
Pendobar 'Pip' Bushytoe |

Pendobar 'Pip' Bushytoe wrote:"You call me that again, and I'll cut your throat. Nicely, I promise."Dice rolls
Stealth: 1d20+27
Perception:1d20+21*whisper* Yeah I hear something big there too Villy."
*shh!* "What is it your time of the month? Let's concentrate on the foe in front of us, K?"

Pendobar 'Pip' Bushytoe |

DM Heathy:

dungeonmaster heathy |

Figuring that all of the whispering and sniffing has spoilt the element of surprise, Beldan gestures for Stig to barrel through the curtain of water ahead of him.
Int check: given by the dm.....the roaring of the waterfall is pretty much ensuring that you're not giving away your position.
Unless they have dolphin sonar or something.....
Pendobar 'Pip' Bushytoe |

that's up to you....although the clunky ones are up there now, so it won't matter.
What do y'all do? Pip doesn't see anything on the bridge. It plunges into the waterfall, maybe about 120 feet away.
Well, time to use a piece of loot I remembered whilst tweaking Pip...
Pip pulls out his Wand of Greater Invisibility
"Here goes nothing. Abracapocus!"
Pip vanishes from sight. A disembodied voice can be heard.
"I come from under the hill, and under the hills and over the hills my paths led. And through the air. I am he that walks unseen. "
Pip pauses
"Always wanted to do that .."
An invisible Pip heads down thru the waterfall stealthily
Stealth (nor including any bonuses for invis):1d20 + 27 ⇒ (13) + 27 = 40

dungeonmaster heathy |

Pip gets to the end of the bridge. It opens into a worked cavern.
a-z top.
1-26 side.
A-Z 1-4 you can't really make out. It's a high ledge, and it's reached by a stairway, 10 foot wide, that runs from z 5-6 up to a 5-6.
At L-O border of 6-7, there's a massive, tall wooden door. A giant stone covered in runes leans against it.
Something intermittently pounds on the other side of this door.
The rest of this room takes up A-Z 7-11.
There's a hall, I-R 12-22 that runs up to the room. The end of the bridge is k-p 22, where it intersects with the hall. The waterfall is a-z 23-26, and is outside of the covered bridge.
at ij 22 and q4 22, it leads off into the pond; it's foggy there.
The hallway (I-R 12-22) seems to be totally covered in a thin 4" layer of some kinda powdery lime.
Invisible Pip is up to about J-P 23, at the end of the bridge; it runs diagonally to c-h 30, and continues off the map.
Your spidey senses, tweaked by the thorough description of the environs, seem to be telling you that....danger is quite probable here.

dungeonmaster heathy |

How far down the corridor, which is covered with silty lime, does Pip go?
From the lip of the bridge, he sees nothing untoward; he hears a pounding on the door which is propped closed with a massive rune stone.
He can also hear something that seems to be "schlorping" along in the room; whatever it is, though, is out of his view from the lip of the bridge.
The corridor, or wing of the room because it's very wide, is 55 feet before you can see the contents of the room....whatever it is that schlorps as it walks.....it sounds like....boots in sticky mud sorta.

Pendobar 'Pip' Bushytoe |

How far down the corridor, which is covered with silty lime, does Pip go?
From the lip of the bridge, he sees nothing untoward; he hears a pounding on the door which is propped closed with a massive rune stone.
He can also hear something that seems to be "schlorping" along in the room; whatever it is, though, is out of his view from the lip of the bridge.The corridor, or wing of the room because it's very wide, is 55 feet before you can see the contents of the room....whatever it is that schlorps as it walks.....it sounds like....boots in sticky mud sorta.
Pip, noting the silty lime, takes to the corridor walls
Using Pip's cloak of Arachnidia to spider climb along the hallway wall past the lime to I13 where the hallway opens up into the larger room (I think). He will stay high up on the walls to remain innocuous.

dungeonmaster heathy |

dungeonmaster heathy wrote:..."schlorping" ...Yes! That is a word that is not used enough.
Also, for mapping purposes, I'm having trouble visualising the bridge. Does it go straight north-south under the waterfall or does it have an angle?
It's angled. if you put the sides at jk 22/23 intersection, pq 22/23 intersection, then put the sides at fg 26/27 intersection and lm 26/27 intersection, you can draw straight lines through those two sets of points that'll represent the bridge, which runs diagonally north east.

dungeonmaster heathy |

dungeonmaster heathy wrote:How far down the corridor, which is covered with silty lime, does Pip go?
From the lip of the bridge, he sees nothing untoward; he hears a pounding on the door which is propped closed with a massive rune stone.
He can also hear something that seems to be "schlorping" along in the room; whatever it is, though, is out of his view from the lip of the bridge.The corridor, or wing of the room because it's very wide, is 55 feet before you can see the contents of the room....whatever it is that schlorps as it walks.....it sounds like....boots in sticky mud sorta.
Pip, noting the silty lime, takes to the corridor walls
Using Pip's cloak of Arachnidia to spider climb along the hallway wall past the lime to I13 where the hallway opens up into the larger room (I think). He will stay high up on the walls to remain innocuous.
Pip:
You can also see two big metal drums filled with steaming gooey substance, next to them at h9 and t9.

dungeonmaster heathy |

dungeonmaster heathy wrote:Holy Crap it's Gloop and Gleep!Pip:
** spoiler omitted **
they're more humanoid.....heh heh.

Altai Iscarni |

"Stig! Don't go in there! I have a plan..."
This plan involves summoning a couple of earth elementals, who will earthglide in and tip over those barrels full of glop well before we enter the corridor. Then we'll see what happens - I'm thinking it will react with the powder and produce either fire or poison gas.
the....molality is off.
I hate it when that happens. ;P

Vilya the Taker |

Stigwold Mæch'Hæmmær wrote:<Stig clatters and waddles forward.>You guys reach the end of the bridge, at the beginning of the hallway of unleavened lime.
Unleavened quicklime. It's what you use to blow s%#& up during Passover.
Vilya sneakily moves to a position where she would best be able to kill something, whatever that position may be.