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Dwimmermount IC:

Leif

Adventurer
OOC - OR ENWorld dice roller:

[roll0]

How to use: {roll]1d6+1[/roll], change that first brace { to a bracket [
 

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Jimmy Disco T

First Post
Pieter nods in agreement and places his hands on the wounded dwarf, before closing his eyes and chanting his oft-practised prayer of healing. A faint glow suffuses both him and Gargrim, as the dwarf's wounds begin to knit themselves closed.

[Heal 6 HP!]
 

Binder Fred

3 rings to bind them all!
"One good thing done, brother. Let's get the others underway... And the first things getting us out of this dungeon, right friends?"

OOC: As I recall, we'd decided the cliff wouldn't suit Vindar and we're going to try the Red Doors instead? If so, then we should head back to the first guard room and follow Pieter's map from there. Hopefully, the five kobolds that came to the shrieked room were the same ones and we won't have to face all that many?
 


Jimmy Disco T

First Post
Pieter begins to search around everyone makes ready to head for the Red Doors. He looks for a wooden pole, plank, spear or something similar which Vindar might use to steady himself and hobble along on his one remaining leg.

[If nothing seems suitable, he'll offer up his iron pole.]

Pieter then gently helps VIndar to his feet (or rather his foot) with some words of encouragement.

"Not long now, my friend... we'll see daylight before this day is done."
 

Imperialus

Explorer
You slowly make your way back to the Kobold ambush you avoided earlier. This time, the room in deserted. Combined with the silence of the natural caverns, it seems quite possible that you have indeed exterminated the beasts. The corridor exiting to the east of the room turns into worked stone, and ends in a door. The door seems to be of fairly standard manufacture, planks of oak, held together with wooden crosspieces and iron nails. It is barred from this side, and opens towards you.

OOC: sorry for the disappearance. I had hoped to get a post up before I left, but between making sub plans and trying to pack I ran out of time, then of course I was off gallivanting in the mountains for 4 days.
 

Deuce Traveler

Adventurer
Gargrim helps pull open the door, then takes a look outside to see what's what. "Let me take a quick look outside for trouble. No sense going through all this trouble just to get ambushed."

OOC: Hey, no worries.
 

Binder Fred

3 rings to bind them all!
"Let me have a listen first," asks Midgrim before pressing a reddish ear to the door.


OOC: If there's a viewport, he'll use that too.
 

Jimmy Disco T

First Post
[OOC: Quick question for our benevolent DM - did we managed to find something that Vindar was able to use in place of his missing leg, or did Pieter have to give up his iron pole/spit? Just need to know if I'm currently unarmed!]
 

Imperialus

Explorer
The door pulls open with relative ease, revealing an empty room (room 22). It appears as though there is a coating of oil spread all over the floors and walls beyond the door.

As for a crutch for Vindar, you were unable to find anything, but the spit is too short to be of much use anyhow. It seems to be easiest simply to prop him up on your shoulder and help him hobble along.
 

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Binder Fred

3 rings to bind them all!
"I'ma thinking 'fire trap'," communicates the rounder of the two dwarves after a narrow-eyed inspection. He draws one of his iron spikes from his growing pack: "Let's just set it off, shall we?"


OOC: If nobody has a better plan, Midgrim will just toss the spike in and close the door, trusting the sparks will set off the oil. "Let sear for three hundred beats..."
 

Imperialus

Explorer
The spike arcs through the air, and you slam the door shut just before you hear a loud "FHWOOMPH!" from the other side. After a moment the door grows quite warm to the touch but after waiting a spell you are able to open the door to a billow of smoke. It does eventually clear and other than the smoldering stone the room seems non the worse for wear.
 


Binder Fred

3 rings to bind them all!
"Cooked ta perfection," agrees the fat dwarf with a grin towards their scout. "Let's be careful still though." No telling if this was the only surprise they planted on their doorstep...

OOC: Midgrim will prod the way to the opposite door with his pole, gesturing Klyman towards it if they get there without incident: "Trapped?"

I propose the following SOP for all doors we encounter:
1. Klyman checks for traps
2. Another listens for noise and peers under/through (Midgrim, Gargrim, Pieter, Climent, in order?)
3. If nothing and unlocked, open and go through.

Agreeable?
 

Leif

Adventurer
Klyman Sylar, human rogue

Klyman carefully and gingerly approaches the door and searches it for traps. If he finds none, he moves aside for the Opener.
 


Jimmy Disco T

First Post
Pieter steadies Vindar as he jumps slightly at the sound of the fire trap being set off.

"Good job, Midgrim." he says quietly. Awkwardly he hefts the iron spit in his hand, trying to simultaneously stop Vindar from falling. They creep forward, ready to enter the room once given the all clear.
 

Imperialus

Explorer
The door does not appear to be trapped, and it opens with relative ease leading into a square shaped room with two passages going off in either direction. There is a large iron table, as well as empty iron shelves lining the walls. The south wall (the only one without a door in it) has 3 brass boxes set against it. They are quite large, likely about three feet long, two feet wide, and two feet high, and they are covered in knobs and dials made of a silvery metal, and polished to a high sheen. There is some strange discoloration around the boxes, and some silvery looking splotches on the ground near them.
 

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