turns to Peter and lays a hand on the lad, eyes closed in concentration. Peter feels an infusion of divine guidance flow through him.
"I believe that is my forte, I'll go ahead, let me get ahead a little ways. If I see anything of note I'll drop back" Peter says with confidence, it seems he is used to laying out the plan before hand, having a slightly commanding presence. he looks down the dark entry way "hey do you care to light this up as well?? just in case" He holds up a silver piece to Muirgurn. Once (if) he does, Peter slips the coin into his pocket, blotting out the light, pulls his hood up, and slinks into the entrance, carefully measuring his steps and trying to keep an eye out the best he can
Moving slowly into the dark entry, Peter, you quickly come to the bottom of the stairs. The ten foot wide passageway continues on before you, and after another twenty feet, you arrive at an intersection with passageways to the left, right, and straight ahead.
Razil, what sort of evidence are you looking for? The immediate area of the hilltop looks undisturbed, and there isn't anything in the surrounding vicinity that looks out of the ordinary, just the graveyard to the north, the foreigners' quarter to the southeast, to the southwest is a nearby hill where a newer tower has been built on the outskirts of town, and to the west is another bare hill beyond which are the seacliffs.
The passageway is wide enough that two may walk comfortably abreast. Your appraisal of the stonework, Muirgurn, corroborates the rumor that the tower and cellars were built about one hundred years ago. The craftsmanship appears to have been competent, if not quite up to dwarven standards.
Razil, what sort of evidence are you looking for? The immediate area of the hilltop looks undisturbed,
This basically answered it - looking for footprints or anything that would indicate some type of patrol, or indications of anything that looked like it came out before going in
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"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery Razil Trympan: Tiefling Warlock - The Tower of Zenopus
Razil, before descending the stairs you notice a few sets of small muddy shoeprints on the top step.
With the light of your coin, Peter, you can see that the corridor to the left seems to open up into a dark chamber after about forty feet, while the passageway straight ahead continues on into the darkness, and the hallway to the right also continues on straight but seems to connect with another passageway on the right about thirty feet away from you.
Peter pulls a piece of chalk out of his pocket, and draws an arrow pointing down the left hall way and begins to sneak his way down that way (also could i keep the coin under my shirt, to maybe dull the light enough to see a little but not enough to immediately give away my position??)
You can cover your light source (coin) the same way you can with your hooded lantern. When used this way, I'd say that, like the hooded lantern, your coin will provide dim light in a 5 foot radius by which you can see. This pool of light will still be visible along lines of sight, but the advantage is that is won't cast light around corners as readily as a brighter light with a larger radius. In order to hide, you would need to block the light entirely by, say, putting it in your pocket. If you become aware of a creature before it becomes aware of you, I can see this being a viable strategy, but if a creature already has line of sight to you, then I think your position would be revealed.
Walking another forty feet down the hall, you come to the entrance of a dark chamber. The dim light of your coin reveals that the floor is covered by a good inch of undisturbed dust.
At this point, Razil and the rest of the group are at the first intersection.
I just realized I forgot to describe what Muirgurn and Razil can see from where they are at the intersection. The corridor on the right is as I described it to Peter (post #31). You can see farther down it than he could, but it merely continues straight to the limit of your sight. The passage ahead, however, you can see, terminates in a door sixty feet ahead of you. You can also now see Peter at the entrance to the chamber down the left-hand passageway, waving you forward.
Peter, from where you stand just outside the chamber's entrance, you can see that the chamber is about fifty feet wide and that inch-thick undisturbed dust covers the floor entirely. You can also see that there are three, or maybe four, deep, ten foot wide niches in the walls, two at the near corners of the chamber, another about thirty-five feet along the right-hand wall, and what looks like a possible fourth at the edge of the torchlight on the left-hand wall. The niches are thickly hung with cobwebs, so it's impossible to see what's inside them.
Assuming the wave means it's safe, Razil will enter the room where Peter is. He takes a look around, trying to discern anything from the room, then turns to Peter.
"There's a door straight down from where we came in. If it's unlocked, I can open it from a bit away, if we decide to check it out."
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"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery Razil Trympan: Tiefling Warlock - The Tower of Zenopus
I don't know if Peter has entered the chamber yet. I've only described what he could see from the doorway.
As you come up alongside him to the doorway (I'll assume Muirgurn and Aldrich are just behind), you can see that there are four of these cobweb covered niches in the walls, two on each side of the room, and across the room, which is about fifty feet square, in the center of the opposite wall is what looks like a ten foot wide corridor providing an exit. There's nothing else notable about the chamber except for the dust and the cobwebs.
Do you enter the room, and is everyone entering together?
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The DM describes the environment.
The players describe what they want to do.
The DM narrates the results of their actions.
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"Razil and I can see in the darkness somewhat. You two are going to need a light source. This might serve you better'n a torch."
Muirgurn asks Aldritch to hold out his sword and proceeds to mutter an incantation. The sword begins to glow with a diffuse white light. With a satisfied grunt, he turns to Peter and lays a hand on the lad, eyes closed in concentration. Peter feels an infusion of divine guidance flow through him.
"Now, who wants to lead the way?" he chides.
"I believe that is my forte, I'll go ahead, let me get ahead a little ways. If I see anything of note I'll drop back" Peter says with confidence, it seems he is used to laying out the plan before hand, having a slightly commanding presence. he looks down the dark entry way "hey do you care to light this up as well?? just in case" He holds up a silver piece to Muirgurn. Once (if) he does, Peter slips the coin into his pocket, blotting out the light, pulls his hood up, and slinks into the entrance, carefully measuring his steps and trying to keep an eye out the best he can
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Razil slows his pace, allowing the human to proceed ahead. Before entering, he looks around to see if he can tell of any recent activity in the area.
"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery
Razil Trympan: Tiefling Warlock - The Tower of Zenopus
Muirgurn also looks around, examining the stonework with a critical Dwarven eye.
Moving slowly into the dark entry, Peter, you quickly come to the bottom of the stairs. The ten foot wide passageway continues on before you, and after another twenty feet, you arrive at an intersection with passageways to the left, right, and straight ahead.
Razil, what sort of evidence are you looking for? The immediate area of the hilltop looks undisturbed, and there isn't anything in the surrounding vicinity that looks out of the ordinary, just the graveyard to the north, the foreigners' quarter to the southeast, to the southwest is a nearby hill where a newer tower has been built on the outskirts of town, and to the west is another bare hill beyond which are the seacliffs.
The passageway is wide enough that two may walk comfortably abreast. Your appraisal of the stonework, Muirgurn, corroborates the rumor that the tower and cellars were built about one hundred years ago. The craftsmanship appears to have been competent, if not quite up to dwarven standards.
Do i see anything down any of the passageways?? or do they all trail off into darkness??
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
It's very dark. You can barely make out the intersection and can't see anything beyond that without taking the coin out of your pocket.
That is, unless Aldrich and the rest of the group are nearby. How far behind Peter is the rest of the group staying?
This basically answered it - looking for footprints or anything that would indicate some type of patrol, or indications of anything that looked like it came out before going in
"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery
Razil Trympan: Tiefling Warlock - The Tower of Zenopus
Peter will go ahead and pop the coin out then, and how far back they stay is up to them but I figured 50-60 ft, So Peter can sneak around
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
Razil will stay back approximately 50' to ensure Peter is within his vision.
"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery
Razil Trympan: Tiefling Warlock - The Tower of Zenopus
Razil, before descending the stairs you notice a few sets of small muddy shoeprints on the top step.
With the light of your coin, Peter, you can see that the corridor to the left seems to open up into a dark chamber after about forty feet, while the passageway straight ahead continues on into the darkness, and the hallway to the right also continues on straight but seems to connect with another passageway on the right about thirty feet away from you.
Peter pulls a piece of chalk out of his pocket, and draws an arrow pointing down the left hall way and begins to sneak his way down that way (also could i keep the coin under my shirt, to maybe dull the light enough to see a little but not enough to immediately give away my position??)
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
As I begin to walk down the stairs, I move next to the dwarf. Quietly I point to the footprints.
"We may not be alone down here, though friend or foe I'm unsure."
"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery
Razil Trympan: Tiefling Warlock - The Tower of Zenopus
You can cover your light source (coin) the same way you can with your hooded lantern. When used this way, I'd say that, like the hooded lantern, your coin will provide dim light in a 5 foot radius by which you can see. This pool of light will still be visible along lines of sight, but the advantage is that is won't cast light around corners as readily as a brighter light with a larger radius. In order to hide, you would need to block the light entirely by, say, putting it in your pocket. If you become aware of a creature before it becomes aware of you, I can see this being a viable strategy, but if a creature already has line of sight to you, then I think your position would be revealed.
Walking another forty feet down the hall, you come to the entrance of a dark chamber. The dim light of your coin reveals that the floor is covered by a good inch of undisturbed dust.
At this point, Razil and the rest of the group are at the first intersection.
Muirgurn grunts in acknowledgement, hefting his warhammer.
Peter will pull the coin out completely and check out the chamber, and also turn back and wave to the others
Torrin Delmirev - Into the Abyss
Krusk - Rime of the Frost Maiden
I just realized I forgot to describe what Muirgurn and Razil can see from where they are at the intersection. The corridor on the right is as I described it to Peter (post #31). You can see farther down it than he could, but it merely continues straight to the limit of your sight. The passage ahead, however, you can see, terminates in a door sixty feet ahead of you. You can also now see Peter at the entrance to the chamber down the left-hand passageway, waving you forward.
Peter, from where you stand just outside the chamber's entrance, you can see that the chamber is about fifty feet wide and that inch-thick undisturbed dust covers the floor entirely. You can also see that there are three, or maybe four, deep, ten foot wide niches in the walls, two at the near corners of the chamber, another about thirty-five feet along the right-hand wall, and what looks like a possible fourth at the edge of the torchlight on the left-hand wall. The niches are thickly hung with cobwebs, so it's impossible to see what's inside them.
Aldrich will take the rear end of the group, trying to stay weary for any possible activities behind them.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
Assuming the wave means it's safe, Razil will enter the room where Peter is. He takes a look around, trying to discern anything from the room, then turns to Peter.
"There's a door straight down from where we came in. If it's unlocked, I can open it from a bit away, if we decide to check it out."
"Mark": Goliath Paladin - Shipwrecked on Fugue: A Journey of Self-Discovery
Razil Trympan: Tiefling Warlock - The Tower of Zenopus
I don't know if Peter has entered the chamber yet. I've only described what he could see from the doorway.
As you come up alongside him to the doorway (I'll assume Muirgurn and Aldrich are just behind), you can see that there are four of these cobweb covered niches in the walls, two on each side of the room, and across the room, which is about fifty feet square, in the center of the opposite wall is what looks like a ten foot wide corridor providing an exit. There's nothing else notable about the chamber except for the dust and the cobwebs.
Do you enter the room, and is everyone entering together?