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(Adventure) Pest removal at unusual height and depth


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Shadowlyn agrees that they should head east now, and tells whomever that is leading that her dog Shilo is commanded to guard the leader. She then peers to the east while walking, seeing if she can spot anything.
 

Considering his luck thus far at evading diseased and poisoned claws and teeth, Jack asks Reilin for one of vials of antitoxin, hoping it will prevent any further poisoning.

Before he moves on, Jack makes a quick scan of the immediate area in case the beasts had been hording anything valuable.

Search +6

Jack then quietly sidles up ahead of Shadowlyn and Shilo, to continue scouting up the tunnel.

Hide +15, Move Silently +13, Listen +8, Spot +6.
 

Jack downs the antitoxin, and then searches the immediate area, but does not find anything notable.

The group moves about 100 feet to the east until Jack (presumably) signals them to stop (Jack -
You can dimly see a rope or wire a few feet ahead, spanned just above the ground
).

(Fangor - I just noticed that your spot check bonus should be +3, and not +1 as noted in the character post.)
 

Knight Otu said:
The group moves about 100 feet to the east until Jack (presumably) signals them to stop (Jack -
You can dimly see a rope or wire a few feet ahead, spanned just above the ground
).

"Hold up, guys. There's a trip wire strung up here."

Jack makes a careful search of the area to better determine the nature of the trap. Once he is confident of the device's workings, he pulls out a leather wallet full of slim tools and makes an attempt to secure the trip wire so that it won't release the trap.

"Give me just a minute, here. We could step over it, but I don't want anyone forgetting about it, if we have to come back this way," Jack advises. "Hey Lyn, maybe you could give me a hand with this."

Search (Take 20) +6 = 26
Disable Device +6, +8 if Shadowlyn successfully assists.
 
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Jack and Shadowlyn cautiously looks at the trip wire and the surroundings, and finds the following:

- (
The trap appears rather primitive, and seems to be designed to make noise rather than cause damage. Tripping the trap would mostly cause several hidden metal parts to clash together.
)
- (
The trip wire appears to have been repaired a few times.
)

Working together, the two can easily disarm the trap.
 

"Someone set up an alarm," Jack points out the collection of scrap metal he and Shadowlyn have found. "And it looks like it's been tripped a couple of times already."

Knight Otu said:
Working together, the two can easily disarm the trap.

Assuming Shadowlyn has no objection, we do so. ;) Once the alarm is disabled, Jack coils up the tripwire cord and stuffs it in his sack. If the metal bits are small enough, he'll take those too.

"I don't want anyone resetting this," he explains.
 
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There are no problems in disassembling the alarm, and Jack can gather most of the metal parts into his sack, leaving out those that seem too sharp.

Shadowlyn: As you and Jack disable the alarm, (
you think you can hear a pained squeak, as if by a rat that was wounded. There seems to be another sound, but you cannot quite place it.
)
 

As Jack gathers the trap pieces, Shadowlyn suddenly freezes, and peers into the darkness. Whispering to the others, "It sounds like a wounded rat. And it's not alone. Something else is there."

She points in the direction of the noise, alerting the others and readying her sling.

"You guys ready?" she asks them and tells Shilo her dog to Defend Jack. That should help him out in case he runs into anything first.
 

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