Chapter One - The Adventure Begins

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Oct 4, 2018 2:17 am
OOC:
Perception is correct.
Toe, you don't see any trap-like mechanisms from the distance you are standing. You can make out a small diamond-shaped keyhole in each of the doors, to the right of the glyph near the rim.
Oct 4, 2018 5:57 am
OOC:
Ok back on schedule and much taller. Thanks Rand. lol
As they prepare to decend, Dracone looks towards Rand.

I see you have the ability for light, may you also cast it upon the center piece of my shield my friend?

Dracone will move at the front of the party but, a little behind their scout Fhenryl, with his lighted shield. If Unable to cast, he will walk with a torch in his right hand and his Shield in his left, he will toss the torch in front of him at the first sign of Combat.

As they enter the room with the masks, Dracone will turn and watch the far wall with the open passage.
Oct 4, 2018 10:07 am
Fhenryl enters the landing hall gingerly, stepping lightly as he walks along the wall in a clockwise pattern.
The ranger's face is taut, his hand patting the handle of his black stone hammer, both nostrils seeming to flare slightly in the manner of a wild animal, as he strains all his senses to detect any sign of incoming movement or danger.

On his way he takes his time to inspect some of the grinning masks on his way past the closed door, finally positioning himself just off the entrance to the lit room. Hugging the rim of the opened gear-gate to find cover, he pokes his head in for a cautious look inside.
OOC:
Fhenryl takes his time in passing to note the design of the glyphs, both on the closed door and on the opened one (assuming they are both "gear-shaped", as Keygan described, in which case we can safely assume they're both trapped). As he gets closer to the open door to the lit chamber he will ready his hammer in both hands.
Last edited October 5, 2018 11:06 am

Rolls

Perception - (1d20+7)

(1) + 7 = 8

Oct 4, 2018 10:18 pm
Rand begins to pray quietly and touches Dracones shield. The light seems to move from Rands mace to Dracones shield.
Oct 4, 2018 10:25 pm
Toe tries to warn his companions before they head into the room with masks. "Don't go in that room yet! Keygan warned us about trapped doors! Let us examine rest of this chamber and maybe the hallway first."

Toe stays behind for now in the entrance room.
OOC:
Misread the description.
Last edited October 6, 2018 12:35 am
Oct 5, 2018 12:00 am
twotonkatrucks says:
Toe tries to warn his companions before they head into the room with masks. "Don't go in that room yet! Keyvan warned us about trapped doors! Let us examine rest of this chamber and maybe the hallway first."
OOC:
My bad, I misunderstood the description, I was under the impression the masks were in the main chamber, not the lit room beyond the gear-shaped door. I'll correct my last post accordingly. I appreciate the heads-up, Tonka.
Last edited October 5, 2018 1:37 am
Oct 5, 2018 4:34 am
OOC:
Ash, you were correct. The masks are in the main chamber. What I read was that you took time to inspect each of the masks in the room, and then took up position near the half-open gear door, correct?
Oct 5, 2018 11:04 am
LadyBrash says:
OOC:
Ash, you were correct. The masks are in the main chamber. What I read was that you took time to inspect each of the masks in the room, and then took up position near the half-open gear door, correct?
OOC:
Exactly. Back to version 1.0, then, right...
Oct 5, 2018 6:33 pm
OOC:
Here's a diagram of what the doors look like, and what the key must look like based on the shape of the keyhole:

https://image.ibb.co/ezHvOe/Jzadirune_Doors.jpg
Fhenryl carefully and quietly sneaks up to the half-open door and peers inside:

You immediately spot the source of the light -- a sunrod lying in the middle of the floor. It sheds enough light for you to make out the contents of the room, which seems to have been a barracks. Gnome-sized cots line the wall, each with a small wooden footlocker at the end. Dust and cobwebs blanket the room, and you can smell the must and disuse. Tiny spiders scurry across the floor and up the walls. You don't see or hear any other movement in the room.

Directly across from the door you're looking through is a circular tunnel bored directly into the wall. It's approximately 5' in diameter and relatively cleanly cut. A small pile of rubble lies on the floor near the tunnel's entrance. You can see by the light of the sunrod that the tunnel goes straight back a few feet before branching off to the left and right.

You can't see the far end of the room without going in, but you're pretty sure that you can't hear or see any creatures from your vantage point.

https://image.ibb.co/ciyYte/Jzadirune001.png
OOC:
I put the glyphs on the doors for your reference. I'll post the full map that Keygan gave you in it's own thread so that you can access it easily.
Oct 6, 2018 12:39 am
OOC:
Sorry about that! I misread the description!
OOC:
Toe will examine the empty torch sconce - see if it turns, pulls out, etc. If nothing interesting is discovered or happens, he will walk around the room examining the masks.

Rolls

Perception (torch sconce) - (1d20+4)

(16) + 4 = 20

Perception (masks) - (1d20+4)

(14) + 4 = 18

Oct 6, 2018 12:48 am
Slowly and carefully, the ranger enters the barracks room, all senses in alert. Scanning his surroundings intently he crosses over to the tunnel on the far-side of the chamber, making a wide berth around the sun rod and careful not to touch anything.

Once at the entrance of the tunnel, he peers into it, attempting to listen to eventual noises coming from the inside, and smelling the stale air, aiming to find clues for any presence, passage or activity of any kind.
OOC:
Basically trying to figure out if the tunnel was made by gnomes or dug by animals or insects... also still very much on his guard, obviously.
Last edited October 6, 2018 9:56 am

Rolls

Perception - (1d20+7)

(3) + 7 = 10

Knowledge (Nature) - (1d20+4)

(18) + 4 = 22

Oct 6, 2018 2:51 am
OOC:
Toe, the torch sconce just up from the room with the masks does indeed rotate to the left and right. Which way do you turn it?

Also, everyone please roll initiative.
Oct 6, 2018 3:03 am
OOC:
I'll go with left.

Rolls

Initiative - (1d20+5)

(20) + 5 = 25

Oct 6, 2018 4:18 am
OOC:
Initiative!

Rolls

Initiative - (1d20+1)

(6) + 1 = 7

Oct 6, 2018 9:59 am
OOC:
Mmh that didn't take long...

Rolls

Initiative Fhenryl - (1d20+3)

(17) + 3 = 20

Oct 6, 2018 1:43 pm
OOC:
Init

Rolls

Initiative - (1d20+3)

(5) + 3 = 8

Oct 6, 2018 8:17 pm
OOC:
Welcome back Jaqir!
Toe discovers that the empty torch sconce is on some sort of rotating mount. He turns it to the left until it clicks. Then all of a sudden the floor underneath him tilts upward, sending him tumbling down the stairs. He takes a few bumps on the way down, but manages to roll up onto his feet as he hits the bottom of the stairs in the room with the masks instead of landing sprawled out on his face.
LadyBrash sent a note to LadyBrash

Rolls

Toe Reflex Save - (1d20+7)

(14) + 7 = 21

Toe Fell Down the Stairs (Damage) - (1d6)

(4) = 4

Secret Roll

Oct 6, 2018 8:29 pm
Fhenryl takes another careful step through the half-open gear door, he senses keenly tuned in to the entrance of the tunnel. He fails to notice the flash of movement to his left and right as a portion of the stone wall on either side takes on humanoid shape. The skulks, bearing their filthy, chipped short swords, each stab at Fhenryl's sides as he turns to guard himself.
OOC:
Fhenryl, I'm giving you a +2 bonus to AC for stating that you moved in "on your guard".

Rolls

Skulk #1 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)

1d20+2 : (1) + 2 = 3

1d6 : (1) = 1

Skulk #2 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)

1d20+2 : (7) + 2 = 9

1d6 : (1) = 1

Oct 6, 2018 8:29 pm
Fhenryl takes another careful step through the half-open gear door, he senses keenly tuned in to the entrance of the tunnel. He fails to notice the flash of movement to his left and right as a portion of the stone wall on either side takes on humanoid shape. The skulks, bearing their filthy, chipped short swords, try to stab at Fhenryl before he can turn around and counter. The half-elf spins around the first blade and deflects the second with his own weapon.
OOC:
Toe and Fhenryl
https://image.ibb.co/k5EMip/Jzadirune002.png

Rolls

Skulk #1 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)

1d20+2 : (7) + 2 = 9

1d6 : (5) = 5

Skulk #2 Short Sword Attack vs. Fhenryl - (1d20+2, 1d6)

1d20+2 : (3) + 2 = 5

1d6 : (6) = 6

Oct 6, 2018 8:32 pm
OOC:
Does the save roll mean that I don't take the damage?
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