Casefiles Reopened: Agents of D.E.L.V.E.


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(OOC - Thanks for the tip, Sorrow, and apologies for tardiness...been that kind of week. :))

Thorn squints at the bars for a moment and draws her pale hand back away.

"Good news and bad news. The good news is that this probably is a way in. The bad news is that you can tell that because they didn't just leave it locked. I can't tell what this'll do exactly...but I can bet it'll be very unpleasant, and might make enough noise to raise the alarm."

She looks up at the others, still hunkered down by the grate. "I can try to deactivate the glyphs without setting thm off. Dicey, and I can't promise success, but I can try. Or, if one of you mages can dispel or interrupt magic, then we're in business, and no chance of setting it off."

With a flourish, she produces a few twisted, hooked bits of metal. "If we're not dispelling, and you want me to take a go, you may want to step back a bit."
 

Erran steps back after a moment, although an expression of concern is apparent. "Let's just hope that part of this magical trap isn't something that would make the keep's inhabitants aware of our entry through this tunnel. But I'm no arcanist, so I can't even begin to guess." He glances over towards Eransyl -- the elven wizard perhaps might know better of what to expect from such a magical trap.
 

Eransyl will move up next to Thorn, "I will attempt to dispel it's magic. I would advise not standing near it." Giving himself some distance from the ward, Eransyl intones the abjuring word and mimics a complex ward pattern before him.

OOC: Casting Dispel Magic 1d20+6 caster level check
 

There is a brief flash of red light, and the ages old Fire Trap that once warded the door glows a brilliant red and slowly fades. The iron cools after a few moments, leaving it merely locked to the best of Thorn's knowledge.
 
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Conscious that some magical traps are only temporarily disrupted by dispelling, Thorn immediately goes to work on the grate's lock with her tools, working skillfully and quickly. In goes a hook, twist to push the tumbler, and lock it in position. Then again. Soon there's several thin bent wires poking out of the lock, and she's trying to finesse the actual bolt open...

(Open Lock +15, inc. masterwork tools)
 

The lock is difficult to defeat until you realize that several of the pins have been rusted in place. Judicious use of a small hammer and tiny chisel solve the problem swiftly. The door is reluctant to move on it's ancient hinges but eventually opens into what's known as a Hangman's walk. The Hangman would walk the condemned through this short tunnel, to the gallows yard, where execution would take place. Normally it would be lit with torches, yet the 100 feet or so of the tunnel is a pitch black. The end of the tunnel opens to a large courtyard with a massive gallows set up, room for twelve. In fact, six dessicated bodies still hang from their nooses, slowly swaying. On the west side of the courtyard set into the keep's wall is a pourtcullis, the interior of which is hidden in shadow.

I want Wisdom checks (d20+wis modifier) from everyone.
 



"How cheerful and inviting," comments Erran as he looks within. "I just love what they've done with the place. You'd think this was a necropolis or something."

Was that... sarcasm? From Erran, mister stoic himself?

"Seriously, however," Erran continues after a moment as if he'd never made that sarcastic comment, "The more I see, the more concerned I get about everything."

[sblock=Sorrow]Wisdom Check: 24 (1d20+4=24)

I think I made up for JonnyFive and Shayuri on that one.[/sblock]
 

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