@Nips@LaserFowl@saber_of_black
Nimue follows her comrades, looking around and keeping a grip on her staff. "when I have some more time to get familiar with this place I may be able to get us some answers..." She waits to see what Selgith's efforts yield, for now.
Rat waves timidly at the other groups before scrambling at the heels of the two armored companions. She squeaks something unintelligible out; a noise of fear... then she starts to take a look ahead at their destination - The Eastern Skull. It looked like it might not open, but then again, you never know...
---
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the closed gate.
Order of my questions...depending on how well I do.
1. What Else Is Hidden Here?
2. Is there a trap here and if so what activates it?
3. What does the trap do when activated?
Trap Expert with the Cautious advanced move at the closed gate:
Rat waves timidly at the other groups before scrambling at the heels of the two armored companions. She squeaks something unintelligible out; a noise of fear... then she starts to take a look ahead at their destination - The Eastern Skull. It looked like it might not open, but then again, you never know...
---
Order of my questions...depending on how well I do.
1. What Else Is Hidden Here?
Rat, you see up in the sockets of the skull, what appear to be piles of Residuum, the stuff of magic.
He aims his green glaive up toward the vacant stare. "The White Worm of the North bids thee examine the sockets more closely, Rat, Nimue. One may be a passage, but the other may also be important. Perhaps a disarming mechanism for a likely trap? Sir Argent and I await your report."
Team Ramrod | Lig | L3 | Halfling Shape - Druid | HP 21/21 | XP 00 | DMG D6 | AR 2 on land | ?? Gold
Lig does not find bands of the Ur-Mage's Monsters, but does react upon seeing weapons of war being activated.
Upon seeing the trebuchets being filled and readied by invisible forces, a loud "Whoo Whooo Whoo" is heard in air over the southern gate.
Lig speeds back to the RamRods at the gate, and nearly crashes to drop form and relay the information.
"Whoo Whoo... We need to get Cover soon! Probably inside.
Trebuchets are being readied from ontop of the towers!
The halfling points with their shillelagh at the towers from which attacks could be incoming.
Helter— 4th level Skeleton Key of the Band with No Name
A voice creeps from the shadows cast by jagged rock, “Perhaps you've seen it, maybe in a dream... This very murky, forgotten crag. ‘Tis surely an augur of darkness. Yet we are drawn as moths to flame... Will we be burnt... or find a comforting warmth in that strange black fire? heh heh heh...”
“And who can say... until it is too late?” Helter (somehow) clears their throat, “Sorry lads. I’m recovering from a case of the Vague Nonsenses—common undead ailment, sort of like a cold really. Not to worry.”
Helter tilts their skull and moves a hand quickly across one eye to mimic a wink.
“Now, an important thing to note is that the Ur-Mage wants us to get in, so no entrance is any better than the other. But, and here’s the kicker, the north gate is dead ahead—why waste time and energy—behind every door is a challenge; so let’s get to work while the day is young.”
Just curious if we should have filled out or should be filling out our party bonds. I feel The Grim Company is kind of feeling out its own dynamic (sorry Selgith is the way he is y'all), but thought I'd ask in general.
Just curious if we should have filled out or should be filling out our party bonds. I feel The Grim Company is kind of feeling out its own dynamic (sorry Selgith is the way he is y'all), but thought I'd ask in general.
Nice, but not necessary. Since this place is likely to kill folks quick and is meant to play through in a single session, bonds aren't quite a important here. (Same thing for XP, Dungeon's got it's own dynamics for such) If you want to use them though, I certainly wouldn't stop anyone.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Climbing up the face of the skull, you find inside the eye socket and find a decently sized pile of shimmering, glorious residuum. There doesn't appear to be anything else of note in the eye socket.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
"Well?" Selgith calls up to the pair, blue eyes glinting in narrowed examination. "Is there a way in?"
A moment after he murmurs to The Argent Specter, "Though I'm loathe to admit it, perhaps that merry little oaf was right about the open passages. Have you a preferred color of flame?"
Selgith considers his experiences with 'magical dust'. Should the druid present a handful, he'll peer at it curiously.
Geth, roll 2d6 to Spout Lore on Residuum
Otherwise, he follows the Argent Specter toward their next path, not bothering to wait for the rat.
Residuum: The stuff of magic. When magic items are disenchanted or particular spells are banished, they collapse into this substance. It has uses as a reagent in enchanting new items and in alchemy.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Golden Statues of humanoids stand in the chamber, their backs to the entrance to the South. A great seal of an eye wreathed in lightning dominates the floor. Against the North wall is a splendid gilded throne, a shimmering skeletal figure in the seat. A massive closed eye, adorned with sculpted snakes, is embossed on the wall above the throne. You see doors of Mithril embossed with a stylized "M" to the Northwest, Northeast, Southeast, and Southwest. What do you do Crusaders?
The Argent Specter curiously regards Selgith's weapon for a moment, then rolls his shoulders as if to shake off some unknown sensation.
"Perhaps it is a good portent, that your weapon is alight in a manner likewise to the South entrance's eyes? My vote lies there, and we should make all due haste; the longer we tarry, the more likely we invite ambush before we've begun."
Are they sealed or adorned with any obvious locks or contraptions?
Arngrim sees the doors to Northwest, Northeast, and Southwest have simple doorknobs, no locks. The door to the Southeast has a keyhole drilled into the center of it.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
The halfling upon hearing the Specter dashes off towards the South Gate. She checks the skull again before proceeding forward...
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the South gate.
Order of my questions...depending on how well I do.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
Trap Expert with the Cautious advanced move at the closed gate:
The halfling upon hearing the Specter dashes off towards the South Gate. She checks the skull again before proceeding forward...
Order of my questions...depending on how well I do.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
1. No traps, though the hasty magical barrier the Ramrods threw up bars entry currently
3. Nothing hidden that you can tell, the green flames which light the sockets of this skull flicker and dance.
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Selgith steps besides Rat, recognizing the arcane wards, and points his glaive to the skull with the purple flames. "Perhaps following the color of royalty, then. Surely the Ur-Mage sees himself thus..."
"At once, Sers." Rat dashes off to the West Skull with the Purple Flame Eyes. She examines them. If the close is clear, she will dash inside; afraid of being out any longer.
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the South gate.
Order of my questions...depending on how well I do.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
Trap Expert with the Cautious advanced move at the South gate:
"At once, Sers." Rat dashes off to the West Skull with the Purple Flame Eyes. She examines them. If the close is clear, she will dash inside; afraid of being out any longer.
Order of my questions...depending on how well I do.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
1. Still no traps. Perhaps the Ur-Mage is saving his magic for those with enough fool bravery to enter the Fortress.
3. You see nothing hidden in this entrance. The purple flames which light the sockets of this skull flicker and dance.
Rat runs down the hall momentarily seeing 4 halls before they resolve into a singular hall lit by a dim glow...
We'll get back to her once the rest of the Grim Company locks in their entrance
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Hail Hydra
0
Options
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
The Specter marches to follow Rat, to cover her at the purple entrance in case of ambush.
Selgith walks purposefully behind Rat, glaive clicking on the ground with each pass, sweeping under the blazing purple eyes with only the scantest regard. He felt an unfamiliar shiver crawl up his spine, something he hadn't felt since God had chosen him...
Those looking might catch the slightest smile play across his features as he entered. "Not too fast, witless rat, I have need of you beyond this first chamber."
The Grim Company: @Nips@LaserFowl@saber_of_black
Nimue will reach to take the residium from the eye socket before dropping down and following her party. "Found some residum, here, pretty neat..."
0
Options
joshgotroDeviled EggThe Land of REAL CHILIRegistered Userregular
The Ramrods
"Those are no mere statues. They were obviously ALIVE. Everyone behind the statues! Allow me a moment to draw its gaze!"
Durgon quickly moves behind a statue, keeping himself out of view of any of them or the throne itself. He takes a moment to scan the room, however, peering out briefly as he attempts to take in whatever information he can.
Durgon quickly moves behind a statue, keeping himself out of view of any of them or the throne itself. He takes a moment to scan the room, however, peering out briefly as he attempts to take in whatever information he can.
What should I be on the lookout for?
You see a mechanism on the lid of the eye above the throne. It is meant to open the eye somehow.
Matev on
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
The gathered adventures peer out over the northern gate in silence as the air grows cold. Rain begins to fall, mist encroaches.
“Ah? The air is a tad ominous, isn’t it? The first step is the toughest one they say.”, Helter whistles at the sight of dark clouds, “Come on then lads, I’ll lead.”
The Jolly Rogers pick their way to the northern gate.
Geth roll 2d6 for Discern Realities
The guys are unfortunately busy today, but we’ve established what gate we’re after by messaging.
Question priority:
1. What is about to happen?
2. What should I be on the lookout for?
3. What here is not what it appears to be?
The gathered adventures peer out over the northern gate in silence as the air grows cold. Rain begins to fall, mist encroaches.
“Ah? The air is a tad ominous, isn’t it? The first step is the toughest one they say.”, Helter whistles at the sight of dark clouds, “Come on then lads, I’ll lead.”
The Jolly Rogers pick their way to the northern gate.
The guys are unfortunately busy today, but we’ve established what gate we’re after by messaging.
Question priority:
1. What is about to happen?
2. What should I be on the lookout for?
3. What here is not what it appears to be?
Darn it, that’ll be a result of 7 via a +1 WIS!
This gate is a trap, you're sure only death awaits if you enter.
Team Ramrod | Squibble | L3 | Halfling Theif | HP 14/14 | AC 1 | XP 0 | DMG D8 | 10 Gold
“What a beautiful set up.” The halfling says, making a blanket statement. “I’ve only heard stories of this place. Let’s see what makes you tick.”
Trap Expert Mechanics
When you spend a moment to survey a dangerous area, roll+DEX.
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
I would like the questions answered in the same order as asked...pending roll success
The Eye on the wall is most certainly the trap. You are quite sure the seal on the floor is connected to it somehow.
Given the prominence of gold and the statues, chances are good that will be at least one of the fates in store for you if you act foolishly in here.
You're certain both the thrones and statues have further significance, but you're not sure in what way from where you're at.
Matev on
"Go down, kick ass, and set yourselves up as gods, that's our Prime Directive!"
Helter scratches their bleached cranium. “Up close, this gate looks to be a grade A death trap. Pity. What do you lot think. Shall we look for a secret entrance? Sprint around and tag along behind one of the other groups? Succumb to the Dark of despair and wander aimless and eternal?”
Posts
Nimue follows her comrades, looking around and keeping a grip on her staff. "when I have some more time to get familiar with this place I may be able to get us some answers..." She waits to see what Selgith's efforts yield, for now.
Rat waves timidly at the other groups before scrambling at the heels of the two armored companions. She squeaks something unintelligible out; a noise of fear... then she starts to take a look ahead at their destination - The Eastern Skull. It looked like it might not open, but then again, you never know...
---
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the closed gate.
1. What Else Is Hidden Here?
2. Is there a trap here and if so what activates it?
3. What does the trap do when activated?
Lig takes flight toward the South gate and attempts to briefly scout over the outer wall of the fortress.
Use Hold on Flight to get quick surface level information from the sky
Rat, you see up in the sockets of the skull, what appear to be piles of Residuum, the stuff of magic.
Lig, you don't get much more from what you saw from the crater lip, except the large trebuchets being loaded atop the towers by that which are unseen.
He whispers a thanks to the God of Winter.
He aims his green glaive up toward the vacant stare. "The White Worm of the North bids thee examine the sockets more closely, Rat, Nimue. One may be a passage, but the other may also be important. Perhaps a disarming mechanism for a likely trap? Sir Argent and I await your report."
Lig does not find bands of the Ur-Mage's Monsters, but does react upon seeing weapons of war being activated.
Upon seeing the trebuchets being filled and readied by invisible forces, a loud "Whoo Whooo Whoo" is heard in air over the southern gate.
Lig speeds back to the RamRods at the gate, and nearly crashes to drop form and relay the information.
"Whoo Whoo... We need to get Cover soon! Probably inside.
Trebuchets are being readied from ontop of the towers!
The halfling points with their shillelagh at the towers from which attacks could be incoming.
A voice creeps from the shadows cast by jagged rock, “Perhaps you've seen it, maybe in a dream... This very murky, forgotten crag. ‘Tis surely an augur of darkness. Yet we are drawn as moths to flame... Will we be burnt... or find a comforting warmth in that strange black fire? heh heh heh...”
“And who can say... until it is too late?” Helter (somehow) clears their throat, “Sorry lads. I’m recovering from a case of the Vague Nonsenses—common undead ailment, sort of like a cold really. Not to worry.”
Helter tilts their skull and moves a hand quickly across one eye to mimic a wink.
“Now, an important thing to note is that the Ur-Mage wants us to get in, so no entrance is any better than the other. But, and here’s the kicker, the north gate is dead ahead—why waste time and energy—behind every door is a challenge; so let’s get to work while the day is young.”
Helter’s Sheet
https://docs.google.com/document/d/16VJzBZamJIwEt1i9fDSqVZjDEwofRGFu6nbai7kMwlQ
Geth roll 2d6+1 for Remembering how to use you
Nimue will step over with Rat to check the other socket that Rat was not.
Bonds?
“Better find something good.” Squibble mutters under his breath.
And to double down on this for our two paladins: Vows?
Durgon grunts as Lig returns with a warning and Squibble waves them ahead. “Well then, the way is clear and the fortress is reactin’. Let’s move.”
There doesn't appear to be a passage in from here.
Climbing up the face of the skull, you find inside the eye socket and find a decently sized pile of shimmering, glorious residuum. There doesn't appear to be anything else of note in the eye socket.
"Well?" Selgith calls up to the pair, blue eyes glinting in narrowed examination. "Is there a way in?"
A moment after he murmurs to The Argent Specter, "Though I'm loathe to admit it, perhaps that merry little oaf was right about the open passages. Have you a preferred color of flame?"
"Nope. Some magic powder." Once she collected it, she climbed back down and joined the two armored knights. "Pick another way."
Selgith considers his experiences with 'magical dust'. Should the druid present a handful, he'll peer at it curiously.
Geth, roll 2d6 to Spout Lore on Residuum
Otherwise, he follows the Argent Specter toward their next path, not bothering to wait for the rat.
Residuum: The stuff of magic. When magic items are disenchanted or particular spells are banished, they collapse into this substance. It has uses as a reagent in enchanting new items and in alchemy.
After motioning for the team to move up to the gate, Squibble takes a few steps into the fortress. Immediately, what do we see?
Squibble briefly sees 4 hallways dimly lit by the glowing floor before they all come together into one hall...
The Ramrods - The Golden Vestibule
https://www.youtube.com/watch?v=GOHjtA_7k2k
Front view
Golden Statues of humanoids stand in the chamber, their backs to the entrance to the South. A great seal of an eye wreathed in lightning dominates the floor. Against the North wall is a splendid gilded throne, a shimmering skeletal figure in the seat. A massive closed eye, adorned with sculpted snakes, is embossed on the wall above the throne. You see doors of Mithril embossed with a stylized "M" to the Northwest, Northeast, Southeast, and Southwest. What do you do Crusaders?
Overhead View
The Argent Specter curiously regards Selgith's weapon for a moment, then rolls his shoulders as if to shake off some unknown sensation.
"Perhaps it is a good portent, that your weapon is alight in a manner likewise to the South entrance's eyes? My vote lies there, and we should make all due haste; the longer we tarry, the more likely we invite ambush before we've begun."
A grim figure narrows his eyes, a grim look upon his face.
“Be wary of that throne. I dread to think of the ramifications of seating a magical monarch’s mount.”
Striding into the room, his grim eyes fall upon the three doors.
Are they sealed or adorned with any obvious locks or contraptions?
Arngrim sees the doors to Northwest, Northeast, and Southwest have simple doorknobs, no locks. The door to the Southeast has a keyhole drilled into the center of it.
The halfling upon hearing the Specter dashes off towards the South Gate. She checks the skull again before proceeding forward...
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the South gate.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
3. Nothing hidden that you can tell, the green flames which light the sockets of this skull flicker and dance.
Selgith steps besides Rat, recognizing the arcane wards, and points his glaive to the skull with the purple flames. "Perhaps following the color of royalty, then. Surely the Ur-Mage sees himself thus..."
"At once, Sers." Rat dashes off to the West Skull with the Purple Flame Eyes. She examines them. If the close is clear, she will dash inside; afraid of being out any longer.
Geth, roll 2d6+3 for Trap Expert with the Cautious advanced move at the South gate.
1. Is there a trap here and if so what activates it?
2. What does the trap do when activated?
3. What else is hidden here?
3. You see nothing hidden in this entrance. The purple flames which light the sockets of this skull flicker and dance.
Rat runs down the hall momentarily seeing 4 halls before they resolve into a singular hall lit by a dim glow...
Selgith walks purposefully behind Rat, glaive clicking on the ground with each pass, sweeping under the blazing purple eyes with only the scantest regard. He felt an unfamiliar shiver crawl up his spine, something he hadn't felt since God had chosen him...
Those looking might catch the slightest smile play across his features as he entered. "Not too fast, witless rat, I have need of you beyond this first chamber."
Nimue will reach to take the residium from the eye socket before dropping down and following her party. "Found some residum, here, pretty neat..."
"Those are no mere statues. They were obviously ALIVE. Everyone behind the statues! Allow me a moment to draw its gaze!"
@AustinP0027 @Roshyyk @Virgil_Leads_You @zeframsee
Durgon quickly moves behind a statue, keeping himself out of view of any of them or the throne itself. He takes a moment to scan the room, however, peering out briefly as he attempts to take in whatever information he can.
Geth, roll 2d6+3 for Discern Reality
The gathered adventures peer out over the northern gate in silence as the air grows cold. Rain begins to fall, mist encroaches.
“Ah? The air is a tad ominous, isn’t it? The first step is the toughest one they say.”, Helter whistles at the sight of dark clouds, “Come on then lads, I’ll lead.”
The Jolly Rogers pick their way to the northern gate.
Geth roll 2d6 for Discern Realities
Question priority:
1. What is about to happen?
2. What should I be on the lookout for?
3. What here is not what it appears to be?
Darn it, that’ll be a result of 7 via a +1 WIS!
“What a beautiful set up.” The halfling says, making a blanket statement. “I’ve only heard stories of this place. Let’s see what makes you tick.”
Trap Expert Mechanics
✴ On a 10+, hold 3.
✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions:
Is there a trap here and if so, what activates it?
What does the trap do when activated?
What else is hidden here?
Geth, roll 2d6+3 for checking for traps and how they work.
Given the prominence of gold and the statues, chances are good that will be at least one of the fates in store for you if you act foolishly in here.
You're certain both the thrones and statues have further significance, but you're not sure in what way from where you're at.
Helter scratches their bleached cranium. “Up close, this gate looks to be a grade A death trap. Pity. What do you lot think. Shall we look for a secret entrance? Sprint around and tag along behind one of the other groups? Succumb to the Dark of despair and wander aimless and eternal?”
Helter pauses for a moment.
“Forget the last one.”