OOC: My vote is a combination of CDE. While Ay wants Zarr down, pretty sure the whole party is feeling pretty sluggish right now to waltz right back into her lair, especially given we know we've skipped some hobgoblins (we saw them prior to going into the spider pit). We could always risk going through Zarr's lair in hopes of making a beeline back to the well, but it's been long enough at this point we could run into trouble... so pretty good shot we are going to face trouble regardless of which way we go. I think it would be in our best interest to start looking for a fortifiable place down here we can get an extended rest.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
(( I could try getting the lay of the land again to see if we can't make out way back West, but then again, Zarr would have reinforcements by the time we actually got back to her (although this seems like an eventually either way since we probably want to rest first). Could just thoroughly search this particular room and bar the door. ))
OOC: OK. So we're set on taking down Zarr and her Slaving operation!
But...you need a Long Rest first before we get back to it.
However...this place isn't quite safe enough to get that Rest in.
That said...(and you didn't hear this from me and only because I somebody don't want us bogged down with hesitation) perhaps, if you explore those rooms that you ran past there might be a safe place to rest...
Assuming you don't die, that is.
Steelhawk on
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Dural sighs contentedly, the rest without an anchor strapped to his foot doing wonders for his peace of mind, before standing up and collecting his things. While everyone recuperates and patches themselves up, the Dwarf slowly paces about the room, peering under nooks and into corners, carefully checking for any recent disturbances, otherwise making sure that the room they're in isn't actually the resting place of some giant beastie. Before finishing, his probing path will take him to the door of the room and a quick peek down the hallways outside in search of tracks for the same purpose.
The room, while not a thousand year old undisturbed tomb, does not seem to be lair of anything nasty. The broken rotting wooden remains of some furniture and the sconces in the wall suggest that at some point in time it may have been an office for dwarven clerk weighing the claims of miners or some such. Your quick peek outside room shows the stairs you already descended to the north of you, another door across the hall. The hall itself runs south and there are some more closed doors on the eastern side.
The hallway is dark, as usual, and is made of the same typical construction found elsewhere in the dungeon.
Ay makes his way over to Dural. "Any thoughts? Not sure we are very close to the well, so I think we should try to find someplace we can rest longer. Did you get any look at the rooms we passed along the way here?"
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
edited June 2017
The dwarf shrugs, "Could be close, could be another room o' insects in between us and it. Didn't see much on th'quick rush in 'ere, but if this room won't do for a longer breather than we could poke our way out and back. Ain't nothin' in the halls right now."
(( Incidentally, @Steelhawk , I have the Outlander background which notes: "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you." Would I be able to get a sense of how far away we are from the Well from our current position based on the path we took to get here? ))
The dwarf shrugs, "Could be close, could be another room o' insects in between us and it. Didn't see much on th'quick rush in 'ere, but if this room won't do for a longer breather than we could poke our way out and back. Ain't nothin' in the halls right now."
(( Incidentally, @Steelhawk , I have the Outlander background which notes: "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you." Would I be able to get a sense of how far away we are from the Well from our current position based on the path we took to get here? ))
Well that's a handy background feature for dungeon delving. "Recall" is the operative word there, I think. New places are still a mystery. But, you can easily find your back to the well via the way you came for sure. Getting there from another direction in the dungeon is a bit trickier since you haven't see this part before, but doable. Using that knowledge from the trip here, and gauging distances with your mental map then Dural would absolutely agree with Ay's hunch that the Well is almost directly west of you. If you were to head west, then absolutely...with your talent and Ay's hunch, you can definitely find you way back to the well with out too much hassle. The map you've been keeping in your head says that you are approx. 270 feet east of the well and 50 feet south of it. However, there is not a direct path through to the Well, obviously.
This background feature added to Ay's Nat20 would make your trip back to well quicker, less prone to wrong turns, and with less opportunity for random encounters by other denizens or dungeon explorers. Good one!
Salazar stuffs the last of the spider legs into his mouth and cautiously waddles over to the two rooms they past.
He'd like to know if there's anything obviously wrong with the rooms or what their "gimmick" could be.... dirty human mages and their practical jokes...
Salazar, still quite delirious from the blood loss, has absolutely no idea what's cooking.
He returns to the others and spends the rest of his time uncomfortably close to Philo.
minion, roll 1d20+1 for arcana/perception (same mods)
However, you DO notice that the chest that you hauled all the way from the Stirge room has disappeared!
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
(( I'm fine with either checking the two rooms above us for a place to rest, or trecking back to the well, though Dural would note that while I might know how far it is, I haven't the foggiest idea how dangerous it is between there and here. ))
"Then perhaps we should gather the others," Ay says. "As much as I'd like to deal with Lady Zarr, I don't believe it would serve our cause well to continue an assault on her lair in our current condition." Heading back to the others, "I think we should work our way back to the well and try to rest and resupply. Dural and I were talking and we think we know what direction the well is, but we either have to try and make our way back through Lady Zarr's lair without being noticed, or try to make it back to the well through hallways we haven't yet traveled. Anyone have a preference? While the dangers of going the unexplored way are unknown, we may have a better shot at being unnoticed than charging back into her Lair."
Barran had been running blind through the tunnels during the brief sojourn through the drow stronghold, with one hand on Ay's belt so as to not be completely lost. Though the group had managed a stealthy passage well enough, the experience was not one that he'd prefer to revisit.
"The drow are probably aware of Angus and Neblim's departure by now, even if they weren't wakened by our killing their spider pets. I'd rather chance an unknown death than a certain one."
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
"I mislike leaving Zarr for any longer than we have to," says Philo. "But if the group believes we have better odds forging ahead, then we should forge ahead."
OOC: Between Ay's Nat20 and Dural's knowledge, Steelhawk said we feel pretty confident we can get back to the well. Our obstacle is what we will encounter along the way and whether we can beat it or avoid it. So, I think we are mostly all set for Heading back to Well?
"I agree, Philo, but at this point she is likely to be aware of our presence regardless of whether we tried to strike right now, or another day. And while this dungeon appears to be full of creatures, I would guess it will take her at least a few days to replenish her ranks. Plus, Barran is barely standing and the tiefling appears to be fizzling. I don't think the plan is to ignore Lady Zarr, just that we need rest before trying to put her evil to an end. We can either try to rest down here, or head back to the Well and rest above, in relative safety."
Gathering your belongings and gripping your weapons, you head back out from the room you were resting in. A quick peek outside the door shows that a horde of angry dark elves has NOT descended on you yet. With a bit more confidence the party exits the room and stands in the hallway.
Philo's driftglobe casts its soft light about you, hovering in its position just behind his head. The architecture of the dungeon is as you've already seen before. The air is a tad heavier, with a rank scent tinged to it. The scent of death and decay and waste wafting through from somewhere to the south of you. A scream resounds from somewhere in the distance. Agony and despairbefore being cut short.
Stairs to the north, a hallway to the south. Before you lies another door heading west. Carefully checking the door you open it and head out once more into the darkness...
Can I get a marching order, please? And if you choose to do anything before/during your trek let me know...
OOC: I'd suggest Ay and Barran up front, then Sal and Philo, Angus and Neblin (unless they insist otherwise, I guess) with Dural at the rear. Figure that way we have our scouty types up front, and our two dudes with Protection looking out for the squishier sorts.
Barran and Ay leading the way, the party moves through the door and into a twisting hallway. Zig zagging through the dungeon the twists occur every 20-30' and break the line of sight to end of the corridor, far beyond the range of the dim light cast by the driftglobe and even Ay's elf-sight. A good guess would be that the twisting hallway continues a good 150' or more.
Carved into the walls at seemingly random locations and heights are leering and twisted faces. Some demonic, some humanoid and even some that are bestial. Their mouths are open in screams and/or catcalls, condemning and chastising intruders into the dungeon. Elf and Halfling look at each other at the same time with wry smiles (Passive Perceptions of 15 for the win!) and immediately look down to find hidden pressure plates cleverly mixed in with the stone tiles on the floor.
Instantly, the darkness overtakes you. For most your innate sense of darkvision takes over, at least letting you see where you are going and where you are placing your feet.
For Barran and Philo however, the darkness is as complete as anything they've ever known before.
Still stinging (heh) over the last mess the spell had begun for everyone, Barran casts his Light cantrip, controlling the hue and brightness to make it a dull red color. He cups his hand over it to keep its light directed down towards the floor. "Old rogues' trick," he explains. "Makes it harder to spot if you can't already see in absolute darkness."
Using this limited light source, Barran begins plotting a path through what he can see of the hallway that avoids the pressure plates in the floor.
GNU Terry Pratchett
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Ay notices Barran trying to identify the pressure plates and to the others, "Looks like this hallway is trapped. Give Barran and I a second and we can try to figure out how to make it though here safely. Anyone have any chalk or something else can can use to mark the spots we shouldn't step?"
OOC: The answer to that is "Yes, someone has chalk." I might hammer you for pulling out a portable hole that wasn't written down on your character sheets, but not a piece of chalk.
Also, the application of Light here is going to be of import. Especially to non-darkvisioners. Trying to avoid stepping on pressure plates when you are blind is going to be a problem. Barran's clever use of light (which I don't think is kosher, but it was cool so I'll let it go) will not help Philo avoid stepping on a pressure plate.
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
The Dwarf nods his head in the darkness. Then remembers half of those around him can't see a damn thing and clears his throat sheepishly while fishing around in his pack, "Few pieces," he offers, handing them over to whomever wants to take them, "Though, uh, how's a white scratch in the dark 'bout to help those who already can't see?"
FYI: Doing some cross Canada road tripping with the family starting tomorrow. Drive out East to eat some Donairs and Lobster, then fly to the middle to be eaten in turn by mosquitos.
I'll be checking in on my phone as we go and have my Surface with me to update whilst in hotel rooms. So game on!
Now then, a little bit of light to avoid triggering the trap? Or is there another solution you have in mind?
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AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
"While we might risk attracting attention with a light, if we can't make it past these traps, only thing the darkness will provide us is a blind death. Even my eyes can only make out so far in this darkness, and not far enough to help pick out a path safely across this."
Eyeing Barran's trick, inspiration strikes Philo. "A moment," he says, and digs blindly in his pack until he finds a spare shirt. Wrapping the driftglobe in the shirt so that only a small portion remains uncovered, he speaks the command word and holds it in front of himself. The globe jumps and tugs at his hand, eager to hover by his head, but he holds on. A narrow cone of light spills out onto the floor--perhaps enough to avoid the pressure plates.
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[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
But...you need a Long Rest first before we get back to it.
However...this place isn't quite safe enough to get that Rest in.
That said...(and you didn't hear this from me and only because I somebody don't want us bogged down with hesitation) perhaps, if you explore those rooms that you ran past there might be a safe place to rest...
Assuming you don't die, that is.
(( minion, roll 1d20+3 for Survival ))
Currently DMing: None
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[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
The hallway is dark, as usual, and is made of the same typical construction found elsewhere in the dungeon.
Geth, roll 1d100 for potential badness...
(( Incidentally, @Steelhawk , I have the Outlander background which notes: "You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you." Would I be able to get a sense of how far away we are from the Well from our current position based on the path we took to get here? ))
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Well that's a handy background feature for dungeon delving. "Recall" is the operative word there, I think. New places are still a mystery. But, you can easily find your back to the well via the way you came for sure. Getting there from another direction in the dungeon is a bit trickier since you haven't see this part before, but doable. Using that knowledge from the trip here, and gauging distances with your mental map then Dural would absolutely agree with Ay's hunch that the Well is almost directly west of you. If you were to head west, then absolutely...with your talent and Ay's hunch, you can definitely find you way back to the well with out too much hassle. The map you've been keeping in your head says that you are approx. 270 feet east of the well and 50 feet south of it. However, there is not a direct path through to the Well, obviously.
This background feature added to Ay's Nat20 would make your trip back to well quicker, less prone to wrong turns, and with less opportunity for random encounters by other denizens or dungeon explorers. Good one!
Does this mean we're moving out to west in search of the Well and/or a safe resting place? Please debate!
OR just give me some "agrees" and I'll get to work on moving on to the scene.
He'd like to know if there's anything obviously wrong with the rooms or what their "gimmick" could be.... dirty human mages and their practical jokes...
Salazar, still quite delirious from the blood loss, has absolutely no idea what's cooking.
He returns to the others and spends the rest of his time uncomfortably close to Philo.
minion, roll 1d20+1 for arcana/perception (same mods)
However, you DO notice that the chest that you hauled all the way from the Stirge room has disappeared!
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
"The drow are probably aware of Angus and Neblim's departure by now, even if they weren't wakened by our killing their spider pets. I'd rather chance an unknown death than a certain one."
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
A) Out into the dungeon to make our way back to Well
OR
Room 12 and/or 13
Barran and Ay vote for the Well,
Dural is easy and could go either way
@evilthecat & @Mongrel Idiot - how would Salazar and Philo vote?
"I agree, Philo, but at this point she is likely to be aware of our presence regardless of whether we tried to strike right now, or another day. And while this dungeon appears to be full of creatures, I would guess it will take her at least a few days to replenish her ranks. Plus, Barran is barely standing and the tiefling appears to be fizzling. I don't think the plan is to ignore Lady Zarr, just that we need rest before trying to put her evil to an end. We can either try to rest down here, or head back to the Well and rest above, in relative safety."
Gathering your belongings and gripping your weapons, you head back out from the room you were resting in. A quick peek outside the door shows that a horde of angry dark elves has NOT descended on you yet. With a bit more confidence the party exits the room and stands in the hallway.
Philo's driftglobe casts its soft light about you, hovering in its position just behind his head. The architecture of the dungeon is as you've already seen before. The air is a tad heavier, with a rank scent tinged to it. The scent of death and decay and waste wafting through from somewhere to the south of you. A scream resounds from somewhere in the distance. Agony and despairbefore being cut short.
Stairs to the north, a hallway to the south. Before you lies another door heading west. Carefully checking the door you open it and head out once more into the darkness...
Can I get a marching order, please? And if you choose to do anything before/during your trek let me know...
Carved into the walls at seemingly random locations and heights are leering and twisted faces. Some demonic, some humanoid and even some that are bestial. Their mouths are open in screams and/or catcalls, condemning and chastising intruders into the dungeon. Elf and Halfling look at each other at the same time with wry smiles (Passive Perceptions of 15 for the win!) and immediately look down to find hidden pressure plates cleverly mixed in with the stone tiles on the floor.
What do you do?
"You know that orb hasn't done us any favours so far. How about you turn it off."
Geth, roll 1d100 for Chance of Death
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
For Barran and Philo however, the darkness is as complete as anything they've ever known before.
Using this limited light source, Barran begins plotting a path through what he can see of the hallway that avoids the pressure plates in the floor.
PSN: Wstfgl | GamerTag: An Evil Plan | Battle.net: FallenIdle#1970
Hit me up on BoardGameArena! User: Loaded D1
Also, the application of Light here is going to be of import. Especially to non-darkvisioners. Trying to avoid stepping on pressure plates when you are blind is going to be a problem. Barran's clever use of light (which I don't think is kosher, but it was cool so I'll let it go) will not help Philo avoid stepping on a pressure plate.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
I'll be checking in on my phone as we go and have my Surface with me to update whilst in hotel rooms. So game on!
Now then, a little bit of light to avoid triggering the trap? Or is there another solution you have in mind?
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
"While we might risk attracting attention with a light, if we can't make it past these traps, only thing the darkness will provide us is a blind death. Even my eyes can only make out so far in this darkness, and not far enough to help pick out a path safely across this."
And yay GREY!