Chapter 2: Fell Tunnels

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Jul 11, 2024 12:14 pm
OOC:
Rolling first. And remind myself i have this: If a rogue’s skill check involving a trap is a natural even failure, the rogue can reroll the skill check once. If a trap’s attack roll against a rogue is a natural odd roll, the rogue can force the trap to reroll the attack once.

Edit: How about fail forward, my tools break so I cannot disarm any more traps or pick any locks until we've been back in civilization to resupply.
Last edited July 11, 2024 12:15 pm

Rolls

DEX - Skill (BG1) - (1d20+11)

(5) + 11 = 16

Jul 11, 2024 2:12 pm
OOC:
I'm going to start streamlining the exploration instead of asking you guys where you want to go and what you find. If what I do below is too much streamlining, please tell me. If it can be streamlined more, please tell me too.
Edgar takes his tools and finds a section of the panels on the floor that, if wedged right, would keep it from falling under your weights. As he does so, he manages to get the wedge in, but is unable to pull his tools back out. This might prove problematic in the future. As for now, the way is safe.

You find yourself in a long hallway. Examining everything, you find the following:
- Room 12 is mostly empty, with a door to the south. The blueprint shows it doesn't lead anywhere, but there is a door none-the-less. Perhaps it does something special, or it could be nothing.
- Room 13 is empty.
- Room 14 is a bedroom. Everything is torn up, but still usable. Odd to see such a thing for a wight, but perhaps it enjoys pretending it is still alive and "sleeping" on occasion. the blueprint reveals a room in the South West corner, but when you look there is just a flat wall. Perhaps a secret door, but how to open it?
- Room 15 is unknown unless you figure out the secret door.
- Room 16 has the sound of multiple creatures walking around inside. You hear growling, but don't know anything else unless you risk opening the door.
- Room 17 has another tapestry like the other. Potentially another cypher hidden within. It depicts a skeletal dragon leading an undead army. There is another door just like the one in room 12.
- Room 18 appears to be the way to the lower floor, just like the first floor had holes to jump down. Presumably the phrase Makasi used before would work again.

Does anyone do anything in any of these rooms? I would recommend not jumping down the hole in 18 until everyone agrees to.
Jul 11, 2024 2:55 pm
"Why does this thing show a door to nowhere?" Makasi asks in the twelfth room. She attempts to open the door.
Jul 11, 2024 3:03 pm
OOC:
I'm not good at finding secret doors probably, even given that we know approximately where it is. Ylliane will just stay back and follow carefully until we need to shoot the door.
Jul 11, 2024 4:19 pm
Upon pulling the door, the door swings open violently. For a brief moment, you see a glowing ring, as if perhaps a linked teleportation tunnel. This look is extremely brief as a blast of energy releases and then the door slams shut.

Those with any familiarity with magic have heard of doors similar to this that are magically trapped to do so unless something is correctly spoke prior. This appears to be such a door protecting something.

Rolls

Energy blast against Makasi PD 18 - (1d20+5, 2d6forcedamage)

1d20+5 : (1) + 5 = 6

2d6forcedamage : (23) = 5

Jul 15, 2024 7:21 pm
I'll give another 24 hours or i'll assume you guys are done with the floor and heading to the next floor.
Jul 16, 2024 5:55 pm
OOC:
I feel like we're at a distinct disadvantage with no spellcasters or INT-based folks to puzzle any of this out. That said, I'll have Makasi roll on each of these things for potential insight, adding backgrounds where applicable.

The room with the creatures in it - Do y'all want to open this? I'm game to fight them if that's what it is.
Last edited July 16, 2024 5:56 pm

Rolls

Room 14 - insight into the Wight (Int) - (1d20+2+3)

(7) + 5 = 12

Room 14 secret door (Wis) - (1d20+2)

(17) + 2 = 19

Room 17 tapestry (Int) - (1d20+2+3)

(4) + 5 = 9

Jul 16, 2024 9:27 pm
Makasi doesn't feel she really understands much about the wight from the room alone. She looks for the door and manages to find it. It seems there is a private armory. Nothing stands out aside from a pair of unusual looking boots. When she looks at the tapestry, nothing but dread and fear fill her mind. whatever code it hides escapes her.

Anyone else want to do anything? Anyone want to experiment with the boots?

I'll give another day before I assume you all head to the next floor.
Jul 16, 2024 10:22 pm
OOC:
would a religious background know more?
Jul 17, 2024 8:47 am
OOC:
Unless the shoes are dwarven craftmanship, Edgar ha no appicable skills either. He is not against the idea of opening room 16 to take a peek and a stab :)

Edit: Disregard die roll (which I hid). Added it before I read the thread fully, and forgot to remove it before posting.
Last edited July 17, 2024 8:49 am

Rolls

Secret Roll

Jul 17, 2024 11:49 am
Jomsviking says:
OOC:
would a religious background know more?
The lich king isn't really religious. If this were the Crusader than yes, but not for the lich king.
Furmyr says:
OOC:
Unless the shoes are dwarven craftmanship, Edgar ha no appicable skills either. He is not against the idea of opening room 16 to take a peek and a stab :)

Edit: Disregard die roll (which I hid). Added it before I read the thread fully, and forgot to remove it before posting.
I believe if you spend time with a magic item you will learn what it does, no roll. As for your roll, do you want to take it and repurpose it for a different task? Be a shame to waste it
Jul 17, 2024 11:53 am
OOC:
Could I just roll Int without background to figure out the tapestries? In that case the roll would be a 21.
Jul 17, 2024 1:40 pm
Edgar realizes that there is a command word hidden within the tapestry. When spoken, it appears to deactivate the trap on the door in the same room (17). The code doesn't say where the door leads, but presumably it leads to a similar door somewhere else in the dungeon. You are unsure if the other door is a higher or lower floor.
Jul 17, 2024 5:53 pm
"Anyone feeling adventurous?" Edgar says with a smile after realizing the door leads to some mysterious place in the dungeon.
Jul 17, 2024 6:00 pm
Hrafe nods solemnly and approaches the secret door.
Jul 17, 2024 6:53 pm
Hrafe takes takes the map with him, says the word, and opens the door. Unlike the other one, this one doesn't release any energy or slam shut. After walking through, he looks around and gets an idea of the size of the room and the number of doors. Based on the dimensions, he appears to be in either Room 22 or Room 23. He hears the sounds of shambling in high numbers to the east of him.
OOC:
Does hrafe return or explore?
Jul 17, 2024 10:04 pm
Hrafe reports he suspects zombies in the room with the shuffling.
Jul 18, 2024 10:47 am
"Well, we don't have to jump through the hole so that's an advantage," Edgar muses. "We could possibly attack from a direction they don't expect."
Jul 18, 2024 2:22 pm
Makasi shudders at the thought of more undead. "If it gets us out of this hellhole faster, I'm all for it."
Jul 18, 2024 2:29 pm

Next step?

Stay on current floor for now
Vote to view results.
Use door to go to next lower floor
Vote to view results.

I'll give the poll until noon EST Friday 7/19. if a tie, party stays on current floor.
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