IndyPendant's Sunless Citadel

Ydyr curses into the darkness softly, under his breath. HE crouches low and tries to reach out into the inky blackness with his senses, waiting for an attack. He listens to his companions moving above, getting rope ready.
 

log in or register to remove this ad

Kuma grunts and takes firm hold of the rope with both meaty hands.

"We won't find goblins or your friends this way, I think," he says. "Better to backtrack and explore some of the twists and turns we left behind."

Then he calls down the ravine, "Tug on the rope when you're ready, and I'll haul you up!"
 

Jerek nods at the change in plan and tosses the remainder of the rope down toward Ydyr. Then he gets his bow ready in case a target presents itself.
 


While Ydyr cautiously attempts to get back up the rope in the dark, Lehko takes one of his candles and lights it from the lantern he holds. He sets the lantern down and makes a tight fist, knuckles white. When he opens his palm and fingertips glow, and the candle begins to move through the air, down the side of the cliff.

((Mage hand on the candle to get some light down there. I'm assuming it was about or less than 20ft seeing as Ydyr took no damage. If not I'll make an alternate move if you'd like.))
 

Between Lehko's candle, Jerek's rope, and Kuma's anchorage, Ydyr manages to clamber out of the pit--really, more of a hollow in the loose stone flooring--without mishap. Heirmund keeps alert, but sees no signs of rats, as the others quickly make their way back into the room without being attacked, despite the growing chittering and squeaking Ydyr's fall stirred up.

You vacate the nest room just in case, shut the door, and organize yourselves in the fountain room. Once you are ready, you backtrack southwards to examine the rooms you passed on the way in. The first doors you check are the six doors in the hall leading to the fountain, which you had shut just a few minutes earlier to keep any potential rats from attacking you. A quick, cautious look in each of these small rooms shows nests with varying levels of filth, unoccupied and with no other exits.

Just past that hallway, you find the second door waiting for you, leading west. Jerek carefully examines the door and finds no traps, so Kuma opens it--to find a 20' square room empty of anything, except only rat droppings, crumbled flagstones, some minor stains, and another door leading out to the north. Jerek checks that door, and finds no traps as well, so Kuma opens it--to release a loud clangor of bells, struck by the door as it swings open!

The 10-foot-wide hall revealed is liberally strewn with sharp caltrops. The northern door 20' away to the north is missing, but the room beyond is partially blocked by a roughly-mortared 3-foot-high wall, complete with crenellations.

((Jerek's search check: 9+6=15.))
 

Backing away, Jerek winces at the noise and shrugs an apology to the others. "So much for stealth," he says drawing his bowstring back and taking aim at the top of the short wall opposite.

[OOC:I'm expecting somebody to man that wall momentarily and want to be ready.]
 

Ydyr thanks the rest of the party for hauling him up during their backtracking.

With the bells jangling, and the half wall beckoning, Ydyr will make bounce lightly thru the hall and step inside the room and crouch down, watching for any motion behind the wall, or farther on.

[[move cautiously through the hallway (tumble, if needed) and be just to the left of the entrance in the room.]]
 


JimAde said:
"Mind the spiky bits," Jerek mutters as Ydyr snakes by.

"Aye, and expect a goblin welcome soon I'd say. Let's move in and clear a path of the barbs lest we have to withdraw after sallying in. Jerek with your bow, Lekho and Mithran with your spells, watch that wall for enemies while the rest of us clear the way."
 

Remove ads

Top