5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor kindly refuses the potions. for a moment, his heart swells as Ibrox describes the key, but then he realizes a part is missing. There was no avoiding the cellar, after all.

"Goblins are not the priority, I would say. Let's find this half-key first, yes?"


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel looks at the halfling with grudging acknowledgement. "I fear you are correct. Let's go check out this cellar, and hopefully find more parts of this magical key. I don't rely on strength for my combat abilities, and the healing potions should stay with someone who has no healing abilities of their own. If Aterro and I are incapacitated, the we would need someone else to have the potion to bring us back. Perhaps Trevor or Aterro for the Strength potion, and either yourself or Ibrox for the healing potion".

He then starts to pack up his stuff.

"I would like to hold onto the Key components if that's not a problem. It's important, and I may be a bit less...well...impulsive than most of you".

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Aterro accepts the Strength Potion and slides it into a belt pouch. "Gratitude. Vrindel, as Trevor has already declined, I trust you with the potion of healing, as your level head will guide in its usage."

He refreshes the Light in the Thorspear. "Aye, lets be about it."


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

"Are you sure that you don't want to try the key first?" The gnome asks, while petting his new weasel who he called Rikki.

Near the end of his last ritual, Rikki bounded out of the forest to complete the connection as a familiar. When ritual concluded, the gnome sat down with Rikki on his lap, and they yipped and yapped for awhile.

When the gnome caught someone staring at him quizzically, he answered, "We're getting to know one another. Where were from. That kind of stuff. His name is Rikki."


Ibrox: To clarify, the silver item you found is only part of the key. It clearly needs at least one more part, perhaps more.

You all venture back into the inn and over to the open closet door. By the electric blue glow of Aterro's spear you see the hidden doorway sitting open.

The torch Scramsax threw down earlier has burnt out leaving the cellar dark as you descend. The rickety stairs creak and groan under the weight of the bigger warriors, but they do not collapse and everyone makes in down safely.

Going down the stairs, the air takes on a musty, tangy, chemical scent and the temperature cools substantially. Upon reaching the bottom, the reason for the odd smell becomes clear as your breath forms clouds in the dry cold air. In the middle of the large cellar is a long makeshift table, upon which is lying the semi eviscerated body of an elfmarked human. The chest of the corpse is cut open, large flaps of skin pinned back on the table. Most of the inner organs have been removed and sit in a set of cold copper trays haphazardly scattered about the rest of the table. Adding to the cluttered space are several small, sharp knives, bone saws, tongs, pliers, and other hooked instruments. All showing signs of use within the last few days.

Shelves line all four walls of the cellar except for where the stairs enter the room and another tunnel begins opposite. The shelves are filled with numerous jugs, jars, and other containers. Some glass, some clay or wood. The glass jars contain various body parts and other bits preserved in some kind of fluid. One holds a wide variety of eyes, another ears. Four preserved hearts float in another. Some of the clay pots are marked in common with such terms as 'Powdered Gnome Bone,' 'Goblin Teeth,' 'Maiden's Hair,' 'Liar's Tongue,' and more. The strong smell emanates from a large open half barrel of fluid sitting on the floor near the northwest corner of the table.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor scans the room for a sign of a door, a trap door, or a tunnel.

Perception: 1d20 - 1 ⇒ (3) - 1 = 2

However, he can't take his eyes off the gruesome sight all around him.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

I didn't want to assume that the key didn't fit without trying it

The gnome performs a final Zove ritual before returning to the inn, in order to concentrate on Detect Magic from the back of the marching order. Rikki the weasel curls around his shoulders clearly disturbed by the stench of death in the kitchen and cellar. The gnome looks around for any magic auras and uses Prestidigitation to clean patches where he wants to investigate for secret compartments or doors.

After seeing no magic and letting the big guys clear the room, the gnome investigates his clean spots in the room for anything useful.
Investigation: 1d20 + 5 ⇒ (7) + 5 = 12


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram lit another torch, not wanting to miss any poison needles hiding in shades of grey. The glint of copper caught his eye, and he promptly sloughed off the body parts fearlessly, stacking the copper dishes into a pile. To Ibrox "Here, Red, give this a clean. Coppers copper, eh?"

And like the others, he took time to inspect the place. However, he once again utilized his 10 ft pole, probing nooks here and crannies there...he had a gut feeling (thieve's hunch) there was some illusory walls hiding among all the items screaming 'dont-touch-me'.

Investigation: 1d20 + 5 ⇒ (14) + 5 = 19

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Unable to contain his curiosity, and sensing an issue that will need to be dealt with, one way or another, Aterro wraps a scrap of cloth around his nose and tramps forward to see what was about the foul-smelling barrel.

Perception!: 1d20 + 5 ⇒ (13) + 5 = 18


Ibrox:
The room generally has an aura of evocation magic surrounding it. The aura is mild in strength and is what is keeping the rooms temperature so cold. The interesting thing that catches your eye is how the spell seems to be tapped into a very minor lay line that runs nearby allowing it to continue with little or no upkeep.

You also notice the bindings at the corpses wrists and ankles. All of these metal devices appear to be suffused with necromantic and enchantment magic.

While Ibrox looks for sources of arcane enchanments, Scramsax's searches for more mundane clues. Carefully poking along the walls, the back of shelves, the occasional sealed jug. But he finds nothing of real interest or value. The only other exit besides the stairs looks to be the narrow dugout tunnel leading east.

Taking a closer look at the half barrel full of liquid, Aterro discovers it to be filled with the poor elf's entire intestinal tract. The long worm-like innards float just below the surface of the awful smelling liquid. Interestingly the organ doesn't seem to have decayed at all.

WIS(Medicine) or INT(Nature or Arcana) DC8:
The liquid is a fairly common embalming or preserving fluid. Quit toxic if ingested but used by many wizards, priests, and others who study the natural world or wish to preserve tissue for longer periods of time. If left exposed to the air it will eventually evaporate away.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

"Wow. That witch tapped a nearby lay line to keep this cellar magically cold. Interesting." The gnome says with a significant tone of respect.

"Umm. Those bindings at the corpse's wrists and ankles are magical. Necromantic and Enchantment magic. Maybe that thing will animate if we trigger something. Or, the witch used them to facilitate her dissection. Just be ready."

"Or, maybe go ahead and destroy that corpse. Maybe those bindings hold that poor sod's soul from releasing to the afterlife. With the witch, we should assume the worst imaginable." The gnome hypothesizes.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Sorry, missed the passage east before, was thinking we dead ended

Scramsax peers down the tunnel, holding his torch high...

Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Halfling Luck :D: 1d20 + 5 ⇒ (19) + 5 = 24


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor nods at Ibrox and, choosing his magical axe, tries to take off the corpse's head in one chop.


Trevor's axe lands with a loud resounding thud that causes the instrumnets on the table to bounce and clatter adding to the burst of noise. The sharp heavy blade easily severes the elfmarked head from its body and sinks into the wooden table.

Scramsax:
The tunnel goes a dozen feet and then bends to the left so there is little to see accept the unmistakable footprints that mark the soft dirt floor. Humanoid for sure, but hard to tell anything further. You're about to turn away when you halfling ears manage to pick up a slow squeaking sound coming from somewhere beyond the bend. Judging from all of your time spent in the docks, it sounds very much like something being lowered or raised by a rusty set of pulleys. The squeaking stops following the slam of Trevor's axe, but then starts up again a few moments later.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Wisdom!: 1d20 + 3 ⇒ (13) + 3 = 16

"The poor man's innards float in this barrel, but they have not been touched by time or plague or maggots. As interesting as this is, I would contain the smell, if possible."

Aterro casts about for anything large enough to go on top of the barrel. Once it's contained, he looks around and follows the halfling.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram hushes the amateur cooper, whispering "Can it, Crackles. We're not alone..." never taking his eyes off the bend in the path ahead.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor is about to give a satisfied nod at the bouncing down head, but instead tenses at Scramsax's words and turns towards the tunnel, moving in front of the others.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Vrindel follows the others down the tunnel, his sharp senses on the lookout for any hidden surprises.

1d20 + 6 ⇒ (16) + 6 = 22 Perception


Vrindel:
You hear what Scramsax must have heard. A high pitched squeaking sound like an old pulley being used. It lasts for several more seconds and then stops.

Trevor moves to the mouth of the narrow tunnel, a pace ahead of Scramsax. Although a tight fit, the opening appears to be just big enough for the young knight, Aterro, and Vrindel to squeeze their way along.

As everyone listens at the opening, there is a loud thump and scraping noise. Almost like something heavy being dropped and adjusted. A few moments later the slow metallic grind of metal wheels on rails drifts back from the darkness beyond the bend.

I'll need marching order since there is no room to move past anyone of medium size within the tunnel. Trevor is first at this point, but there's still one last chance to switch if you like.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

I'll be last if no one else wants to be.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor peers at the tunnel ahead and says to the others: "What do you think that noise was? Anyway... How do we want to proceed? Do we need someone to scout ahead or is it too late for that now?"

There is something different about Trevor. He doesn't try to let Aterro go first this time.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

"Na, they heard us...too late for that." the halfling reasoned.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

The gnome hesitates for a moment when the halfling wants to get behind him. He had suspected the halfling was a disguised goblin working for the witch... right up until the ooze eaten him. So, the gnome falls in behind Vrindel.

Rikki the weasel wraps around his neck like a fur, senses perked up, on alert. The gnome maintains his concentration Detecting Magic.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor shrugs and slowly moves forward, peering for tricks ahead.

Perception: 1d20 - 1 ⇒ (3) - 1 = 2


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

I guess Vrindel is holding up the middle with plugging the passageways from the small ones.

Trevor, Aterro, Vrindel, Ibrox, Scramsax? Vrindel casts "Barkskin" before entering the tunnels.

1d20 + 6 ⇒ (12) + 6 = 18 Perception


The metallic grinding slowly fades further away as Trevor and the rest of you squeeze along the narrow confines of the tunnel coming to the first bend. Unable to see anything but darkness beyond the dim blue illumination offered by Aterro's glowing spear, you push forward another twenty paces to another opening into another larger excavated area.

Part natural cavern, part dugout. Your light is too low to make out details, but the area looks to be a good fifty feet wide and forty long. More startling is the deep, maybe very deep cavern that fills most of the cavern. A large pitch black pit. The outside edge of pit is ringed by a narrow five to ten foot ledge that gets wider on the opposite side.

A wooden crane sits across the way, its heavy wooden arm hanging out over the dark expanse of the pit. Very likely the source of the earlier sound heard by Scramsax and Vrindel.

Darkvision:
Beyond the crane on the opposite ledge is another platform. It takes a few moments to work things out, but it looks like some type of dumbwaiter or other way of bringing goods to and from the surface above.

You try to cast your gaze down into the pit to see how far it goes, but it must be further than even your eyes accustomed to the depths can see.

Intelligence DC12:
You can't be completely certain, but since you really haven't traveled very far underground and if your memory of the inn above is correct, you think the ledge across the way is very likely underneath the old stable building.

Just as Trevor is about to step out onto the ledge, Vrindel hisses an urgent warning. Following his pointing finger, all can now make out the thin trigger wire strung taught across the tunnel opening.


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Int DC 12: 1d20 + 3 ⇒ (4) + 3 = 7


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Is the wire strung at man height or shorty height?


Shin/ankle height for human


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram knelt at the wire pointed out by Vrindel "Heh, little belt snagger...don't cut it just yet, sometimes these're weighted on both sides...let me see..." The thief tried to understand the way the trap worked, and any consequences of disabling it. Further, he wondered if there was anything useful he could salvage from it...

Investigation: 1d20 + 5 ⇒ (16) + 5 = 21


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor gives Vrindel a nod of thanks: "This is not a good plan. Only way I find traps is dying from them... That pit looks deep."

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex
Brother Aterro wrote:
Aterro again casts Light upon Thorspear and makes ready.

Aterro sneers. "Goblins and their traps. That may be the only reason they have not been wiped from existence--it would be too much trouble to disarm all their wires.

Mind you, they are not known to be as adamant about digging as dwarves. This cavern is so great it would make a good clan of miners envious. I wonder what goes here...."


Scramsax tries to squeeze and wiggle his way past Vrindel, Aterro, and Trevor to get a closer look at the tripwire. Unfortunately the coffin-sized tunnel just doesn't allow enough room for the halfling to get past the big armored warriors and druid.

After some grumbling, a bit of cursing, and a few other choice statements everyone reverses course back to the first room, changes positions, with Scramsax in the lead, and squeezes back into the tight confines of the tunnel.

Finally, the expert trapsman is able to get a good look at the wire and its workings. And a good thing it seems, for the wire itself is little more than a decoy. Using his trusty poking stick, the halfling discovers the illusion on the floor just beyond the tripwire where one might logically step to avoid the more obvious wire. With careful tapping and poking Scramsax discovers the illusion hides a steep, slippery smooth surface that would easily cause someone to slip and slide right out of the tunnel and into the pit where they would likely fall to their doom.

Disarming the decoy wire is a simple matter for Scramsax. A few snips with his cutters and its done. Getting around the slide is another matter. There is a very narrow ledge of solid stone along the right side of the trap. The lip of stone would allow someone to carefully avoid falling to their doom, but using it requires good balance and careful control.

Using the ledge requires a Dex(Acrobatics) DC10 check to safely reach the wider ledge beyond the tunnel.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Hey, Scram can squeeze through anything! Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours.

edit: nevermind, Ibrox would still block him! XD

"Heh...pretty clever. Wire doesn't do anything." he taps his pole in empty space "That illusory ledge would though...would slide you right down the chute." The thief wound up the trip wire into his pocket, strong filament had its uses.

"Gonna be hard to get across there, narrows quite a bit for you tall folk." he pulls out a little collapsible grappling hook, its tri-claw head *schnick*ing into existence. "We could get line secure across maybe." he suggests, rapidly tying the grapple to his rope.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Traps behind traps... How devilishly clever of them! Now, a rope sounds best, and we'll have it for returning as well." offers Trevor and helps set up the rope, mostly by passing it to the person behind him, as there is just so little space.

"I sure hope we won't have to fight in narrow tunnels..."


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Once secured, Scram volunteered to be the first across. "Not so different than the gaff-rigging on a schooner..." he said, but inside he couldn't help feel some remnant of the witch's magics numbing his tightly corded muscles...urging him downwards into the dark...

Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14


Scramsax carefully and nimbly moves along the ledge to the wider edge outside the tunnel where he can secure the rope. With the safety rope in place it is easy for the others to make the passage to the open cavern of the pit. The ledge varies in width from three or four feet to as wide as ten in a few places. But it is covered with loose dirt and rock making it dangerous to traverse since one wrong step could lead to a slip and a plunge into the depths.

You are all on the slightly wider ledge surrounding the pit. This is difficult terrain. It is about 80' to the opposite side where the opening with crane and other equipment is located.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

At the slippery stones underfoot, Scram wonders if the walls might offer better purchase and faster travel after all...

Since he is an expert climber and can do so at normal speed. If so, he will.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor takes his sweet time. The thought of sliding into a pit of darkness does not suit him. Takes a moment to strap his shield around his back and his axe on his hip to get his hands free.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

"Go along. I will wait in overwatch. If a foe should befall us, I will harry it and so draw it away from you still in peril.

Should all arrive at the other side safely, I will then follow. Thus you may repay the favor."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Trevor nods at Aterro and makes his way forward.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

"I am glad you were able to sense the true nature of that trap. I would have been in trouble without your skill and knowledge".

Vrindel follows the others in, and nods at Aterro as he stands vigil.

"We'll beckon you in a moment".


Spider-like, Scramsax takes to the cavern wall and its numerous hand and footholds. The halfling climbs and scrabbles his way along the wall, actually avoiding the more challenging ground of the ledge. The rest of the group, with the exception of Aterro, follow warily behind. Each navigating the narrow, rubble strewn ground with slow caution.

When Scramsax is nearly three quarters of the way around the big open pit, and the others about a third of the way, the rope and pulleys of the big wooden crane begin to turn and grind while from down below in the dark comes the clacking and clicking of gears turning.

Perception DC15:
The echo within the cavern makes it difficult to know for certain, but judging by how far away the sound seems, the pit is well over one hundred feet deep.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Scram clicked his tongue along his teeth, a makeshift abacus calculating the depths as the usual digits gripped the cavern wall.

"Ah shit. Got less than a minute by the sound of it. Maybe we can slow it down or stop it..." he made his way over to the machine and immediately started to look for a way to halt the lift...

Perception, more traps?: 1d20 + 5 ⇒ (11) + 5 = 16
Investigation, how to stop the machine: 1d20 + 5 ⇒ (10) + 5 = 15


Scramsax: What are you using for light since Aterro is still back on the opposite side of the cavern and the light from his spear doesn't really reach across the way effectively?

Same question is true for Trevor as you navigate the ledge. At the halfway point, Aterro's light is no longer effective. Vrindel and Ibrox have darkvision, so they are fine.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Good point, lost lantern while hallucinating so torch. I dropped one down the cellar earlier, so this is my second to last one. Will update in inventory.

edit: actually Aterro has Light, maybe we could say he cast it on an item for me. Or does so now and throws it over.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Darkvision. Trevor is elfmarked.


Trevor: So you are. For some reason I've had you down in my mind as regular human. Duly noted and apologies for the confusion on my part. I guess it's only Aterro and Scramsax who need light sources.


While the others continue to make slow progress along the ledge, the slow creek-creeking of the wheels echoes irritatingly through the cavern. Sparking up a torch, Scramsax hurries over to the crane, which he discovers is really something more like a two way lift. There's no obvious locking mechanism among the gears, but it'd be easy enough to jam a rock, bit of metal or something solid into the teeth to prevent further movement at least on a temporary basis.

Of course the halfling's eyes also notice the complete lack of protective coverings or guards for the rope. This oversight by the designer leaves open the more permanent and ruthless option of cutting said rope to insure nothing uses the lift for quite some time.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope
DM - Tareth wrote:
Trevor: So you are. For some reason I've had you down in my mind as regular human. Duly noted and apologies for the confusion on my part. I guess it's only Aterro and Scramsax who need light sources.

My choice of avatar and name doesn't help.

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