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D&D 5E 5E Sunless Citadel - CG

Charwoman Gene

Adventurer
Kuhl: You are not able to force the door.

Unrelated: The stone relief-carved door portrays a dragon-like fish swimming.

Edgar: The undead were north of the door you entered this hallway in, and just at the edge of your sense range. The undead are not likely to be in any of these doors unless the room to the north is excessively large.

Ara: The quivers themselves are in rather poor condition, if you want to take them you may, but you can easily locate the special arrows by feel, without a separate socket.
 

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purplerook

First Post
Ara High Elf Wizard

Ara watches Kuhl rub his shoulder, noting that the door is solid stone and the interesting relief carved on the door.

Lacking the time to make a sketch, Ara attempts to commit the relief to memory, in hopes of transferring it to his sketch book at a later date. Ara offers "I have no tools or experience with locks. However, I may be able to at least discern how the doors is locked and a way to open the door." Ara moves over and inspects the door, looking at the locking mechanism as well as the overall door and frame. He is looking for a way to break the door open, rather than trying to figure out how to pick the lock. Ara would also like to get a general sense of how difficult it will be to break down the door.

OOC: Thanks Charwoman_Gene, Ara will stuff the three 'special' arrows in his quiver. Ara Investigates Stone Door.: 1D20+5 = [12]+5 = 17


[SBLOCK=Ara]Ara, Level 1 - Male High Elf Wizard -
HP: 7/7, AC: 16 Active Spells: Mage Armor
Initiative: +3, Speed: 30ft, Senses: Passive Perception 12, Darkvsion <60ft Dark is dim, Dim is light
Saving Throws Str -1, Con +1, Dex + 3, *Int +5, *Wis +2, Chr 0
Abilities:
By Popular Demand
Fey Ancestry - adv vs. charmed, immune sleep

Offense:
Longbow: +5 1d8+3
Short Sword: +5 1d6+3

Spells
C - Green Flaming Blade, Mage Hand, Minor Illusion,Prestidigitation
1st (1/2) - Mage Armor, Silent Image, Shield,Sleep
[/SBLOCK]
[SBLOCK=Who, Owl Familiar]Familiar Who, Owl
Perception +3, Stealth +3, Passive Per 13, Darkvision <120ft Dark is dim, Dim is light
AC 11, HP 1
Flyby: provokes no opportunity attack when it flies out of enemy reach
Keen Hearing and Sight: Advantage on Perception checks that rely on hearing or sight
[/SBlock]
 



purplerook

First Post
OOC: If you really want through the locked door now, Athletics and a +3 strength - gives you +5, a 25% chance. Someone helping will give advantage. Guidance from Tordak is another 1d4. If Charwoman_Gene will allow it, you can just keep rolling until you make it.


Turning away from his examination of the door, Ara states "It is an unusually strong door. It is going to take the effort of a strong and skilled person to have a chance of opening it. Preferably, two skilled people with a battering ram. I will support whatever decision you make." Ara is thinking "Strong doors mean good treasure and possibly strong monsters. This expedition could get interesting."
 


TallIan

Explorer
Edgar, Paladin 1

"Perhaps a combined effort?" Edgar suggests, placing his halberd to one side.

Break down door: 2D20.HIGH(1)+1D4+5 = [17, 8]+[3]+5 = 25


[SBLOCK=Mini Stats]
Passive Perception: 12
AC: 16
Initiative: +0
HP: 10/12 (HD: 1/1d10)

Offense:
Halberd +5 10ft 1d10+3S
Halberd (Bonus action): +5 5ft 1d4+3B
Shortsword: +5 5ft 1d6+3P
Javelin: +5 30/120 1d6+3P

Devine Sense 2/3
Lay on Hands 5/5[/SBLOCK]
 

Charwoman Gene

Adventurer
The door breaks open, revealing the chamber beyond. The air in the room is quite moist. This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor. There is an iron bung sealing the keg at the top. There is a small dripfrom the bung down the side of the keg, resulting in a small puddle.
 

Kobold Stew

Last Guy in the Airlock
Supporter
Kuhl is uncertain of the contraption in the small, seamy room, and suggests leaving it alone. He does not enter the room, but stands back along the corridor.
 

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