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D&D 5E Dwimmermount [IC]

eayres33

Explorer
Hunter Brightwood

“A shovel would be nice,” Hunter says as he kneels close to Magen and starts to dig into the dirt with his hands.

“My father always said anything worth doing was worth getting your hands dirty for,” Hunter said with a smile, “At least this is loose dirt.”
 

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GreenKarl

First Post
Digging with just their hands, Magen and Hunter managed to remove about a foot or so of earth in ten minutes when they reach something metal. It turns out to be a locked metal chest. It's fairly heavy but that might just be that it appears to be of thick iron construction and the lock looks like it is of above average quality...
 

SunGold

First Post
Whatever was worth locking in there might help the group survive the Dwimmermount. Shara says a quick prayer to Pelor, asking him to aid Corwin in opening it.

OOC: Guidance.
 



GreenKarl

First Post
In his rush to open the lock (which he does although it was a complex and good quality one) he failed to notice the trip wire within the chest that snapped when he lifted the lid and filled the area around him with a noxious gas! Even though he was no where near the chest the gases still filled the room!

GM: Trap Stealth vs. Passive Perception: 1D20+5 = [12]+5 = 17. Corwin and anyone else in the chamber needs to make a Constitution save DC 15 or gain the Poisoned condition until his or her next Long Rest (when they get to roll again vs. the same DC to recover. Otherwise they remain poisoned until their next long rest).
 


Charwoman Gene

Adventurer
"Oh bloody hell," wails Corwin as the gas begins filling the room. He gets a good lungful of it himself. He coughs out "Sorry guys... rookie mistake..."

[sblock=Mini Stats]AC: 15 Init: +3
HP: 27 / 27 Hit Dice: 3 / 3 [1d8+1]
Spell Slots: 2 LR (2)
**Poisoned LR Con Save DC 15
[/sblock]
 



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