Tunnels

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Jun 27, 2023 1:08 pm
The Trident has some decoration but not too much and is separate from the statue. It is of masterful quality and looks more to be an actual weapon than simply decorative though Blormvid is sure it is also enchanted in some way. It has a trio of raised thread, likely for a better grip, twining around it that twist though the hand of the statue. This will make it difficult to quickly remove it.
Jun 27, 2023 3:43 pm
Is it threaded like a screw, or is the threading interlaced or braided? Can it be "unscrewed" through the statue's hand? Skeeve will try to move it around to see just how hard the grip is.
Jun 27, 2023 3:51 pm
To get to the Trident you will have to enter they pool and climb the statue to unscrew the Trident. Or just break the statue's hand
Jun 27, 2023 4:52 pm
Raggy watches his friends with amazement
Jun 27, 2023 5:26 pm
To Skeeve: "I don't know, lad. Maybe Vlax is right. Maybe we'd be defiling this place by breaking a statue to snag a trident that our employers would wind up keeping for themselves. If the place radiated evil, I'd have no problem with breaking stuff, but if it isn't..."
Jun 27, 2023 5:36 pm
True. We have cleared the room. Let Valpip deal with it
Jun 27, 2023 5:39 pm
OOC:
Oh. I was gonna go an unscrew it, but with everyone suggesting not to, I killed that post.
Skeeve offers to unscrew it if the others are willing. Otherwise, we can leave the room as it is.

On the other hand, maybe the trident will help when we end up finding that water/ooze/elemental thingie ...
Jun 27, 2023 6:09 pm
"Aye. That's a fair point, Skeeve." With a nod to Raggy, he continues, "Still, maybe Valpip will be able to identify its true nature."
Jun 27, 2023 6:15 pm
I'm willing to do anything we decide
Jun 27, 2023 6:59 pm
It is highly unlikely to be going anywhere, so let's start hitting those last rooms up to the stairs, suggests Skeeve.
OOC:
Just remember that Valpip gets his pick when he helps. So, if anyone fancies a magic trident, we need to try for it before going to Valpip. Not a big deal when we're dealing with a magic table we've already lost rights to. Magic weapons can be a different story ...
Jun 27, 2023 10:02 pm
Tridents really aren't Blornvid's thing. Unless it confers the ability to breathe underwater and there's underwater adventuring ahead, he'll pass.

Aye, onward.
Jun 27, 2023 10:44 pm
Moving on sounds good. I'm not really skilled with polearms or long arms or whatever that thing has is." Vlax concurs.
Last edited June 27, 2023 10:44 pm
Jun 27, 2023 11:57 pm
Then on to the last room and the stairs!
OOC:
I believe the last room is room 29, and then the stairs attached to it. We already covered rooms 25&27.
Jun 28, 2023 1:16 am
The door to the last room is a basic stone door that has no traps but has had its lock broken forcin you to break it down. After working on the door for several minutes you are able to knock it free of the frame. As it falls into the room you see that part of the ceiling has collapsed into the room, and flickering wisps of flame fill the far west side of the room To the south of where you enter is an old and rusty portculus that is similarly broken but if you wish to break it down it will b quite easy due to the rust. Beyond the portculus you see a natuural cavern winding south and west.
Jun 28, 2023 2:37 am
Skeeve is curious about the flames. This room has been utterly locked off for ages and, except for the water/ooze/elemental that passed through here, it can't have seen any activity during that time. So ... it piques his interest.

However, the last time we saw a cave in, there was a ghoul hiding in it. So, before going over and checking the flame, he checks out the rubble to see if there is anything to worry about in it. Assuming nothing is found, he'll check the flame.

I'm providing two rolls. The first, with advantage, is a perception roll for the rubble. The second is just to detect magic and anything else on the flame.

Rolls

Skeeve: Checking the Rubble - (3d6)

(241) = 7

Skeeve: Scanning the Flame - (2d6)

(65) = 11

Jun 28, 2023 10:25 am
Vlax shudders and asks,"a what? A ghoul? What in the world is that? ". He is visibly disgusted at the thought ... A ghoul?"
Last edited June 28, 2023 10:26 am
Jun 28, 2023 12:55 pm
The flames turn out to be some kind of runes etched in fire on the floor to create a barier, trap, or warning that targets any water creatures. It appears as if it was either interupted before it could be competed or someone destroyed a portion of the spell. Still it will likely interest the expedition scholars.

You can tell from the sound of wind and water from the tunnel beyond the portculis that the tunnel is long.
Jun 28, 2023 3:31 pm
DaChiefPI says:
Vlax shudders and asks,"a what? A ghoul? What in the world is that? ". He is visibly disgusted at the thought ... A ghoul?"
"Undead nasty that feeds upon the living. It's relentless. Attacks until it's dead. Not something you want to meet."
OOC:
I know this was meant as in-character ignorance. Just playing along. :)
Jun 28, 2023 3:34 pm
Upon hearing the explanation for the flames, Blornvid strokes his beard in thought. After a few moments, he says, "Hmmmm. Fire versus water. Was this place a battleground between the elementals?"
Jun 28, 2023 5:15 pm
OOC:
Based on lack of comment, we can assume the debris/rubble is safe?
Could be. That special room is all about water, so maybe this was intended to be a point of defense? It's hard to tell who won. That water/ooze/elemental was trapped outside the special room. Was it a guard or prisoner?

Anyway, everyone ready to rip down the portcullis?
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