Chapter 1: finding the Tomb
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Draped with vines and black moss does not let you see what if anything is depictd on the obelisk, you would need to come closer and clean it.
"Leave those statues alone please. We don't want them waking up. "
Agreed, Thad replies.
He stands his maul with one end on the ground, the head of it reaching his own head in height. Awaiting those around him but ready to move at a moments notice.
The obelisk radiates a strong aura of abjuration magic Vatoris finally announce.
"I'm quite sure there will be planty of interesting things to do for such a man of action like you - as soon we enter this ancient place. But for now... let's allow Vatoris do his tricks." - and by saying so Zean moves just a little behind Throgin and draws his own maul, fighting his rising curiosity and impatience to see what is written on the obelisk.
Edit: was writing this just before GM posted. Just to let you know:)
"I say we try the smaller opening first."
Rolls
Perception - (1d20)
(1) = 1
Rolls
Perception - (1d20+4)
(5) + 4 = 9
Ixion move some of the creepers using his mage hand only to realize vegetation is too heavy for mage hand to be any effective.
Vatoris use his both hands and his whole weight to slowly clean up the entrance from the creepers - it takes less than a minute to finally see a narrow tunnel. Alcoves run the length of a tunnel, each one featuring a bestial statue standing or squatting above a basin of oil.
Each statue above a basin of oil is marked with star.
I see aura of divination magic around the statues. The oil basins give off an aura of conjuration Vatoris announce
Meawhile Tinkara realize that she is too far from the entrance to see inside.
Throgin have a feeling that wherever he don't watch at a gargoyle - it is moving, freezing immediately as he look at it.
He throws his maul onto the strap on his back it usually hangs while he walks, and grabs a javelin.
Vatoris leaves the small tunnel and strolls over to the larger one. "I will clear this one and check it for magic."
Hearing Throgin's comments about the gargoyles, she tries to watch key points on the statues to see if they really are moving.
Ixion stood at the mouth of the smaller cave, his eyes pierced the darkness within as far as his enhanced vision could.
Rolls
Perception - (1d20+4)
(9) + 4 = 13
Could you please help me as DM to narrate your PC ACTIONS by explaining both action and what you want to achieve with that action.
I would appreciate but not insist you reading my long explanations below
- my PC spend next 5 minutes staring at a single gargoyle trying to figure out if it moves.
- my PC moves through the tunnel tasting oil from each basin to understand if this is an oil indeed and what type of oil.
Skill checks will seldom help me decide if you can achieve what you want to. If you don't roll I may consult with your passive scores and I am able to find them in your charactersheets. First example action would require no ability check, the second would require an ability check to guess what type of fruit the oil is made of.
Puzzles are for players to solve. Very seldom will any dice rolling (i.e. perception) help solve a puzzle. As a DM I expect players to guess the right actions needed to solve the puzzle and describe your PCs doing that action. And take a risk of doing the wrong action.
To prevent us spending too much time on each puzzle I have following plan: if players can't guess the right action in 24 hours (48 over weekend) I will provide an OOC tip (i.e. reminding you of a piece of information you posses as players). After 24 more hours I'll describe either clue your PCs discovered (without relying on a dice - i.e. skill checks) or a direct OOC hint (suggesting type of an action required here) . After 24 more hours I expect you either solve it or we move on leaving it unsolved.
After we are done with first few clues I'll ask your feedback on this approach and will be open to improve it.
What kind of material are they made of? Are statues firmly attached to the ground or are they moveable somehow? (not moving them yet) What are behind them? Just stone walls? Is it really an oil inside basins? If Zean thinks so, he will try to investigate what it is made of and why some animals didn't come to drink it for so long?
He will do it after casting Resistance on him.
Vatoris feel presence of a magic in the room but can't see any particular object that would radiate an aura. It should mean magic is somewhere deeper or perhaps behind the slab.
Meanwhile Zean understand that each statue is 3 feet tall made of stone and seems to stand strong on a its pedestal. No animals have been here based on how thick the creeper were. Why they don't come here - that you can't tell. Oil seem natural. There is just a stone wall behind statues just like it is stone wall all along the tunnel.
Gargoyles keep ignore your staring at them, if these even are gargoyles and not just real statues.
What does that oil smell like? Is there anything in the oil basins besides oil? Lighting it isn't the only option, y'know. Maybe it's an anointing oil. Do you see any scorch or soot marks that make you think it's meant for burning?
When he is about to announce what they think - his eyes fall on the star and cavities around of it...
"YES! The order... or more so the opposition - being on two sides! That have to be it!" - he almost shouted, but tried to contain his excitement as he recalls it is never a best idea to make a lot of noise in the jungle.
So he adds with much lower voice: "You think we should put the cubes in exact order as statues in small cave are watching each other? I mean: Moa (jaculi) cube on the other side of line with the Wongo (su-monster) cube, and so on?" - he recalled clearly from his head as he made a careful notice of the statues order before leaving.
"And should we anointed the cubes before trying to insert them with the oils form the basins as Tinkara suggested?"
And yes, basin is few times larger than a cube
Tinkara flies into the smaller passage and looks at the statues. is there any evidence the oil was ever lit? Soot, scorch marks. She hovers near a few of the basins and sniffs to see if she can detect any particular smell from the oil. She also looks for any writing carved into the stone.
Rolls
Intelligence Check - (1d20)
(3) = 3
Rolls
Perception - (1d20+6)
(14) + 6 = 20
She can't see any evidence of neither fire nor any humanoid activity in this tunnel.
Since it's been 24 hours I was to provide you a tip, but Zean seems to already figure out that cubes are the key. Let's see if you will need a hint.
I'm a lot of things, but super cautious is not one of them. No risk, no reward. No matter what you do, life is short.
My friends call me Tinks. I think you all qualify at this point.
"You are right Tinks, there are only 8 holes and we have 9 cubes... and that leaves us with flail snail cube... I wonder if that means something... it's earth creature... so maybe we have to look for something in the ground?"
So he adds a little louder, so the rest of his companions could hear him:
"Do you see any other socket, near the ground so we could use it with the last cube of flail snail idol?"
When they will end inserting 8 cubes and IF nothing will happen: Zean will look at the bottom of the door. And if there i.e. some layer of dirt/ground that could cover the door bottom he will try to uncover it.
@WhiteDwarf @valdattaMadun what are your PCs doing while ? While Zean and Ixion seem to morally and otherwise assist Tinkara.
Would it be right to assume your 3 PCs are somewhere like this? Perhaps someone is observing smaller tunnel ?
Vatoris meanwhile notice more moss one one part of the obelisk at the height 7-3 foots. He obelisk is either damaged here or there is something engraved beneath because irregular surface would allow moss to develop.
Zean, I think it's best if you aren't in front of any of the skulls. My gut tells me something might come out of there when I'm done putting these cubes in.
"BUT... as there is only stone on the other side of the holes clearly visible... it may be some kind of poisonous gases trap, rather than projectile one... so... your very elegant body size can be not enough to avoid it... so the idea about Vatoris tricky hands probably is the best one. In case I'm right this time... and something happens... keep to the center of the door and hold tight... I will be ready with the power of wild winds, that always precedes the proper Storm... "
Clearing moss with mage hand will be slow if posssible at all. We will get back to that later.
P.S. No you don't notice any kind of kind of poisonous gas coming our of the holes. What I described above it the only change to the environment
Rolls
Strength check - (1d20+4)
(19) + 4 = 23
Does Ixion have the chance to bonus action Misty Step out before the slab falls? If not, I'll roll Athletics.
Tinkara realize eight cubes left inside...
Well, that didn't work as we might have hoped. I can't teleport back in there unless I can see where I'm going. We have one block left. I suggest that we read the obelisk for a clue as to how to proceed. If anyone has another idea, let's hear it. Our only hope at this point seems to be that this is an elaborate trap, and that the true entrance is hidden elsewhere.
Druidcraft says "You instantly make a flower blossom, a seed pod open, or a leaf bud bloom." Could this be seen as speeding up the process that a plants life cycle takes? Could I use Druidcraft to speed up the lifecycle of the moss or manipulate it in some way to clear it off?
again, it isn't exactly how it is worded but worth the ask
Hmm. Seems we do not have the correct solution here.
She flies back out of the tunnel and lands. She starts walking around the area, looking for any clues that might have been missed.
Rolls
Investigate map - (1d20)
(3) = 3
"Any other plans for clearing the moss? It looks like it will take ages this way..."
If no one opposes, Zean takes the cubes from Tinkara, goes to the small tunnel, immerse them in oil basins (in correct ones - of course:) ), then gets back to the group, gives one of the cubes to Vatoris and goes with the rest towards the stone doors once again and starts to insert them in the same way as before.
"While I clear this maybe look around incase we missed something else."
Rolls
Investigation - (1d20)
(1) = 1
Hmm. The enemies oppose, so I think we were basically correct with the placement of the cubes. In darkness, it hides. Sounds like we should light the oil. The keys turn on the inside only. Maybe we all need to be standing on the inside, and let the block fall, before the doors will open? I don't get the bit about the mask or the doomed child. Any other thoughts?
"Yes... I think you are spot on again Tinks! There could be the last hole for the last cube on the falling stone and we didn't mange to see it from the outside and you teleported fast. But... that means we all have to be between two stones in order to enter. I don't like it... but we don't have a choice I think. I think the rest of the riddle is for the things that are yet to come. So do we fire the oils after my little bath for the cubes? " - Zean asks puzzled.
Lets go between the stones... together? Public
Throgin will set unlit torches just over the basins of oil, then he would prepare to light them one by one with Druidcraft once he gets the signal from everyone.
I would also like to add this, sorry to forgot describing it first time
"Any other plans for clearing the moss? It looks like it will take ages this way..."
If no one opposes, Zean takes the cubes from Tinkara, goes to the small tunnel, immerse them in oil basins (in correct ones - of course:) ), then gets back to the group, gives one of the cubes to Vatoris and goes with the rest towards the stone doors once again and starts to insert them in the same way as before.
P.S. No you don't notice any kind of kind of poisonous gas coming our of the holes. What I described above it the only change to the environment
Hoping to Prevent it from happening again...
"How is it going over there? Figuring anything out?"
Rolls
Investigation - (1d20+7)
(4) + 7 = 11
Investigation - (1d20+7)
(9) + 7 = 16
That one part on the stone trap there, how might that work? That could be something, right?
Rolls
Investigation - (1d20+7)
(2) + 7 = 9
Same with Wongo cube - it only fires up Wongo basin.
Either way fire ends magically when you move each cube away.
Vatoris discuss with others what they have seen and concludes what the rests have concluded - when last of 8 cubes were put in and released it magically triggered stone block to start moving. There are no mechanical triggers. You would also expect that no more sand/stone be falling down when you trigger it next time as it remains on the floor.
As for source of the gas - you have no idea because you never saw anything, but you remember Zean suggested it may have originated from the small holes in each skull's mouth. But that's just a guess
Throgin goes back to the clearing and starts looking at the gargoyles again...
Rolls
Int - Check - (1d20+3)
(10) + 3 = 13
He try to stay close to exit (as much as mage hand reach allows). When all 8 basins burn and nothing else visibly happens Vatoris manipulate each cube putting it into a basin of opposing god figure, for example putting Moa (jaculi) cube into Wongo's (su-monster) basin: it cause Moa basin fire to stop, but affect Moa's cube in no visible way.
The enemies oppose... The enemies oppose he quote the obelisk and suddenly realize this reflects the Onlu Legend they have learned in past few days:
He quotes parts of the legend:
Wongo the su-monster found out how Moa had betrayed him, he vowed to catch the jaculi and eat him up
and
The zorbo and I'jin the almiraj became terrible enemies
and now everyone remember that also
Kamadan chased Nangnang the grung
while
Kubazan the froghemoth chased Papazotl
But it was Unkh the flail snail that saved the day in the legend...
@thorsman99 actually roll a perception check for Tinkara
Here is a tip for everyone - my previous post contained a hint
Rolls
Perception Check - (1d20)
(20) = 20
Aha! That’s probably IT, Tinkara! I think you’re onto something, there! Let’s do it!
Thad helps rearrange the cubes.
After several attempts and with a help of Thaddeus you manage to move the far wall - the statue of Unkh (flail snail) hidden behind a secret door at the end of the tunnel reveal itself. Similar basin is in front of it
A golden pendant shaped like an eye hangs on the Unkh statue
dont you guys come alive now...
Anyone have detect magic to cast on this pendant? I wonder if that's the mask the inscription refers to? And now that we've found this, I wonder if we should try putting the blocks in the sockets again? Thoughts?
1 divination
Casting Time: 1 minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Bard, Wizard
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently
Pulling aside the heavy undergrowth, you uncover an archway in the cliff face. Stone skulls peer down from the lintel, and old bones litter the threshold. As light strikes the entrance, a swarm of bats screeches out from within.
Anyone who dare to enter scares away the bats and see:
A slab of worked stone blocks the overgrown tunnel some twenty feet from the entrance. Grinning skulls mark the edges of the slab, in the center of which are nine cube-shaped cavities arranged in three rows of three.
I think we should place the cubes in opposition, as we did before, and then place Unkh, via mage hand, in the center socket. Any other thoughts?
Rolls
Perception - just in case, if needed. - (1d20+9)
(11) + 9 = 20
Ready for mage hand to do its thing.
"Before we mess with the cubes and all get trapped again let me make sure there is nothing strange about."
Rolls
Perception - (1d20+6)
(10) + 6 = 16
That groove i the stone right there (rp only), it looks interesting…
Our fightery fellow goes on like that, just tryin* to be helpful. When probably, really, clutch8ng his holy symbol habitually might simple be what he does best!
Rolls
Perception - (1d20+6)
(18) + 6 = 24
You can only guess jungle predators use this tunnel as shelter, and the bones are a velociraptors (smaller dinosaurs you have met plenty outside the city). Also discover boot prints leading toward the doors (probably into the tomb). The tracks are not recent.
Also please fix me if this is wrong: Vatoris is going to insert all nine cubes ("enemy" cubes in opposition, then Unkh in the middle) using mage hand.
Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door's surface, with a graven stone skull leering down from above.
If he doesn't notice anything he calls out to the party.
"Everyone Ready? Pulling the lever. I don't know what will happen." Staying 30ft back, Vatoris uses his mage hand to pull the lever.
Rolls
Perception - (1d20+6)
(18) + 6 = 24
Rolls
Perception - (1d20+4)
(18) + 4 = 22
Rolls
Perception - (1d20)
(8) = 8
After Tinkara checks out the pit he Uses the mage hand he flip the lever back to its normal position hoping the trap would close.
That's the only change to the environment you can observe.
The stone floor that collapsed weight more than you can hope to rise
"Indeed if the pit didn't close, there have to be another way in. I wonder if we can see something interesting on the next door, besides the unlucky lever and in the pit... or the celling?" - and that will be what Zean will try to check when the door open again, without entering the tunel, yet.
"I really hope it isn't next fake entrance. And it would be certainly interesting if the pit would be some kind of illusion... but I must admit, that I don't see the reason for that."
Is Annex still playing with us?
I'm ok with deadline... but excluding weekends:D
Clarifying statements/ questions.
Pull Lever down. Pit opens up.
Pull Lever up. Nothing happens.
We wait doing nothing but chatting and looking around for 2hr. During that time.
Door A rises back down and we end up back outside.
Cubes Reappear.
I am assuming we are either missing something or we put the cubes in incorrectly.
Vatoris might be better in the front due to traps.
Clarify/recap:
Pull Lever down. Pit opens up.
Pull Lever up. Nothing happens.
Next hour you do everything you can (begin with cast all types of cantrips and ending with throwing dead cockroaches on the spikes :) )
After an hour first doors (with 9 cavities) descends closing the room with the pit.
You spend one more hour retrieving cubes as they are teleported back to shrines (and you have to do quite some tasks to recollect them, but we are skipping that part)
Zean will try to see if there is something interesting on the next door(on opposite side of the pit), besides the unlucky lever. Then in the pit, finally on the celling? Without entering the tunel, yet.
It opens and you see both floor raised up and Lever in upper position, just like you saw the room first time
Tinkara flies in and pulls the lever. She's very careful to touch nothing but the lever, and stays airborne the entire time.
"The next part of the riddle says: 'Don the mask or be seen.' or are we already on the 'The keys turn on the inside only.' part? Do you see any masks or something like this there Tinks? Is there anything interesting on the door besides the lever? Any symbols? I must say, that I'm even willing to stay inside the tunnel when the door will close once again..."
Zean checks if there is any place that he could stand inside the tunnel when the door will start to close again, so he will be sure not to fall into the pit.
If anyone has Climber's Kit or at least hammer+ pitons + rope you can tailor some way to hang there on the wall. Or you can carefully descend and stay in the pit (you only take damage falling into it, not climbing down. Tinkara could stay inside and in air with no special actions.
Zean will try to see if there is something interesting on the next door(on opposite side of the pit), besides the unlucky lever. Then in the pit, finally on the celling? Without entering the tunel, yet.
Let’s get ourselves ready to climb down, friends. We can avoid the spikes with careful descent.
Unless anyone has another idea?
You will need to tie together 2 ropes. No ability checks required to do that.
Anyone share second rope?
Zean standing next to the open doors see nothing new or of an interest: just spikes, doors with lever.
I've got nuthin'. I don't know that climbing down is going to do anything. What obvious thing are we missing here? Wait... mask!
Tinkara flies back into the tunnel to have a closer look at the skull on the door. Is it part of the door, or is it a mask?
Are anyone getting down in the pit? I think if two medium sized characters are holding rope they can safely get third one down with no check. If skinny elf Vatoris try to hold it alone while giant foundling Throgin getting down... that would have a high chance of failing, wouldn't that? Please give me details.
What's about "Mouth thing", no idea what @Smiley mean by that
Narrating the only action I understand
Another slab blocks the hallway twenty feet beyond the first door. An iron lever is set into the door's surface, with a graven stone skull leering down from above.
Rolls
strength check - (1d20-1)
(9) - 1 = 8
"Thorin is right. Maybe let's just wait for the floor to rise again, open the door again and some of us could wait inside to see what is happening there when the door close. Or you are willing to stay there for this 'round', Little One? But it makes - even me - quite uneasy to left you there alone. Huh, Tinks?"
I want to fast forward
If you still want to descend into the pit or do anything else just post your actions. With Throgin and Zean holding the rope it will be easy (no ability check required) to both get down and then up again.
If it: is door close, then pit's floor rises(unseen from our perspective): Zean will stay outside.
I will stay in next time when the door closes, and then pull the lever. In the meantime, let's see if we can find anything like a mask around here.
Followed by minor rubble, dust and sand fall you can soon seen through into the tunnel: A moss-covered corridor extends beyond the fallen door. Tree roots hang from the sagging ceiling, and the air reeks of rot and damp. Ahead, a bas-relief carving of a bearded devil's face adorns the wall at a T-shaped intersection. The devil's open mouth is a well of utter darkness.
A hunched figure appear a moment later from the west of a T-shaped intersaction. Dwarf sized creature, wearing a mask that is a replica of the devil face at the tomb entrance. It glares at you just a moment. Without saying a word, the figure steps east and out of sight.
Tinkara, staying as close to the ceiling as possible, flies towards the T intersection. As she approaches, she will maneuver left and right to see as far as possible down the left and right corridors without entering the intersection. Staying as much as possible out if sight. What do I see?
"I will be right by you Tink. Don't fly to far..."
Tree roots hanging from the ceiling makes it difficult for Tinkara see and even fly through, especially if she try to keep to the ceiling where the roots originate.
"Patience is not bad thing."
How deep is the pit?
Zean does exactly this: attaches the two connected ropes - as you proposed GM in earlier post - to the tree and descend as first into the pit, then waits at the bootom and helps other descend safely as possible.
Rolls
Athletics - climbing down - (1d20+7)
(12) + 7 = 19
I look for a convenient place to attach a rope.
Rolls
Perception - (1D20)
(13) = 13
The doors reduced to be about 7 feet high and 7 feet wide still stand almost vertically (upside down)
And yes it is possible to tie a rope to the roots
I will wait for input on
a) if anyone want to do something quickly before door enlarges back
b) If Thaddeus and Vatoris are also getting down into the pit (note: it will be a DC 5 athletics, Thaddeus will automatically pass, but do you want Vatoris to do the same exercise? )
"It's all prepared me for this," he joked to himself as, sword sheathed and shield stowed, he began his descent.
Rolls
Athletics - (1d20-1)
(1) - 1 = 0
Meanwhile, encouraged my how easy other made their way down Ixion start descending, putting his foot into the same tiny gap in the wall everyone else were using, but it just so happens that the gap cracks bigger and the food falls. Ixion still try to hold his wight with his arms, but weather is hot and humid in Chult (continent you are on right now) and Ixion's palms are all wet and slippery. So are the rope after few climbers.
Going forward: if Throgin want to pull on the rope tied to any individual, Thaddeus can roll Athletics instead of a person he is pulling. More over if they work together with Thaddeus the roll will rolled with advantage. Obviously - they need to get up first
Rolls
Strength save - (1d20+8)
(19) + 8 = 27
What do you all do next?
@Smiley does Vatoris you stay there?
Would these do? Or would you prefer to stake in a Javelin?
When Throgin has tied the equipment in, I'll pull the rope up and look for a convenient but solid crack. I'll hammer the chisel in, tie the rope to it, and toss the rope back down.
If you want Athletics it would be a 13 instead of a 22.
Rolls
Acrobatics (advantage) - (2d20H1+8)
(141) + 8 = 22
He hesitated a bit before he added, "If we come across any impediments that brawn cannot crush, I can create a dimensional doorway for myself and one of you. That might have been helpful before..."
1. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation while what you described still sounds like something and Athletic person would be better suited to do. If you had fixed a rope all across the pit, then walking that rope would be an acrobatic check, but you didn't.
2. As a DM I will not allow skill checks to break existing rules. You can't avoid fall damage if you fall 20 feet
3. Now imagine a 6 meter deep pit full of extra sharp spikes at the bottom. Can you imagine a sapient person trying to jump in there expecting to hit no spike on an impact? It sounds Almost impossible to me i.e. DC 25
It's a pity none got any pitons with you, let me help you here - granting you some rusted pitons (one time use, so make them count)
Since the space in the tunnel is limited I'd like to know:
Tinkara, where are you hammering the piton? Could you describe the exact spot it may or may not be of importance
Who is climbing up first? Who second. I'd like exact order if we can.
Everyone climbing - roll athletics with advantage. Everyone who has poor athletics - I suggest you let someone stronger pull you up (they roll Athletics instead and still with advantage.)
Rolls
Pitons you found in Omu - (4d4)
(3434) = 14
Rolls
Athletics (advantage) - (2d20H1+7)
(151) + 7 = 22
@Tinkara: you hammer it into floor, right?
@Tinkara: you hammer it into floor, right?
I do have Pitons in my Burglar's pack. Plus a Hammer and Crowbar...
Rolls
Athletics - (1d20+8)
(7) + 8 = 15
Pain of a dart hit is minor, but the poison ...
Tinkara would realize a moment later she were trying to hammer the piton into a pressure plate, triggering a well hidden trap.
Rolls
Darts to hit Tinkara - (1d20+8, 1d20+8, 1d20+8, 1d20+8)
1d20+8 : (4) + 8 = 12
1d20+8 : (6) + 8 = 14
1d20+8 : (1) + 8 = 9
1d20+8 : (19) + 8 = 27
Piercing damage - (1d4)
(2) = 2
Poison damage (DC 15 con save to half) - (4d6)
(6113) = 11
@thorsman99 do you want to choose other location for your piton or repeat in the pressure plate hoping trap exhausted itself
Zean and Throgin climb up the rope provided by Tinkara
I resume flying now that I'm done working with the piton.
Rolls
Pressure plate check - (1d20, 1d20)
1d20 : (9) = 9
1d20 : (16) = 16
"Nasty contraption, isn't it? Everyone: be careful, there may be more plates like this." - with those words Zean started to look carefully at the tunnel stretching before them - especially its floor and if there could be more pressure plates. Then he crouches and carefully - not to make another step - looks for and investigates the darts that surly have to be laying around - especially those that didn't hit Tinkara. Are they relatively new? Or ancient? Someone had to load them in the trap at one point. Who could it be? And are the holes that arrows exit only on one side of a wall/tunnel or both?
"I wonder why those before us didn't triggered the trap?" - he shares a puzzling thought to his friend Throgin, that was probably still helping others with the climb. He was referring to the traces that they encountered in front of the first stone door.
Rolls
Perception (disadvantage) - Stone floor checking - (2d20L1+9)
(16) + 9 = 10
Could be our predecessors didn't get this far. Or it could be that the fellow in the mask resets the traps.
Status: In battle | Dungeon crawl |
Reaction used 0 | Always ON: Resistance |
Holding shield 1 |
Health: 57 / 57 | AC: 19 |
BTW: Zean will collect all the poisonous darts he will find:) You never know when some poison will be handy... ;)
Your PCs should guess probing the floor isn't a good idea and the 4 darts have exhausted their one time use poison effect.
I'll provide some more reasoning in OOC channel
Could someone roll Athetics with advantage for pulling Ixion up? Very little chance to fail DC10, but still a change
I fly over to him.
Anyone pulling Ixion up ? I will need an Athletics check with advantage for that
Thaddeus and Vatris will also need to get up: either on their own or pulled up
Zean and Throgin still standing on the edge assuming more pressure plates could be ahead
cleaning up the sand and dust with your hands will take time but will remove disadvantage and your passive perception will no more suffer -5 penalty due to disadvantage. That may be enough to spot plates. Alternatively if anyone could sacrifice any clothes, bedroll or something - Tinkara could stuff the holes in the wall and it may prevent the darts from being fired. I'm good with any other ideas.
Rolls
Athletics (advantage) - (2d20H1+7)
(91) + 7 = 16
Zean casts Gust of Wind (1 minute duration) before him in the direction of ugly face and slowly walks in that direction why someone else (Throgin? ) hits the floor before them with spear/jevelin triggering the traps. All this with assumption that the strong, magical wind will redirect all the triggered darts away from us? But I don't know if it is possible/correct in 5e?
But maybe Tinks clearing the floor will be enough ? Or that will help us with triggering the plates while the strong wind will be flowing ? (advantage? )
No Gust of Wind do not prevent ranged attacks. Note: the conceptually similar spell windwall prevents projectiles and clearly says so. If gust of wind did the same it would say so.
No druidcraft will not do the work. Harmless sensory effect, such as a puff of wind can't move the amount of sand... or at least it would take weeks to do so.
Gust of Wind is good to clean the sand in 2 turns (12 seconds)
So ok: I'm willing to use Gust of Wind "for clearing purposes" :) here, but will like to make a nice description about it, so for now I will wait for others to see what they think about it and if they do have other ideas for our current situation?
Oooh, darn it! Well, it was worth a try. Any other ideas?
The hand starts helping brush away any dust or dirt left over by the gust of wind.
He carefully checks the tunnel for any other possible traps now that the dust has settled...
Rolls
Perception - (1d20+6)
(5) + 6 = 11
Or not. Sigh.
Rolls
Perception - (1D20)
(2) = 2
A life spark flew from Ixion's lips into Tinkara, closing some of her wounds.
Rolls
Healing Word - (1d4+5)
(3) + 5 = 8
Oooh, darn it! Well, it was worth a try. Any other ideas?
Zean stands with his feet apart to root himself deeper in the earth. He closes his eyes while drawing his hammer from his belt. He grabs it, holding both ends. After a short while, the first sparks appear on the hammer, which in turn causes the first air flow through the tunnel. And then with each new spark, the new portion of air begins to gather, or more so concentrate in front of Zean. Making it into the spherical shape, that begins to be so dense that looking through it distort the vision. Finally, Zean exhales deeply, straight from his diaphragm, and the accumulated air hits with great force. Zean tries to ensure that the air flow falls primarily on the tunnel floor, to dust it off.
STR Save
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Rolls
Athletics (advantage) - (2d20H1-1)
(1920) - 1 = 19
@WhiteDwarf - I am still expecting you to roll Athletics here
Knowing how dangerous the city is everyone understand that there is a chance to never see Thaddeus again. But he is determined to do so.