Jokbur 'The Thorn' Oakenshield |
North alcove and work clockwise. Greataxe in hands vs bow. Add 6 more rolls for a careful look at the symbols over the alcove before entering the alcove. Think this will consume 36 minutes assuming no interruption :-)
Quirmydt Dephroug |
I will stand back in the middle, scimitar in hand, slowly scanning and watching all the entrances to see if anything decides to try to make us dinner.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
GM Blood |
Jokbur begins in the north alcove, checking first where the mouth showed up, then checking just inside the alcove, then the door with no traps found.
He then moves clockwise and checks out the goat's face above the alcove, then starts to check just inside. As he is searching he notices that the floor isn't solid and would give way if weight was placed on it.
Want to take care of this first or continue to check all the alcoves first?
Quirmydt Dephroug |
Lets check them all so that we do not forget when we return to check another.
GM Blood |
Random 1d20 ⇒ 7
Moving clockwise Jokbur checks the next alcove, first the skull, then the alcove, then last the door. Nothing discovered.
Jokbur moves the the south alcove. He checks the Pentacle, then the alcove, then finally the door. Nothing discovered.
Moving the the next alcove he checks the hand, then the alcove. As he is checking inside the alcove he finds another section of the floor that will drop with weight on it.
Finally the last alcove blocked by a portcullis, a search of the wolf's head reveals nothing.
Quirmydt Dephroug |
So, we have 6 entrances. 1, 3 and 4 are not trapped, 2 and 5 are trapped. And 6 is blocked by a portcullis?
I think that we should work clockwise around the tunnels. Start with the one on the left and then move to the right from there.
Quirmydt Dephroug |
It looks like a few small logs should do it.
Qui then looks up at his larger friends.
Ok, perhaps a few large logs would work better for you all.
Jokbur 'The Thorn' Oakenshield |
Jokbur will ask Herman and Jonas to mark the entrance to 2 and 5 with large rocks while he was checking the wolf.
Pointing to doors 1, 3 and 4 (N, SE and S I think) "Those are clear if we want to explore and let the traps wait."
Jokbur 'The Thorn' Oakenshield |
Having marked the NE and NW entrances with large stones, Jokbur gathers his companions and heads to the SE door spending another 2 minutes listening carefully and examining the door before opening it.
The ranger whispers, "Jonas, Herman, get those long weapons ready, I'm opening the door in a bit."
Take 20 again searching.
Quirmydt Dephroug |
The frog takes out his wee little scimitar and stands next to those with long weapons prepared to flank anything that might come through.
Well all, the time has come to face our fate. May the Dawnflower smile upon us this day.
GM Blood |
Quirmydt Dephroug |
Seeing the tunnel, Qui sheathes his scimitar and looks to the others.
With the traps on the floor, why don't I see if I can scale the wall and search ahead?
Take-10 for a 17 on the climb.
Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Having not done a lot of dungeon wall climbing, Qui is not the quietest on his first attempt.
I have a Climb speed of 20', I will carefully go down to the first intersection and look both north and south.
Edmund Gwenn |
Edmund goes where he's told.
Now that they're on the move, Edmund obviously doesn't need his cane for walking. Instead, he has it gripped in his right hand more as a club then a walking aid. His crossbow hangs in front of him, dangling from its strap, a bolt already loaded. Whoever walks behind him should hope the trigger is secure.
GM Blood |
Qui sneaks down the hallway and peers around the corner to view the hallways that go north and south. To the north he sees a small hallway that branches to two doors. To the south is a very long hallway with what looks to be other hallways that branch off of it.
Sorry about that darkness of the map, didn't seem so bad on my computer last night. Will find a lighter background.
Quirmydt Dephroug |
Was about to move it here, then my computer went wonky and I had to reboot.
Transferred from the OOC
I look at the others: This wall is pretty smooth. Even if I was careful, it would be a tough climb. It has been quite a while since I spent much time climbing.
If you want, tie a rope around me so that you can pull me back if something happens.
Qui only weighs 50lbs including all his equipment.
Quirmydt Dephroug |
Also, I cast Message before I leave on the mission so that I can communicate with the party, or at least one party member at this level, from up to 100 feet.
Whisper: I do not see much here. Hall goes north to two doors. South is a long hallway.
You all can quietly come up to the intersection, then I will check the north side with the doors.
Jonas Hearth |
Qui, you have a Climb Speed. You shouldn't even need to make climb checks. To you climbing is like walking. Since you're basically a tree frog, you could probably even climb something as smooth as glass.
Jonas follows shoulder to shoulder with Hermann, letting Jokbur check the walls and floors for traps ahead of them.
Quirmydt Dephroug |
Climb speed gives me +8 to climb. But I do not have any ranks in Climb and a low strength. So, I am only +7 at present. I will put 1 skill point into it next level to get to +11.
DM says that the wall is pretty sheer, so a DC20. My take 10 is only 17 right now.
Sort of like flying, all a fly speed does is give you a +8 of Fly checks. You can still crash, it is just harder.
Quirmydt Dephroug |
I will head north, toward the doors.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Quirmydt Dephroug |
Whisper (Jokbur hears this and I assume relates it to the others.): Still nothing - there are two doors here. Do we want to check the doors? Or look at the other halls first?
Ariella Hearth |
Well since we're 20 ft. back from him, he'd have to be pretty loud to relate it to us. But if he does...
"I'd say not to open any doors until we have to. In other words see the whole hallway first and know all our options. Then we can clear them systematically. Who knows how big this place is..."
Quirmydt Dephroug |
I only cast it once. I can point at Ariella and be able to talk to both of you. You just cannot talk to each other.
When I move back across the junction to check the south tunnel, I will cast Message again on Ariella so that I can talk with her as well.
Hermann von Rabenstrange |
"Aye, no doors until we've mapped as much of the full terrain as possible. It'd be a nightmare to open on one front and get flanked from a passage we didn't about," agreed Hermann - likewise whispering.
GM Blood |
1d20 ⇒ 4
2d4 ⇒ (3, 4) = 7
1d4 ⇒ 2
Initiative Jokbur Oakenshield 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Quirmydt Dephroug 1d20 + 6 ⇒ (3) + 6 = 9
Initiative Hermann von Rabenstrange 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Ariella Hearth 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Edmund Gwenn 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Jonas Hearth 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Rats 1d20 + 3 ⇒ (16) + 3 = 19
After Quirmydt sneaks north and comes back to relay what he saw, the group decides to scout the south. As Quirmydt moves to the south (about one move action back to the crossway), 5 filthy rats, the size of a small dog with a coat of coarse fur, a long and scabby tail, and two glittering eyes come out of holes in the walls in the north hallway. They sniff around and start to approach you.
Map is temporary for right now, I will update it tonight with coordinates
Round 1
Initiative Order - Hermann, Rats, Jonas, Ariella , Quirmydt, Jokbur, Edmund
Monster Stats AC 14 T 12 FF 12
Quirmydt Dephroug |
Knowledge(untrained): 1d20 + 1 ⇒ (14) + 1 = 15 <-- only gets the DC10
Hearing the skittering from the north, Qui turns around and looks behind him: Rats, damn dire rats. Filthy creatures.