Jump to content

Deep Trouble


Sorithar

Recommended Posts

 

image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

2nd day of the 3rd Ride of Uktar

 

Gathering your gear, you follow Bettargh back through the halls of Ironaxe and down the steep ramp, through the Hall of Portals and the Hall of the Pool, where to your satisfaction, the waters yet remain stymied and the center column and pool seem somewhat dryer. You soon reach the hidden chamber where you'd left behind Myali.

The large green and mottled brown mound of a hound, half the height of Bettargh, seems tired and weak, though clearly happy to see it's companion Qwynn once more. It lethargically rises to great your arrival, moving to Qwynn with tongue out in a clear sign of thirst. You sense, as Qwynn knows, that a day without drink or food would not so dampen Myali's mood and though the lonely darkness might have played part, it is the unnatural nature of the Halls that is the most likely culprit for the dampened spirits.

 

OOC

 

Note 1:

Light Sources:

Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone)
Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern)
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern)

Party Spell Effects:

MAP

[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

Link to comment
Share on other sites

spacer.png

Finwe Faline
Sun Elf, Wizard


Finwe cringes a bit when he sees the shape the poor dog is in. He absentmindedly reaches up and pats Kodo on the head and gives a little scratch.

Poor guy. After he gets some food and water, do we want to continue to look around down here or do we want to work out a way to get him up there and continue up there?

Aside from making a harness and hauling the big dog up the ladder he is not sure of any other way to get the guy up there. Maybe if they do some more searching around on this level they will find another way up.


OOC

Hide this

Edited by Sorithar (see edit history)
Link to comment
Share on other sites

spacer.png

Qwynn Maraphiir
Moon Elf Ranger from Neverwinter Wood


Qwynn is thankful to have found his animal companion, but is saddened by the condition he found him in. Apologizing to him in Elvish he takes some food and water from his traveling cloak (it magically provides those things), and nourishes his cooshee. He wonders to himself if he would be better off trying to find a way back to the surface just to allow his friend to roam around topside.

"I am sorry friend for leaving you in this condition. Come now, drink and eat up. You will feel better soon enough."


OoC

The travel cloak is magical and can provide food and water to nourish the cooshee.

 

Edited by rauhric (see edit history)
Link to comment
Share on other sites

 

spacer.png

Baldin

Human (Chondathan), Cleric of Lathander


Baldin rests intermittently through the night but still natively wakes at dawn to pray to Lathander, his pains temporarily forgotten during that brief moment.

He is still his usual quiet self, but manages to smile at the affections of the cooshee. He keeps an eye towards the control tower in the distance, remembering the troubles the group had with the device.

When discussion turns on where to go next after the companion is taken care of, he hesitantly suggests the place where he was killed. It was obviously somewhere important and maybe that dwarven soul could be of help, plus he owed it thanks.

OOC

 

Edited by Sorithar
Formatting (see edit history)
Link to comment
Share on other sites

 

image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

 Myali eagerly accepts her companion's proffered sustenance and laps it up with a long tongue. Tired and lethargic she does not exhibit her usual gusto when eating, but seems much the better for the food and company.

Bettargh nods at Baldin's words.

"I canna guide ya back ta da Hall of the Fallen Arcrown thru me kin's halls sa no hulling up be necessary if'n dat be whre we musten proceed next."

 

OOC

 

Note 1:

Light Sources:

Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone)
Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern)
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern)

Party Spell Effects:

MAP

[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

Link to comment
Share on other sites

Finwe-Faline.png.6a420da6e9909df0c7cace11ac152890.png

Finwe Faline
Sun Elf, Wizard


Finwe thinks over the offer.

As long as we are on this level, why don't we go ahead and check out some of the unexplored areas? The closest seems to be this passage to our east with the trap in front of it. We could either try to disable the trap or just go past it if we can manage it without triggering it. Then we can check out what is beyond the trap.

He checks with the others to see if they are game or not.


 

OOC

Hide this

Link to comment
Share on other sites

spacer.png

Dolan  

Human (Illuskan/Chondathan), Rogue


Dolan takes the lead, eager to be moving again from their present location, where they could easily be cornered. He keeps an eye out for new traps that the cult may have placed, his enchanted elven dagger in one hand and the glow stone in the other.

 

Edited by Sorithar (see edit history)
Name
Search (for traps)
31
1d20+12 19
Link to comment
Share on other sites

spacer.png

Qwynn Maraphiir
Moon Elf Ranger from Neverwinter Wood


Qwynn falls in line behind the rogue to offer an extra set of eyes or ears to better scan their environment. He knows his cooshee will also aid them in being alert; even though this underground environment is not its preferred territory to scout in. He asks Dolan,

"Will my lantern better aid you in scouting? If you need it just ask."


OoC

The lanterns range might be useful to Dolan, but if it hinders his stealthiness I can drop way back.

 

Edited by rauhric (see edit history)
Name
Listen or Spot
11
1d20+10 1
Link to comment
Share on other sites

 

image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

Bettargh solemnly nods his consent with the plan and soon, with Dolan in the lead, Bettargh close behind to guide him and Qwynn and Myali behind them, you move forward carefully through the dark halls, the bright light shed by your lanterns a beacon in the solid dark. Finwe and Baldin trail not far behind, with Baldin picking up the rear, glowstone stowed in a pouch at hand.

Familiar with the trap he'd previously noticed hidden here, Dolan is rather quick to locate a well hidden bypass switch he'd missed before, allowing passage without triggering the trap, which seems to be a massive swinging block of stone set to pummel those in the trap's area.

Bettargh whispers he believes this an older trap, set in the waning days of the dwarfhold, when reduced numbers forced those who remained, set up traps in areas they were no longer using and were unable to guard but that the twins have been slowly resetting such traps as they encounter them.

A long passageway here is lined with three doors along the eastern wall. Bettargh knows not what this area was used for.

 

OOC

 

Note 1:

Light Sources:

Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone)
Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern)
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern)

Party Spell Effects:

MAP

[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

Link to comment
Share on other sites

Dolan.png

Dolan  

Human (Illuskan/Chondathan), Rogue


Listening to Bettargh's explanation of the trap, Dolan nods silently. He had been initially annoyed at the dwarven traps in the Halls, having discovered multiple traps the hard way, or the stupid way in one instance, but now suspecting that these traps were serving an important purpose that didn't neccesarily involve trying to kill him at every available opportunity.

Taking the opportunity, Dolan checks the first door for traps, and if he finds none he listens carefully to be sure that there's nothing moving behind it. If he hears nothing and detects no traps, he tries to open the door, and if it's locked, he will try to unlock it before opening it.

Name
Search (for traps)
26
1d20+12 14
Listen
14
1d20+8 6
Open Lock
25
1d20+13 12
Link to comment
Share on other sites

Finwe-Faline.png.6a420da6e9909df0c7cace11ac152890.png

Finwe Faline
Sun Elf, Wizard


Happy to see that the trap was no problem for Dolan, Finwe moves up and readies his bow. Prepared to back up Dolan as he looks over the door and then opens it.

Kodo stays back at the corner, looking back the way they came, over the trap, and keeps an eye out for unwanted guests approaching form the rear. He will mentally give a warning if he sees or hears anyone approaching.


 

OOC

Hide this

Link to comment
Share on other sites

 

image.jpeg.7af99271202c985daf92fa713908bad5.jpeg 

Dolan discovers no traps upon the door he examines, but despite his best efforts over a minute or so, the locked door does not yield to his skilled picking. It remains locked, though he hears nothing beyond through the solid stone door.

OOC

 

Note 1:

Light Sources:

Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone)
Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern)
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern)

Party Spell Effects:

MAP

[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]

Link to comment
Share on other sites

  

spacer.png

Dolan  

Human (Illuskan/Chondathan), Rogue


Gritting his teeth and focusing intently on the job at hand, Dolan tries again to open the lock, suspecting that it will take quite a while.

OOC

If this roll isn't high enough, Dolan will take 20 for a total of 33.

 

Name
Open Lock
19
1d20+13 6
Link to comment
Share on other sites

×
×
  • Create New...