Tunnels

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Apr 17, 2023 2:22 pm
As long as you stick around room 22 for 5 to 10 minutes the healer will be by and patch you up.
Lady Sellindra
A nice enough lady the cleric reminds you not to expect house calls before heading back to her temple
Apr 17, 2023 5:04 pm
Blornvid thanks Lady Sellindra.
OOC:
Psybermagi, you mentioned earlier that we had the option of trying to force open the secret door or trying to repair it. Do either of our characters have the skills to repair it?
Apr 17, 2023 5:46 pm
OOC:
between a blacksmith and street wise survivor you can definitely open it. Fixing elf require a roll and some tools. Got a hammer? If so roll with advantage as the gears are metal work.
Apr 17, 2023 9:25 pm
OOC:
Would Moli's new Thieves' Tools also grant advantage? If so, she'll roll for it after the healer leaves.

Rolls

Fixing the door mechanism - (3d6)

(623) = 11

Apr 17, 2023 9:37 pm
With a bit of muscle, oil, and tinkering Moli gets the door unstuck. While it is open she checks it out and finds a locking mechanism she can repair if she want. (no roll just some time)

The room is much as the others except this one smells odd. Not as foul as the goblin room but still rather musty. you see that the corners of the room have prduced patches of mushrooms anong with a couple larger patches in the middle of the room. The mushrooms range from 1 inch to 2 feet tall. To the south is an archway to the west and another wooden door to the east. In better condition than the goblin door it is still worse off than the heavy door on the north wall of 22. Both these doors have mushrooms clustered around them.
Apr 18, 2023 12:13 am
Upon Moli's success with the door mechanism, Blornvid says, "Well done, lass."
OOC:
I'm assuming that Blornvid is unable to identify what kinds of mushrooms these are.
Blornvid is careful not to get too close to the mushrooms and only proceeds as far as is necessary to identify the features of the room. He says to Moli, "I've heard bad tales about shrooms. Spores than can play tricks on yer mind if they don't outright kill ya. But I don't know bad from good, so I treat 'em all as bad. Do you by chance? Maybe we should go back and try the door next to the goblins' den."
Apr 18, 2023 3:28 am
Mushrooms? No. Not much. Nothing beyond edible ones.

Now, fish. On the other hand...


If the mushrooms are obviously edible Moli will relay that information to Blornvid, but otherwise she'll differ to his judgement, as he seems to know something about dangerous fungus.
Apr 18, 2023 6:02 pm
With the fungus in the corners and middle Blornvid only gets a few grey in the room before stopping. The aroma is thick and you begin to get a bit light headed.
Looking around Moli is confused that there are several variety of mushrooms, which is atypical. Some look familiar but the diversity make it seem foreign.
Woozy
Apr 18, 2023 6:10 pm
Blornvid quickly retreats back into room 22. Once Moli joins him, he says, "Let's close that door and save it for later."

If his head clears in a reasonable amount of time, he'll suggest that they continue with the door in the NE next to the goblin bedroom door.
If his head doesn't clear in a reasonable amount of time, he'll consider heading out for some fresh air.

If Moli doesn't join him, he'll have to check on her after a few minutes.
Apr 18, 2023 6:18 pm
You feel better just leaving the room and getting a couple breaths of fresh, well damp and dank but fresh to a dwarf if not Moli, air.
Apr 18, 2023 7:37 pm
Yes. Let's. Save it. For later. Good idea.

Moli slides the door shut before going over to the NE door and listening for what could be on the other side.

Rolls

Listening at Door - (2d6)

(63) = 9

Apr 19, 2023 3:41 pm
You spend a moment fixing the lock before closing the secret door to the fungus room (24)

Moving to the door by the goblin room you listen and pretty though the rough and rotting doors gaps to see a sorry hallway.

all doors, square symbol work a line between the walls, are old and rotting. Assume your lantern light can be seen through the halls on the far side of you get close. Those doors can easily be broken or opened. If it has an icon, like the middle of the north wall in room 22, on it then it is better quality and you can not see past it but any on the other side will also not see your lantern light
Apr 19, 2023 6:52 pm
Blornvid says, "Hmm, a hallway." He turns to Moli. "Shall we give the other door a look before we go wanderin' down one of these hallways?"
Apr 19, 2023 11:22 pm
Indeed. Let us.

She walks to the other door, listening there as well.

Rolls

Listening at Door - (2d6)

(25) = 7

Apr 20, 2023 12:24 am
Though nothing is heard you catch a whiff os some foul odour coming from the other side of the door
Apr 20, 2023 2:57 am
OOC:
Thank you!
After getting a few whiffs of yet another foul odor, Blornvid says to Moli, "Why is it that every room we've come across today has a foul odor?" He chuckles quietly. "Do you want to try picking the lock to this one?"
Apr 20, 2023 4:18 pm
I think... I'd rather not. Better to go where we've some idea. Of what lies beyond. I think.
Apr 20, 2023 6:37 pm
"Alright. Shall we proceed through that hallway or see where the goblins came from?"
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