D&D 5E (IC) Fitz's Folly

OOC: Not again, lol. Isn't this what happened to us at the water shed?


Dellrak motions the others to come on with a hand. As he waits he looks around for anything that might deactivate the blades or open the door.

OOC: Investigation: [roll0]


"Uh-oh," the dwarf mutters.
 
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Dellrak searched the wall for something to open the hidden door. He found what he was looking for and made to activate the weighted mechanism. Unfortunately, the way of opening the door was identical to the method of triggering the blades, and he had gotten the wrong one. The blades sliced out of the grooves, passing through the room before disappearing again into their hiding place.

OOC: Dellrak must make a dc12 Dex Save or take [roll0] damage. Either way, he can try again to open the door (dc12 Investigation. Sure he can use stonecunning instead.)
 

At the far end of the corridor, still bathed in half-light, Miss Imogen hears the click resonate as the blades extend. She cannot see the blades, but she is determined that the door she is at not snap shut. Her foot rests against the spike she has hammered in. The seconds stretch out like days.
 

The ancient gears ground as the door attempted to close. Suddenly there was a snapping noise and the sound (or rather, feeling) of falling weights from somewhere behind the walls, and the door hung loosely in its slider, no longer attached to the trap mechanism.
 

Harb stood silently to the side, allowing the others. Room to work their tasks. He peered around the corner and down the stairs at Delrak, checking to see if the dwarf needed immediate attention.

Sent from my [device_name] using EN World mobile app
 

OOC: DEX save [roll0]
Stonecunning [roll1]


"Oh fur the love of Ulaa," the dwarf groans as he casts about for the correct way to open the door. "Someone gets ah batter'n ram. I'll take care o' this door, the dead, and the wizard all in one go."

[sblock=Combat]
AC: 15 (scale, dex)
HP: 10/20 HD: 1/2 (1d8+2)
Speed: 25'
Saves: STR +5, DEX +3, CON +2, INT +0, WIS +2, CHA -1
Features: spellcasting
Special Defenses: advantage save vs poison, resistance to poison damage

Combat:
battleaxe +5, 1d8+3, versitle (1d10)
(2)handaxe(melee) +5, 1d6+1, light
(2)handaxe(thrown) +5, 1d6+1, light, thrown, (range 20/60)
longbow +5, 1d8+1, ammunition (range 150/600), heavy, two-handed

Spell Slots: 1st: 1/2
Spells known: jump, goodberry

Usables:
arrows 18/20
pitons 9/10
torches 10/10
rations 10/10
goodberries 6/10
[/sblock]
 
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OOC: You can't try to open the door without risking the blades, so Rodrigo either has to head in there or he's just making somewhat meaningless suggestions to Dellrak.
OOC:
 



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