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DM Azure_Zero's page
5,956 posts. Alias of Azure_Zero.
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an layout of the room is on the map at the top of the page
So what does the party do?
Map All visible areas
When Ruisxys opens the doors to go further in, she sees a spike pit in the center of the room with safe passage along the edges.
The ceiling and walls look smooth with no seams, while the safe parts of the floor look like clean polished tiles.
poke poke for Ghur and Orne
The drink has a sweet and citrus flavour, though the bubbles in the drink feel like it's burning the tongue some.
Ruisxys takes a nearby ?glass? cup and pours out the drink into it;
it is yellow, bubbly with a fizzing sound, and a sweet somewhat citrus scent.
That barrel has a logo on it
You all walk into Room E, and see bedding on the floor for many along with a warm stove and a barrel on it's side ready to server drink.
There is a double door on the other side.
You all manage to clean up the mess before a storm decides to roll on in.
Do you hunker down in the small side room, or go into the ruin?
Ayla heals up in moments so doesn't need the potion.
with all the dead orcs defecating, it has become very stinky at the doorway
Fort:Ghur: 1d20 + 8 ⇒ (18) + 8 = 26
and it only making his eyes water.
The doorway is also now a mess with bodies making for a bit of an obstacle to get into the place.....
With the last orc dead, you now have quite the mess before you, and it is getting quite stinky as well given the loss of control over body functions of the now dead orcs.
Rand: 1d3 - 2 ⇒ (2) - 2 = 0
The stink is getting strong enough to water one's eyes, which asks the question what the heck were these orcs eating...
Unfortunately for Ghur his stronger sense of smell is working against him.
Fort save DC: 13 for Ghur to not add to the mess.
sometimes a stronger sense is worse then having a weaker sense.
One Orc remains
atk: 1d20 + 5 ⇒ (20) + 5 = 25 CRIT?
dam: 2d4 + 4 ⇒ (3, 3) + 4 = 10
atk: 1d20 + 5 ⇒ (15) + 5 = 20 Nope
dam: 2d4 + 4 ⇒ (1, 4) + 4 = 9
The Orc Manages to really injure Ayla.
Two more Orcs fall, and the last 2 orcs take there place on the front lines
atk: 1d20 + 5 ⇒ (15) + 5 = 20
dam: 2d4 + 4 ⇒ (2, 3) + 4 = 9
atk: 1d20 + 5 ⇒ (10) + 5 = 15
dam: 2d4 + 4 ⇒ (3, 4) + 4 = 11
they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room...
One Orc fails to injure Ayla, and the other just misses.
Two more Orcs fall, with one being toss and doing the Wilhelm Scream as they fly like team rocket.
two more move into place and attack
atk: 1d20 + 5 ⇒ (9) + 5 = 14
dam: 2d4 + 4 ⇒ (1, 4) + 4 = 9
atk: 1d20 + 5 ⇒ (2) + 5 = 7
dam: 2d4 + 4 ⇒ (2, 2) + 4 = 8
they also miss badly, likely due to the lack of sleep, or what ever was smoked in that room....
Orne just stands there
One Orc falls by Ghur's hands and another steps in to take their place
atk: 1d20 + 5 ⇒ (5) + 5 = 10
dam: 2d4 + 4 ⇒ (1, 2) + 4 = 7
atk: 1d20 + 5 ⇒ (6) + 5 = 11
dam: 2d4 + 4 ⇒ (2, 4) + 4 = 10
these Orcs miss badly
R: 1d20 ⇒ 4
The Orcs rush the party but the hall restricts them
atk: 1d20 + 5 ⇒ (8) + 5 = 13
dam: 2d4 + 4 ⇒ (3, 4) + 4 = 11
atk: 1d20 + 5 ⇒ (14) + 5 = 19
dam: 2d4 + 4 ⇒ (1, 3) + 4 = 8
One orc nearly gets Ayla a wound
Ayla nods, and the Doors open with the orcs coming at you.
How to you set your selves up at the outside door?
You all get nice and comfy for a good number of hours even dozing off some in the warm room.
While Ayla keeps guard and you all fail to notice that the level moved.
Bravely Run away, in the cold weather?
You'd need to deal with the Cold DC that is already +3 higher due to not taking time to really warm up.
There is no sound or anything.....
Problem is you got about 50ft of rock between you and the orcs.....
The orcs aren't gonna close the doors behind them.....
Pretty much two choices; Trigger the trap and lock them in for a while, or wait not using it and letting them come to you.
Sorry about that, I have the positions flipped from a while
You can't crush the orcs, due to the inner doors needing to be closed to crunch down, but it'll lock the doors instead.
Position 2 is down, 3 is armed, 4 is Off, 1 is Reset
So Ghur does not move the lever which means nothing is happening.....
And the Orcs are soon gonna be opening the doors into the hall.
Ok, so I flipped the order in my head, position 4 is Off, and it was in position 4 when Ruisxys opened the doors.
Ghur pulls the lever into the reset position.
No need for dice rolls, just pick a level position (1-4), or roll a 1d4 for a random position.
Does Ghur through the lever and if so which position?
Orc Init: 1d20 + 1 ⇒ (1) + 1 = 2
Yeah those Orcs are a bit too slow on the reaction times.
Nat 20, I really have to reward that.
Ghur you realise the Trap doesn't work when the inner doors are open, as the doors prop up against the ceiling preventing them from moving. The ceiling can only move down, when the inner doors are shut. But when the ceiling is down it blocks the doors from opening.
Ghur wrote: Potentially dumb idea. But could we use these levers against the orcs? While I'm not fully tracking how each work, if they chase after Rui and we pull the right level, then theoretically we could turn the traps against them. Roll an knowledge engineering or an int check to see if that is possible....
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Overall, I want to know if you all are enjoying this Ruin your delving into so far.....
Your just going to open it......
Sure.....
Ruisxys runs to the door and opens them to find a warm Room with a fire, but is also full of Orcs, Most in bed, but a few are awake......
Map for Area F and E
Just as you leave the room, you hear the lever move, and it moves into position 3.
How long do you wait from the ceiling resets to leaving and checking the doors?
The Ceiling is going back into position
Moving the Leveler into position 1, you hear a earthen grinding noise, pretty much the same noise noise as when the ceiling was coming down.
Yep, Seems I over looked you flipping the switch the first time.
So which position do you move the switch to, position 1, 2, 3 or 4?
Ruisxys looking at the leveler's base sees 4 positions the leveler can go in.
I believe you left the level in the original position when you left the room B the first time, and didn't change the leveler position.
So
Pos 1 - Pos 2 - Pos 3 - Pos 4
?? - Crushed - Original - ??
Which switch position do you put it in, as you found two states the first time, when you returned there was a third state.
There could even be more switch states.....
Checking in Area B, The Switch has indeed moved into a new position.
Orne notices the ceiling is getting closer
Those double doors have handles, which means, it's a set of doors then need to be pulled, not pushed.
and the doors are now kinda blocked from opening....
?: 1d2 - 1 ⇒ (1) - 1 = 0
Ruisxys tries to open the Doors, and hears a click, but the door's don't open.
Then you all hear a sound like stone grinding....
Back in the Hall C, you can see the doors that go outside and ones that proceed inside further.
Ghur pushes on the door easing the burden on Ayla who can now move out of the way.
Orne doesn't find anything to prop the door with.
That would require a perception check to find something to keep the door open ......
STR check?
orce STR: 1d20 + 4 ⇒ (11) + 4 = 15
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