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IC: Dichotomy's Age of Worms Redux, Part V(b)

Nethezar shrugs. "No difference to you, 'per se' you say? Perhaps not. But it may make a difference to us. We thought, when we thought that other thing was you, that you had the full complement of your abilities." The scholar gets a derisive look on his face. "And really, 'Knowledge is as useful of a weapon as a sword?' Are you trying to play to my sympathies?"

Nethezar turns to Kushnak. "She is still useful, of course, and we've infiltrated this far. It might not be so easy again if we lose all advantage of time. And, if we clear this place out, we can examine this information later."
[sblock=OOC]I just want to make it clear that I'm mostly just playing devil's advocate, rather than actually suggesting which course you should take. I am a lawyer, after all.[/sblock]
 

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"I want you confident girl, but we'll be no less vulnerable here than moving, and unless this place is quite large, any remaining residents seem likely to pass through here. Surprise while resting is not something we are adept at. Press on."
 

With a small sigh and a longing glance at the documents, Erdolliel presses on.[sblock=oc]search +16 the door for traps and locks, disable any she finds DD+14 OL+13 Finally, open the door[/sblock]
 

Erdolliel opens the secret door, which leads to a 5 by 5 foot room. Looking further, she discovers another secret door on the south wall of this room, which has no traps or locks.

Beyond that door is a dizzying array of light and reflections. Polished metal mirrors stretch from floor to ceiling, forming a maze of endless corridors and reflected images.
[sblock=OOC]I'm gonna need some leeway from you guys on the upcoming maps. The versions the supply have things on them that the morons should not have put on them, so I can't show them to you. That means I have to make my own. Pretend that my lines are straight. The dark lines represent walls. The shaded area is just what you can't see. My blank grid is also not big enough. Erdolliel is really in the square 5 feet north of the upper left square here. Also, Erdolliel can see that the hallway directly heading south, actually goes 5 more feet, and apparently turns east.[/sblock]
 
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Erdolliel nods to the south and enters the glass maze.[sblock=oc]Try to hide before entering... +13 Move silently +13. Move S to the end of the hallway unless someone or something stops me first.[/sblock]
 


Erdolliel makes her way to the south, nothing the side passages as she goes.
[sblock=OOC]Change of plan. In order to have a grid large enough (I don't seem to have my old blank one anymore), each square here is divided into fourths. Make sense?

Oh, and just to make it very clear, as noted above, the mirrors are polished metal, not glass.[/sblock]
 
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Erdolliel continues to explore the area.[sblock=oc]N N N E N E E S unless something gets in my way of course, also keep moving slow to maintain move silently. Also, how high are the ceilings in here and is Kushnak's airwalking still in effect?[/sblock]
 

[sblock=OOC]I'd forgotten about air walk. That lasts a long time; is certainly not even close to gone yet. If it matters, I'll figure out more precisely later.

I can't find anything in the adventure saying how high the ceilings are here. Given that this complex is underground, and the resulting extra work it would be to building an underground structure with high ceilings, I'm gonna "voted best house" it at 10 feet. Make sense?[/sblock]
 

Kushnak continues following behind Erdolliel, waiting while she searches and picks her path.

[sblock=oc] stay 15' or 20' feet behind her as best he can manage

air walk and ceilings make sense.[/sblock]
 

Into the Woods

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