Against the cult: the Forest Ruin (1.5)

load previous
Apr 4, 2024 2:39 am
Kragga will rummage through the wooden boxes and barrels to reveal their contents.
Apr 4, 2024 3:55 pm
There is no reattaching the stone sphere to the column it was suspended from, short of Mending magic. Aanbo is fairly confident that he could craft some kind of sling to suspend it from the ceiling again, with the correct materials. As an alternative, given the sphere's surprisingly light weight, he could fashion some kind of stand for it, so that it would be elevated from the tabletop (which would cast shadows downwards if he were to just leave it there).

Albertus realizes that the rust on the metal is recent. If there had been moisture in the air to rust the iron for centuries, the chain would have fallen apart and the bars of the portcullis degraded to the point that he could snap them with his hands. That this isn't the case means that something changed in the last months or years.

Kragga examines the boxes, which are slightly swollen. Cracking the top, a smell of mildew wafts in his face. Inside are more of the Heralds' white robes, but they're all rotted. A second box contains textiles or blankets, similarly befouled. In another crate are various bits of metal chain and wire, all of which are corroded like the portcullis and winch chain. He checks a small barrel; the contents within slosh and glop viscously, and the sides of the barrel weep with moisture, which smells like badly fermented cider. Whatever magic has been preserving things upstairs for the many centuries since the Heralds went to sleep has either worn off here or didn't extend down in the cellar in the first place.
Apr 4, 2024 5:57 pm
Aanbo looks to use some of his rope to fashion a sling, enough to secure the globe above yet allowing ample light through.
OOC:
Without trying to metagame too much, does anyone in the party have the Mending cantrip?
Apr 4, 2024 11:49 pm
Rust in the portcullis and winch is recent, friends. This has been used lately.
Al attempts to unwind the winch to open the gate.

Len

Apr 5, 2024 3:06 am
CancerMan says:
Without trying to metagame too much, does anyone in the party have the Mending cantrip?[/ooc]
OOC:
No mending here, alas!
WhiteDwarf says:
Rust in the portcullis and winch is recent, friends. This has been used lately. Al attempts to unwind the winch to open the gate.
Satisfied that the crates are full of junk, Kragga comes forward to aid Albertus with the portcullis, in case it is too heavy.
Apr 7, 2024 5:24 am
Upstairs, Aanbo puts the finishing touches on the rope sling he's fashioned to hold the glowing globe and is working on attaching it to the ceiling. Xana is providing supervision and suggestions, as usual. Theran is examining the plants in the conservatory; amongst all the herbs and vegetables, several of the plants are unfamiliar to him, either breeds that he doesn't recognize, plants that are foreign to these lands, or species that have been lost to time. Joseph is sharpening a dagger with a whetstone. This activity is all interrupted by a faint vibration they feel through the floor and, a split second later, the sound of a crash.

Downstairs, Al and Kragga haul on the winch as Ogbar stands ready to confront any dangers in the room beyond the portcullis. But the chain was apparently not connected to the gate! Instead, a hidden latch releases as the heroes pull the chain, and the section of floor they're standing on drops out from under them, swinging down on hinges to slam against the side of a hidden pit with a loud BOOM!

Ogbar, Albertus, and Kragga must make a DC13 DEX saving throw to avoid the pit or fall in if they fail.

Ogbar tries to catch the edge but his hands are full with his axe and he bounces off and into the pit.
Ogbar takes 2 points of bludgeoning damage.

Rolls

Ogbar DEX save DC13 - (1d20+1)

(8) + 1 = 9

Damage from falling into the pit - (1d6)

(2) = 2

Apr 7, 2024 5:29 am
Aanbo freezes at the impact. He looks down at a Xana from his perch, rope and light globe in hand. "What was that?"
Apr 7, 2024 2:11 pm
OOC:
haha, I didn't mean to type the 4, should just be +1. Should be a success either way.
Kragga deftly avoids the opening pit by holding onto the chain and swinging to safety at its edge. His attention immediately shifts to his comrades, to see how they fared. He will help each that fell out of the pit.

Kragga announces: "I think I have seen enough of this place."
Last edited April 7, 2024 2:17 pm

Rolls

Dexterity save - (1d20+1(DC13))

(19) + 14 = 33

Apr 7, 2024 4:09 pm
Al always knows trouble when he sees it. Unfortunately, our paladinic fellow only sees it a bit too late!

Gauntleted hand looses from the winch, only as our Oedridian knight takes terrible tumble. Straight down into ye ole freakin’ pit!

Aaaahhhh…!
THUD
Ow.
Last edited April 7, 2024 4:42 pm

Rolls

Dex save - (1d20+1)

(11) + 1 = 12

Falling dmg - (1d6)

(5) = 5

Apr 8, 2024 5:00 am
WhiteDwarf says:

Aaaahhhh…!
THUD
Ow.
OOC:
Note that I intended for the damage I rolled to apply to anyone who failed their check, so Albertus only takes 2 damage.
Apr 8, 2024 5:04 am
Ogbar
Ogbar yells: "It was another trap! We're in a pit!" in the hopes that the others will hear it (they can, distantly). The barbarian then gives Albertus a leg up so that he can reach Kragga's outstretched hand. The half-orc helps him up. Ogbar then leaps up to try to grab the edge...he misses the grab by feet and drops back down. Having failed that, he reaches his axe handle up to his fellows, and they heave it up far enough that he can grab the edge and pull himself up. "Well, that didn't work." he huffs, embarrassed. "But by what we can see in the other room, there is a way in there. We just have to find it."

Rolls

Athletics DC10 - (1d20+4)

(4) + 4 = 8

Apr 8, 2024 5:09 am
"I'd better finish up here," says Aanbo to Xana, "then see what's going on downstairs." He hopes his quick attempt to secure the globe will suffice, at least for now, and then hustles to check on the rest of his companions.

Joseph Nimblefingers

spaceseeker19

Apr 8, 2024 5:45 am
Joseph Nimblefingers
Joseph jumps up with Aanbo and fumbles to pull out the silver candlestick and light the candle again. "Yes, it sounds like they might need help." As they head out the door, the halfling calls over his shoulder to Theran and Xana. "What about you two? Coming?"
Apr 8, 2024 1:40 pm
Theran nods, tucking a few seeds and clippings from unidentifiable plants into a pouch before turning and making his way to aid the others.
Last edited April 8, 2024 1:41 pm
Apr 9, 2024 3:21 am
The party regroups in the basement, with Aanbo, Joseph, Theran, and Xana rushing down the stairs from the kitchen to find Al, Kragga, and Ogbar in a dusty cellar storeroom, dusting themselves off at the edges of a pit opposite a closed portcullis.
[ +- ] Forest Ruin Basement
How do you want to proceed?
Apr 9, 2024 4:27 am
"Is it worth investigating further?" asks Aanbo, concerned about everyone's condition.
Apr 9, 2024 3:29 pm
"Absolutely! It's clear that I will have to take the lead on this. Stand back, everyone." Xana moves towards the pit, looks at it, then looks at the portcullis. "Hmmmm." Xana attempts to tiptoe around the pit to the door to open it? Barring that, she'd try to blast it open from afar.
Last edited April 9, 2024 3:29 pm
Apr 10, 2024 5:16 am
Kragga stands back to let the spirited halfling deal with the task. But, he stands close enough to catch her with his long arms if she takes a wrong step and falls in.
Apr 10, 2024 11:00 pm
Xana edges around the pit, tries to lift the gate, then looks around a bit more when she is unable to budge it. It clearly isn't loose in a channel; it's hooked up to some mechanism separate from the winch and the trap. As Kragga hovers protectively near her, the gnome looks to her left, peering into the shadows behind the boxes. "Aha!..." she begins, pouncing at something she sees, but then is disappointed that it was just a place where the stones forming the wall had shifted slightly.

She follows this hunch further, looking behind the boxes that the wizard had examined earlier. "Aha!" she says again, this time with more definite satisfaction as she shifts some boxes on the eastern wall to reveal a small lever. "Sometimes it requires more complicated thinking!" She flips the lever, and, following a few groaning clunks of machinery in the walls, the portcullis retracts into the ceiling with the rattle of more hidden chains. Joseph and Ogbar lead the way into the room beyond, stepping lightly over the corner of the pit in front of the doorway.

The dust is less thick in this workshop room: evidence that there is less here to decay, though the smell of mold is stronger here. Sturdy wooden tables stand here, their legs speckled with mildew. Each table is littered with tools and crafting implements, and on the south wall is a small forge and anvil. A small collection of rusted weapons - spears, arrows, scythes - is carelessly stacked on the table in the southeast corner. There is a closed wooden door with discolored patches and banded with rusty iron leading east.
[ +- ] Forest Ruin's basement, with workshop
Each character who enters the room can attempt a Perception or Insight check, DC10.
Apr 10, 2024 11:10 pm
Theran carefully steps across the corner of the trap, entering the room at an angle as the odor assaults his nostrils. Decay and mold may be a perfectly normal part of nature, but it doesn't make them a pleasing scent.

As he sees the door, he tries to remember what was above the area beyond the door.
Last edited April 10, 2024 11:13 pm

Rolls

Perception (WIS) - (1d20+5)

(20) + 5 = 25

load next

You do not have permission to post in this thread.