D&D 5E (IC) Fitz's Folly

Rodrigo pushed the lever back up and nothing happened. Miss Imogen suggested wiggling it around, or twisting it, but Rodrigo could not make it move side-to-side. At Dellrack's suggestion, he reached over and grabbed a sputtering torch from it's hanging - it came off of the wall, but made no change to the door.

Nameless moved back to the other side of the hall. Water poured in from the ceiling, pushing at him as he went. He jammed his quarterstaff through the rushing flow and managed to get it behind the fallen stone. The stone wiggled. Perhaps with assistance he could make it move, which would possibly allow the group to retreat back through the Serpent's coils. Water poured down on his head, soaking him.

OOC: Unfortunately, Nameless will have to roll a dc12 Strength save or be washed back down to the door-end.
 

log in or register to remove this ad

"It's a dead end!"

Looking around to see if any of his companions was finding a solution, he could not see Nameless. Where is Harb?"

Then, he saw the light, glowing under the water. Without hesitation, he took a deep breath and dived. Fighting the flow, he saw Nameless bent on his staff in order to move the stone but this thing was too big for one man.

Grabbing the quarterstaff with both hands, Chrysagon flexed his muscles and pulled as hard as he could.
 
Last edited:


Chryasagon and "Harb" managed to move the large stone blocking the entrance just far enough that it would be possible to squeeze past it, if one were to hold their breath and plunge in, forcing their way through the power of the downward flow. Of course, it would soon be easier to do, if one didn't mind waiting until the room was fully submerged.

On the other hand, that would very nearly be giving up on the mission. The conflict (presumably between the other team and the smugglers) was through the door, and the door was, so far, not opening. Soon the weight of water would make it next to impossible to open the door, which appeared to open inward (now that the hinges were visible).

Rodrigo yanked at the two torch sconces, and only succeeded in putting one of the torches out (what with all the water spraying everywhere). They concealed no hidden levers.
 

Getting up, "Ok, we need to move or we'll miss the show. How do they manage to get out of here? If someone is experienced in making people talk, we have two guys up there, they must know something about it. If they are not drowned out by now..."
 

Dellrak takes his pack off once more and toss it into the water. It is swiftly followed by the longbow and axe.

OOC: If asked what he's doing he answers "Gettin' ready for a swim."
 

OOC: Rereading my last post I see that it is not at all clear. The lever was easy enough to move back up, but didn't do anything when Rodrigo did that. The door opens inward meaning toward you. The way back to the prisoners is possible to go, but the water is pouring in over the rock you've got to squeeze around. Checks are involved with practically anything you might want to do.
 

"The water seems to be coming from this direction. Maybe we can stop or slow it if we can get through here."

Taking a deep breath, The Nameless pushed into the hole, attempting to force his way through to the other side.

Athletics(STR): [roll0]

Squirrels are evil!
 

OOC: Squeezing past the rock, the nameless could either reenter the coils and go back the way he came, or with some incredible luck, swimming, and holding his breath, find his way through a short tunnel and into the bay. This last bit is pretty difficult, but not impossible. I don't think everyone could pull it off without drowning, though.
 

Rodrigo scanned the room. There now was a way out. But it was a retreat. He judged that he had a few moments as they could only leave one by one by the rock that Harb had shifted.

"Where brains fail, sometimes brawns succeed..."

He grabbed Delrack's crowbar, still james in the wood, yanked it out with a grunt, and impaled it into what he judged to be the steal door's weakest point.

"With a big enough lever I can move the world..." Leverage, it was all about leverage...

Thieves tools check but with strength as ability instead of dex due to nature of check, ie crowbar u: 1D20+3 = [3]+3 = 6


Ooc: the dice *really* is not with me...

Nothing.

"Give me a hand Dellrack, I'll help you past the rock if it doesn't work!"
 

Remove ads

Top