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(CSToA) Touch of the Abyss [IC]


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Errol lifts himself from the ground, trying to downplay his frustration with the situation. Thank you for the healing, and for the attempt to help. I wonder why the five creatures only reversed gravity twice, however. There seems to be a puzzle there.
 

"Perhaps the room's gravity resets after a certain number of beings enter? For instance, if every 2 living creatures that enter cause a switch - and I say living because that dirt didn't trigger anything."
 

Jesme throws some other arguments and thoughts around, "Well, dirt's dirt. Apparently this path is supposed to lead into the dungeons. Someone obviously intended for it to be easy enough to get down, but a lot harder to get out. The incinerator room probably was... well... an incinerator, but this room would be the last line of defense before the door with the locking mechanism."

"What does the human have in common with your summoned wolves, but both don't have in common with small rocks and dirt? Well for one, size and weight. It's a lot easier to have a trap detect pressure or force than anything else."

"Other triggers that might make sense is, as you put it, presence of living creatures, but from what I understand that's an expensive mechanism to set up. And then it might not work on undead or other strange monsters--no shortage of which have probably been kept here at one time or another. There's also a few other ideas... like detecting magic. I don't know magic, so I couldn't tell you if making those wolves appear out of nowhere is something you would detect or not, but if it is... and Errol has something magic on him, that would work as a mechanism that he and the wolves have, but not pebbles and dirt."


"But then it did only trigger twice. So there's either a fail-safe preventing the trap from going off too many times, or it was only triggered two additional times. I don't think there's any way to say which just happened."

[sblock=OOC]I think that's a fair assessment based on the trap-savvy nature of the NPC.[/sblock]
 
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Slisik had admittedly not thought at all about a trap being pressure-sensitive. If that's the case, then perhaps a light enough creature could get past the spikes without changing the room's gravity? But no, that doesn't help very much. It might help Slisik get across the room in the form of a small animal, but not the others.

The dragonborn still suspects that there is a certain path to take through the room. After all, even the people who built the trap would need to get past it themselves. But first, he wanted to find out if the trap was sensitive to magic or pressure. He walks back to the collapsed tunnel, picks up a heavy stone, and carries it back to the spike-room. He hurls the rock toward B7, the spot where Errol first set off the trap.

If that does nothing, Slisik then casts Faerie Fire on said rock, then observes the results.
 



When you move it onto the first square (B6 iirc) the rock hits the ceiling, then crashes into the ground cracking both the floor and itself substantially. When you push it again, to B7, the exact same thing happens in reverse (rock hits ground, then goes hurtling into the ceiling), breaking the rock into a number of pieces.
 

Slisik goes ahead and casts Faerie Fire on the biggest remaining chunk of the broken rock, causing it to glow with a bright violet color.

[sblock=Spells]0 (5): Detect Magic, Detect Magic, Detect Poison, Light, Read Magic
1 (4): Cure Light Wounds, Cure Light Wounds, Entangle, Faerie Fire
2 (3): Bull's Strength, Barkskin, Fog Cloud
3 (2): Call Lightning, Cure Moderate Wounds

Wild Shape 1/day
Rage 1/day[/sblock]
 


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