D&D 5E (IC) Vault of the Dracolich (River Gang)

OOC: Sorry about that, it is passable, just not the other way where the water pours in.


Udit finds it incredibly difficult to keep a candle lit in a damp tunnel half-full of rushing water, but he manages. Returning to the T-junction, he takes the left path. It travels sixty feet with a slightly downward slope, and arrives at a left-hand turn. Above the turn is another steel grate, this one less rusty, and only quiet darkness above. The water rushes around the corner and pours out of the bricked tunnel, into another mud-trough headed into the underground lake.

Wedging himself into the column, it is a simple ten-foot climb to get a better look at the grate, which is hinged on one side, and chained with a lock on the other. The room above is silent and dark.

OOC: I missed your 30 foot limit. Lets assume that it looked safe enough that Udit was drawn further than he intended.
 

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OOC: I am unsure from your description if the lock can be shifted around and accessed from my vantage point. To save time, I'm going to assume that yes. If not, well we'll edit Udit's report

Udit first examines the grate for traps.

Perception check while looking at the second grate + lock: 1D20+3 = [20]+3 = 23


(OOC: assuming that there is no traps)

Udit then begins to shift the chain around so the lock faces him. he then attacks it with his tool.

thief tools check to pick the lock on 2nd grate: 1D20+7 = [14]+7 = 21


Udit smiles - he wished the others had seen that. He then scurries back before they get worried.

Udit reports to the others

"So uh, there is a second grate about 60 feet away from the first one. There doesn't appear to be anyone there. I managed to open it but I didn't check beyond. I think it's a good place to go... Kurzon maybe your eyes will be able to see better in the dark than me.

We have to be very quiet by the first grate, there are guards playing dice up there. So, uh, shall we go?"


OOC: Of course, if the lock is not defeatable, Udit's report will reflect that
 

OOC: I'm sorry if I was less than clear; you can access the second grate from the second trough. (By rowing up past where you fought the Decapus and going up another dug-out stream.) I'll post a pic if that's confusing, but you should be able to see it in post #66 in this thread. At any rate, you don't need to truck the party under the first grate.


GM: Udit has no problems picking the lock on the grate.

So... You going up there?
 
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Udit thinks it's better than using a dodgy obelisk.

OOC: That might very well be true.


GM: To get ahead of this, if you all decide to go up the grate, I'm going to need Kurzon (probably) to make a dc12 strength check (not athletics) to lift the grate without banging it when it flips over (possibly alerting the occupants of the other room). Failure makes a bang; failure by 5 makes it stuck, and you'll have to try again. You've got to wedge yourself into the column underneath it, so only one of you can try it. (No Help). If you succeed, everyone can climb into the room above without a check (even stealth is unnecessary, your "passive stealth" will do it.) It's dark up there, but there's just enough dim light from a hall to not trip over anything while getting up there, then I will describe the room. If you want to go elsewhere, let me know.

Also, the next time you post, post an Initiative Roll I can use whenever the next encounter rolls around. (I'm gonna try out Ancalagon's suggestion.)
 
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Kurzon lifts the grate effortlessly, moving it to the side so it doesn't clang about. He ducks his head up to have a look around to see what the general layout is.

[roll0]
 

Kurzon peeks into the room above. It is dark; in the grey shades of his orcish vision, he can make out a large room filled with crates. A storage room, he figures, correctly. About 15 feet ahead, on the left, a wide staircase ascends out of view. To the right, past several crates, a hall shows the unmistakable white-space of a far-away light source (as seen by darkvision). Kurzon can't hear anything over the water rushing below him.

GM: I will insert a map here showing the room after everyone has come up. Though there isn't any trouble here at the moment, remember my request for early initiative rolls. No check is required to climb up, and Udit should be able to dry everyone's boots with only a few minutes of work. Just confirm you are going up and tell me what you want to check out.
 

Udit will be happy to put away the boats as well as possible, help people up, and dry everyone up, while setting up a candle to have a little bit of light (basically hoping that it's just enough for us to see and not enough to be spotted).

"Uh, we did great folks! We're in!!! Now, uh, to find those wards/idols... "

Once that's done he'll also do a perception check. Visually, he's particularly interested in dust - are there tracks in the dust? Are the crates here "fresh" or have they been undisturbed for a long time? He's also listening to see if there is anything audible over the sound of the water.

Perception check in the storage room: 1D20+3 = [19]+3 = 22
 


Though the room was once used for something else in it's heyday (large rusty iron hooks protrude from the walls and ceilings, shallow troughs crisscross the room leading to the grate for drainage). Whether meatlocker or prison - you shudder to think - it is now an actively used, and reasonably clean, storage room for mundane supplies.

Aside from basic masonry and carpentry tools and supplies, you are unsure what is here more specifically, as (once away from the grate and the water beneath it) Udit can clearly hear the sounds of the men he heard earlier, conversing less than a hundred feet away, down the hall where light can be seen.

Hiding behind crates, the group can see that no door separates the two rooms; instead a fifteen foot square hallway capped by a lowered iron portcullis at the far end.
 
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