• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E CB's Stonefast IC -- COMPLETE


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"Let's see how that glaive you found works on clearing away cobwebs, shall we?" Guran asks Fulgrim.

Guran borrows the glaive, if allowed, and clears away as many of the cobwebs as he can -- by the light of the torch which is still standing in the sconce on the wall in the office room (#7). He then wads up the gathered (dusty, sticky) material and tosses it into a corner of Room #7, then wipes the glaive as clean as he can and returns it to Fulgrim.
 

Fulgrim accepted the glaive and inspected the writing on the head of the weapon while the rest of the team works. Distractedly, he asked, "Does anyone have use for this, by the way?"

OOC: Is the writing dwarvish? Let me know if I need to roll something to decipher it (or just feel free to roll it for me). Also, I can't remember, do we know the bag that came with Father Spec is magic yet?
 

Fulgrim examines the interior wall of Room 8, near the lintel. On the left side of the door lintel, he finds three stones similar to the ones on the exterior of the door in Room 7. When he depresses the stones, the door opens and closes at will. The writing on the glaive is Dwarvish and reads, "Liar's Bane." Unlike the other two blades wielded by the skeletons, the glaive looks to be in good repair. It's a nice weapon, in fact.

OOC: I don't think anyone has examined the bag that Father Spec brought, no. Time for detect magic?
 


Fulgrim accepted the glaive and inspected the writing on the head of the weapon while the rest of the team works. Distractedly, he asked, "Does anyone have use for this, by the way?" < snip >

Guran looks around at the team members: He and Fulgrim are at the securable room, Roscoe is watching the hall, and Spec and Colden are somewhere nearby (room #7?). He turns and asks, "Could you use a nice glaive, Colden?"

Then Guran turns his attention to the chest, checking for locks and traps.
 

Guran crossed the room and knelt beside the iron chest. He checked the chest for traps, and found a guidewire cunningly inlaid and disguised as part of the emblem embellishment on the lid. The wire ran down the back of the chest, then across a two-inch expanse of flagstone floor, then--sandwiched in a bit of masonry--ran up the wall and into the ceiling. No doubt something nasty was triggered to spring from the ceiling when the lid lifted.
 

"Narrrrrr," Guran begins, unsure of what to say.

"This chest appears to be trapped," he manages at last. "There's a guidewire," he explains, "here, . . . , here, and here."

"Could I get some help, here? What kinds of things do the rest of you guys know about how to disable traps? Should we fix the wire so it can't move? Or is it set to trigger a trap on break of continuity? Is there any way we can tell?"
 

OOC: Intelligence (Investigation) checks, please, for anyone who wishes to examine the trap. Also, if your PC enters Room 8, please state clearly where he stands. So far, I have Fulgrim standing in the southwest square, and Guran occupying the northeast square.
 


Into the Woods

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