Chapter 1: In the Dungeon!
Re: Chapter 1: In the Dungeon!
Shmehk doesn't find any markings on the vials.
You can roll a DC 12 intelligence check to try to find secret compartments.
You can roll a DC 12 intelligence check to try to find secret compartments.
Re: Chapter 1: In the Dungeon!
Nope, no sign of secret compartments...
Re: Chapter 1: In the Dungeon!
If there are no other exits I guess it's time to move on down the corridor?
Re: Chapter 1: In the Dungeon!
Fiapy:
"Let's keep moving. This place is just too weird."
"Let's keep moving. This place is just too weird."
Re: Chapter 1: In the Dungeon!
After looking around the wizard's workshop, and seeing that a door heading east out of it connects back to the four- way intersection, you realize you have only one path left to explore, further down the corridor the guard had been watching.
You go back to that corner and turn south. The corridor goes about 30 feet before coming to a dead end. A door leads west.
Let me know how you want to handle it... listening is a luck roll, you can ask Dunulk to search for traps, etc...
You go back to that corner and turn south. The corridor goes about 30 feet before coming to a dead end. A door leads west.
Let me know how you want to handle it... listening is a luck roll, you can ask Dunulk to search for traps, etc...
Re: Chapter 1: In the Dungeon!
Fiapy listens at the door....
and hears the sound of someone snoring.
and hears the sound of someone snoring.
Re: Chapter 1: In the Dungeon!
Shmehk whispers "Perhaps this is the sleeping quarters the cook mentioned. Dunulk could check the door and try and sneaking in?"
Re: Chapter 1: In the Dungeon!
Dunulk tries the door, and finds it unlocked. The lighting within is dim, and he quietly makes his way in, in a crouch...
Beyond, there is a short hallway that leads east, ending in a door heading north. The sound of snoring is much clearer beuond this door, and you can all hear it.
Dunulk opens this door, such creaks slightly, but Dunulk is able to quickly muffle the sound before anyone wakes.
Dunulk move silently: [1d20+3] = 6+3 = 9 (with a DC 10 needed, Dunulk spends a luck)
Within, he sees...
Several pallets covered with simple bedclothes line the walls of this dank, chill room, leaving a central aisle leading to the opposite door. Cloaks and other clothing hang from the walls and an octagonal table flanked by chairs stands in the northwest corner. A pair of hairless men dressed in mail cast dice at the table, while the air rings with the sonorous sounds of snoring coming from motionless forms in the beds.
The south end, where Dunulk is poking his head out, is pretty dark, but the guards in the north end of the room have light, a torch on the wall.
Beyond, there is a short hallway that leads east, ending in a door heading north. The sound of snoring is much clearer beuond this door, and you can all hear it.
Dunulk opens this door, such creaks slightly, but Dunulk is able to quickly muffle the sound before anyone wakes.
Dunulk move silently: [1d20+3] = 6+3 = 9 (with a DC 10 needed, Dunulk spends a luck)
Within, he sees...
Several pallets covered with simple bedclothes line the walls of this dank, chill room, leaving a central aisle leading to the opposite door. Cloaks and other clothing hang from the walls and an octagonal table flanked by chairs stands in the northwest corner. A pair of hairless men dressed in mail cast dice at the table, while the air rings with the sonorous sounds of snoring coming from motionless forms in the beds.
The south end, where Dunulk is poking his head out, is pretty dark, but the guards in the north end of the room have light, a torch on the wall.
Re: Chapter 1: In the Dungeon!
Fiapy:
shakes his head...
We could walk towards the table keeping quiet and how heads down and then sprint for the door and hopefully jam it somehow.
shakes his head...
We could walk towards the table keeping quiet and how heads down and then sprint for the door and hopefully jam it somehow.
Re: Chapter 1: In the Dungeon!
Shmehk keeps his voice low "I've got a spell that will keep the door shut for a while, if it works. That assumes we make it to end unchallanged. We could try to sneak down and take the guards by surprise?"
Are the corridors still the narrower 5' ones?
Are the corridors still the narrower 5' ones?
Re: Chapter 1: In the Dungeon!
The corridors are still 5 feet wide, yes. The aisle between the beds (leading to the men dicing) is 10 feet wide, though. If you look at the map, you'll see that the door on the other side is about 50 feet away, and right by where the awake men are sitting.
Re: Chapter 1: In the Dungeon!
Fiapy:
"We could try that, walk like we own the place or like the mage sent us to go get something and then we reach the door, flip the table and bolt through the door."
"Unless we picked some magic powder we can use."
"We could try that, walk like we own the place or like the mage sent us to go get something and then we reach the door, flip the table and bolt through the door."
"Unless we picked some magic powder we can use."
Re: Chapter 1: In the Dungeon!
Shmehk shrugs "I've no way of working out what those vials do in here. As for getting out, sneaking or striding in is just as risky, and I'm not much of a sneaker, so let's try blagging it. We just need to be ready for the fight of our lives, but I'll be dead before I go back in that cell!"
Re: Chapter 1: In the Dungeon!
Fiapy:
"Should create a ruse such as a fire or the mage conjured up a demon or something or just walk up that way and slip past the door and shut it?"
"Should create a ruse such as a fire or the mage conjured up a demon or something or just walk up that way and slip past the door and shut it?"
Re: Chapter 1: In the Dungeon!
Shmehk
"Hmm, I don't think it's a good idea to do anything that might encourage them to wake to other guards up. I think keeping quiet a long as we can is a good idea and if it kicks off we try and jump them before they can raise the alarm"
"Hmm, I don't think it's a good idea to do anything that might encourage them to wake to other guards up. I think keeping quiet a long as we can is a good idea and if it kicks off we try and jump them before they can raise the alarm"
Re: Chapter 1: In the Dungeon!
Fiapy:
nods in approval...
does his best I am a guard that owns the place walk...
nods in approval...
does his best I am a guard that owns the place walk...
Re: Chapter 1: In the Dungeon!
So... what's the plan? Walk up to them like you are guards, and... try to walk through the door?
Re: Chapter 1: In the Dungeon!
yup, I believe so, but ready to jump them if they start to get suspicious.