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[DnD 5E] Barrowtown - A 5E PbP (Game's done! Post-game discussion is open!)
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It's clear that a rest of some kind is in order, but doing so on this bridge would not be a good idea. Are you going to turn back and find rest in a nearby building, or are you going to push forward and hope to find the hidden entrance before any other beasts appear?
"I think it'd be smarter to pull back and try to find shelter nearby, get Halath patched up and press on again when we're ready."
Halath peers through the rain trying to find somewhere to bandage his wounds.
"Yep, there's definitely something weird going on here."
She halfheartedly throws it into the fireplace with a dull clunk.
"Those wolves were quite a bit nastier than the ones I've had to fend off before. And there's also the whole vanishing in a cloud of smoke thing going on."
A couple more logs get chucked into the fireplace before she pulls out her tinderbox to light them.
"I guess we'll need to be a bit more cautious the next time we head out there."
And more prepared, she thinks to herself.
Geth roll 1d20+2 for Arcana check on what was up with those wolves
As he wraps a bandage around his arm he quietly says, "I apologize for that, I should have been more careful. I suppose I figured the villagers were spooking themselves and not really expecting ghost wolves or whatever in the Nine Hells those were."
Spending a Hit Die
Geth roll 1d10+2 for Hit Points Regained
For now you don't know the answer, but you can't shake the feeling that it's connected to the storm somehow.
With that Halath cleans and sheathes his short sword and draws an arrow for his longbow.
Geth roll 1d20+2 for Intelligence (Arcana-Weird Wolves?)
"Or perhaps they're just deeper sleepers?"
You meet no opposition on the bridge this time. The howling on the wind has quieted somewhat, though it's still there. If nothing else you've at least bought yourselves time to look for the entrance. How much of that time has been used up by resting is anyone's guess.
Intelligence (Search) checks for anyone wanting to find the entrance. Wisdom (Perception) checks for anyone wanting to be on the lookout for other dangers. Pick one or the other (or neither).
Geth roll 2d20k1 for Wisdom (Perception)
wtf why is the dice roller not working for me?
Careful searching is difficult in the driving rain, but in a way the storm has actually helped you. The water has washed away some dirt and loose stone, revealing a narrow staircase leading down. Halath's keen vision reveals no immediate threats, so you're able to take your time to descend safely.
At the bottom of the stairs you find a pair of large stone doors. The doors are locked from the outside by a heavy stone beam, or rather they would be locked if the beam weren't lying on the ground.
Immediately inside the entrance is a small vestibule overlooking another descending staircase. There's a barrel off to one side with several old torches in it, and though it's dark, you can see sconces on the wall that are also holding unlit torches. The stairs are about 10 feet wide and descend at a fairly gentle angle, but without a light-source you can't see what's at the bottom (even Halath can't see, since there's no light at the bottom of the stairs).
The sound of the storm outside is just a faint rumble of white noise now. The inside of the barrow is, quite appropriately, deathly quiet. Your footsteps echo off the hard stone floor and walls, which all appear to have been carved directly out of the mountain. The ceiling is still rough stone in most places, though occasionally you see spots where the stone has been smoothed and a symbol of some sort has been carved.
A cursory look around doesn't provide much to go on with regards to finding Chloe, but she may have left a trail somehow. The obvious haste with which the main entrance was opened indicates that she isn't really being careful.
She walks up to one of the carved symbols to get a closer look at it.
Geth roll 1d20
If it's an Arcana check, add +2; if it's history, +3; if the base roll is 9 or below, Bardic Knowledge makes it a 10
Arcana/History for symbols: 1d20 6
So 12 Arcana, 13 History
As long you have someone with you that can read dwarvish, you'll have advantage on all checks made to find your way within the barrow.
"It's not that spooky. There could be fog, oh oh and organ music. Yes. That would make it spookier. As it stands, it's just quiet. And poorly lit."
Geoffrey takes one of the lit torches and approaches the carvings. "I feel like I've seen something like this before."
After some puzzling and musings his eyes light up as it clicks, "This is....dwarvish. Sort of, anyway."
Geoffrey traces fingers over the symbols, trying to reason out what, if anything intelligible, they say, or their significance.
Halath examines the dwarvish runes as he walks past. He dries and sheathes his longbow. Then he casts a minor spell and his torch hovers off to his side. Finally he draws both short swords and continues to follow along with the group.
Casting Mage Hand to carry the torch.
After some searching you manage to pick up a faint trail to follow. Wet footprints, specifically, though they eventually end halfway down a hallway. At the end of the hallway is a staircase down, from which you can hear something that sounds like a faint murmuring.
Halath whispers, "Alright, who wants to be first down the scary stairs?"
Keeping her rapier at the ready, she slowly steps down the stairs.
Stealth check: 1d20+4 12
It's been so long since I've had a roll above ten...
"Remember, one scream for good news, two screams for bad."
The sound that you heard before is definitely coming from somewhere down here. A good bet would be a room near the end of the hallway that appears to be lit with some kind of greenish light.
Geth roll 1d20+4 for Dexterity (Stealth)