Chapter 2: Rotten Halls
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Jun 3, 2024 8:07 pm
Just as you expected jaws try to close with a terrible scratching after a few moments they crack sword's blade, but not before Throgin made it save out of the jaws.
OOC:
I'm made it 5 instead of 6 longswords you still have available and you are out. Now what do you do with propeller room? Anything else in this level? Jun 3, 2024 11:11 pm
"I could fly in past the propeller, and see if there's a way to disable the propeller."
Last edited June 3, 2024 11:11 pm
Jun 4, 2024 4:42 am
"Do it but be careful and quick. We never checked the other dark mouth with the person's mirage within."
Jun 4, 2024 5:25 am
I fly once again down the hallway, past the propeller and into the room with the three chests. I will then examine the room for any evidence of a disabling mechanism.
OOC:
Everyone please review the lore dump. The last line on the first plaque is "The keys turn on the inside only." My thinking is that somehow applies to this room. I think the carved birds at the entrance are indicative that the way through is to fly. The relevant map is on page 8. I'm open to suggestions as to how to proceed.Last edited June 4, 2024 5:54 am
Rolls
Perception - (1D20)
(14) = 14
Jun 4, 2024 6:10 am
OOC:
You can always see full map by tapping on DM icon, I'm trying to keep it map up to date (though PCs are where there were some time ago)If it helps here are a current situation
[ +- ] MAP
Tinkara see no other notable features in this tomb.
OOC:
I did provide a hint previously and I can do another one if you you ask me to. Jun 4, 2024 8:15 am
Zean looks carefully at propeller...
"I wander how is it attached to its axis... could it be disassembled somehow maybe? You know... taking it off the axis... makes it harmless. Maybe we don't have to destroy the whole propeller, just put the blades out of order? With precision hit in the middle? Or putting some sand between its bearing? If that doesn't work... I may try to Shatter it... or it will be a fast exercise... probably for Thorgin of hit-and-run... ?"
"I wander how is it attached to its axis... could it be disassembled somehow maybe? You know... taking it off the axis... makes it harmless. Maybe we don't have to destroy the whole propeller, just put the blades out of order? With precision hit in the middle? Or putting some sand between its bearing? If that doesn't work... I may try to Shatter it... or it will be a fast exercise... probably for Thorgin of hit-and-run... ?"
OOC:
This Zean's wondering is also a question to GM:)Last edited June 4, 2024 8:18 am
Jun 4, 2024 10:04 am
Vatoris commet: Whoever made this was not dumb to put so much effort and leave bearing exposed. I assume the mechanism could indeed be broken, but I just don't see how we could reach itthere are no gaps big enough for even water to get into the mechanism. The support made of solid metal goes deep into the ceiling.
OOC:
If you as a player want to better understand this construction mechanically, imagine something like this but handing from the ceilings[ +- ] propeller inside
Jun 4, 2024 12:09 pm
"We could also, I suppose, reduce it like I did the outer door."
I fly back to the propeller and examine the hub for external controls. Buttons, levers, etc. Perhaps the slow start would allow us to run up and deactivate it? Worth a look.
I fly back to the propeller and examine the hub for external controls. Buttons, levers, etc. Perhaps the slow start would allow us to run up and deactivate it? Worth a look.
Last edited June 4, 2024 12:13 pm
Jun 4, 2024 2:05 pm
Enough! I am just going to break it!
Throgin runs at the propeller and hits it with his maul recklessly. After making the attacks he will retreat back.
Throgin runs at the propeller and hits it with his maul recklessly. After making the attacks he will retreat back.
Rolls
Maul to hit (advantage) - (2d20H1+8)
(144) + 8 = 22
Maul damage - (2d6+4)
(45) + 4 = 13
Maul to hit (advantage) - (2d20H1+8)
(111) + 8 = 19
Maul damage - (2d6+4)
(24) + 4 = 10
Jun 4, 2024 2:13 pm
As Throgin approaches with his maul, I quickly fly back to the tunnel entrance to get out of his way.
"Hey! Give a girl a chance to get out of the way, will ya?"
"Hey! Give a girl a chance to get out of the way, will ya?"
Jun 4, 2024 7:09 pm
Despite his muscle mass Throgin is fast. He is out of the tunnel the moment when the wind is blowing strong. He steps off the pressure plate and you wait about a minute for spinning blades to slow to a stop. That's when you can see, or more precisely can't see even a scratch on the propeller.
Adamantine... say Vatoris impressed by object durability.
Adamantine... say Vatoris impressed by object durability.
OOC:
Again to speed up process - any repeated Throgin's attempts to break propeller with his maul will render inefficientJun 5, 2024 7:59 am
"Hmmm.... I'm starting to be out of ideas? But wait... is it just a flow of air in one direction? I don't think it is something magical that makes a pushing and pulling force of the air. Just the propeller spining?" - Zean looked at Vatoris to check his expression on this claim - "So... maybe... if we put a force against it, it will neutralize the air flow and will allow us to move freely in the tunel, so we could avoid the blades easily and go into the final chamber? But... the air flow is into the tunnel... so me working against it with me calling the power of wind from seven seas, would required to be on the other side of tunnel already? Sigh..."Against the air flow... just like my character:)
But as far as I remember in OSE there was possibility to cast "a reverse version of spell" (or was it a different system?) - is such thing in 5E.
"So... maybe it's better to make it a tiny propeller that will be easy to brake from celling as Tinks suggested... or... as it also looks like a tomb of one of the idols, maybe there is another way in? (this time?) As in first tomb?"
OOC:
Lol.. writing this I also started to see many problems in my idea of using:[ +- ] Gust of wind
1 Action; Self; Concentration 1 Minute;
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.
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.
But as far as I remember in OSE there was possibility to cast "a reverse version of spell" (or was it a different system?) - is such thing in 5E.
Jun 5, 2024 8:34 am
Vatoris: Technically wind blow the direction we want go. Wind is not the problem, the problem is getting past the spinning blades. Blades.
OOC:
Since wind produced by Gust of wind and propeller are different in nature I'd like to rule they don't simply neutralize each other, but cause chaos: tiny tornadoes and such. I would say if both are affecting a creature we roll 1d2 to decide whichever prevails at the moment. Or we could do some sort of opposed roll 1d20+your spell casting modifier VS 1d20+N for propeller. Whenre N is based on it's saving throw DC you don't yet know. Jun 5, 2024 10:25 am
"I would still like to examine the hub, if you all would stay here for a minute."
I fly forward and check the hub and mounting shaft for any signs of a mechanism to deactivate the blades.
I fly forward and check the hub and mounting shaft for any signs of a mechanism to deactivate the blades.
Rolls
Investigation - (1D20)
(9) = 9
Jun 5, 2024 12:06 pm
Tinkara finds no notable feature on the propeller to investigate
OOC:
For purpose narrative "propeller" here refer two the single object that include the blades and anything that keep those blades in their locationJun 5, 2024 12:42 pm
I fly back to the group.
"I don't see anything on the mechanism. The only thing I can offer is to try to shrink the propeller as I did with the door earlier. Bear in mind that it has a limited time duration, if we're going to try to pass while it's small.
"I don't see anything on the mechanism. The only thing I can offer is to try to shrink the propeller as I did with the door earlier. Bear in mind that it has a limited time duration, if we're going to try to pass while it's small.
Jun 5, 2024 5:36 pm
What about in the room itself? you think you can grab whatever is in there and then we move on?
OOC:
While I don't want to put Tinkara at too much risk, if you have something along the bounds of Misty Step the plan could be to gather what is needed and escape quickly. I think what we have found so far is "get an item and leave" is just as viable as duke it out to the end?Jun 5, 2024 10:27 pm
"It said, the keys can be turned from the inside only. Well, I will go have a look and see if there are keys."
I fly back into the tomb. I lower myself down into the pit with the sarcophagus. I examine the sarcophagus for signs of keyholes.
I fly back into the tomb. I lower myself down into the pit with the sarcophagus. I examine the sarcophagus for signs of keyholes.
OOC:
Argh, what is with these digital dice?!?Last edited June 5, 2024 10:29 pm
Rolls
Perception - (1D20)
(1) = 1
Jun 5, 2024 10:30 pm
Since I apparently can't see anything, I'll see if I can move the lid of the sarcophagus.
Rolls
Athletics - (1d20+3)
(7) + 3 = 10
Jun 6, 2024 5:28 am
Sarcophagus has no keyholes, nor it has any other notable feature other than carvings on the lid you saw first time.No matter haw hard she tries, Tinkara can't move the lid. It doesn't move an inch.
OOC:
No roll required to see there if there is or is no keyholes. Roll only required when you attempt doing something that has a reasonable chance to fail load next