Expedition: White Plume Mountain

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Jan 3, 2017 10:38 pm
"Here lad, let's put your back into it. Push with your legs!" says Boide, attempting to help Taris open the door.
Jan 4, 2017 12:42 am
OOC:
Boide and Taris, both make another check please :)
Jan 4, 2017 12:52 am
Boide grunts as he heaves against the door.

Rolls

Strength Check - (1d20+1)

(9) + 1 = 10

Jan 4, 2017 1:00 am
OOC:
strength!

Rolls

Strength - (1d20+4)

(13) + 4 = 17

Jan 4, 2017 3:10 am
Taris and Boide lean into the door and throw as much of their collective weight behind it as they can... it takes some effort, but they manage to make it budge, and once it gets moving they keep the pressure up and the door grinds open. On the other side is a third metal barrier with an inset door, identical to the two you have just forced your way through.
OOC:
The effort leaves Taris feeling worn, you take a level of exhaustion

Rolls

Taris' Advantage - (1d20+4)

(13) + 4 = 17

Jan 4, 2017 7:36 am
"By Clangeddin's hoary nethers, does this ever end?" complains Boide.
Jan 5, 2017 10:23 pm
Taris breathes hard, having strained some muscles from the last door, "I hope it ends soon, I can't do that much more."
Jan 5, 2017 10:29 pm
"Let's see if this one's easier to open," mutters the dwarf. Boide touches a hand to his chest in prayer, then smacks his forehead before trying to force the door.
OOC:
Casting Guidance upon myself

Rolls

Strength, Guidance - (1d20+1, 1d4)

1d20+1 : (17) + 1 = 18

1d4 : (4) = 4

Jan 6, 2017 3:44 pm
Boide leans into the metal door and, somehow, manages to shove it open on his own - the guidance of the divine surely aiding him in doing so. Beyond you are relieved to see there are no further doors. The floor in the corridor ahead is again wet - ankle deep in scummy water. The stone walls continue for about twenty feet beyond the metal bulkhead, then beyond that appears to be a cavern.
Jan 6, 2017 3:53 pm
Impressed by Boide's strength, Taris claps him on the shoulder and leads the way forward to the cavern, taking a moment to invoke his Divine Sense to detect anything in the next room before he enters.
OOC:
Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
Jan 6, 2017 4:53 pm
Twenty feet north of the third metal wall, the corridor enters a vast cavern, opening out onto a ledge. The corridor continues out onto the ledge, but there the walls no longer are made of stone. Instead, they seem to be made of some invisible substance, transparent as glass when faced straight on, yet silvery when seen from an angle. The corridor shape is no longer square, but is domed, as though a series of invisible hoops were supporting it. The corridor is very warm.

The corridor occupies the central part of the ledge, which apparently projects from high above the floor in a very tall cavern. Silvery gloves rise from the floor of the cavern, apparently far below, float slowly past the ledge, and disappear into the flat, silvery ceiling about 50 feet overhead. Those of you who've seen an aquarium recognize those globes as bubbles. The invisible substance is holding back water that fills the cavern from flooding into the corridor. Forty feet ahead of you the corridor widens, and you can make out the silhouette of a large hulking shape sitting in the middle of a round platform at the corridor's end.

Taris detects no evil.
OOC:
Hopefully that description was clear!
Jan 6, 2017 5:26 pm
Boide tentatively reaches out to touch the surface of the transparent wall with his hand, wondering what sort of craftsman could have constructed such a thing.
Jan 6, 2017 5:55 pm
Eithne sniffs the air, trying to identify the sitting creature.
Jan 6, 2017 8:09 pm
Boide gently touches the 'wall' and finds it to be a rubbery skin, that uncomfortably warms his hand as it touches it. Where his hand touches it, it immediately becomes taut, but relaxes when the dwarf stops putting pressure on it.
OOC:
Perception check Eithne
Jan 7, 2017 4:29 am
*sniff, sniff*

Rolls

Perception - (1d20+4)

(14) + 4 = 18

Jan 7, 2017 1:16 pm
It smells like seafood. A crustacean perhaps. *sniff sniff*. Oh yes. Certainly. Smells like crab.
Jan 7, 2017 5:01 pm
More than a little uncomfortable in these surroundings Tolvaj urges the others forward. "Stop poking at it!" he growls at Boide "Whatever that is, it's keeping us from a swim and I've had more than enough of that recently."
Jan 8, 2017 5:56 pm
"Big crab." Eithne says, pointing at the thing in the middle of the platform.
Jan 9, 2017 7:13 pm
Boide removes his hand from the wall. "That's fine, but what's the other thing?" he asks, believing that the large shape cannot possibly be the crustacean in question.
Feb 15, 2017 4:40 am
Eithne speaks a word, and the huge crustacean is outlined in pale, flickering light.
OOC:
Casting Faerie Fire.
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