Quest #21 "Island Hopping"

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Storm11
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Re: Quest #21 "Island Hopping"

#1141 Post by Storm11 »

Saracen nods his head. I can cast it on a bit of rubble and chuck it out there even. Of course if the Minotaur is waiting just up above as before, suddenly making him deaf will tip him off that we approach.
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Quonundrum
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Re: Quest #21 "Island Hopping"

#1142 Post by Quonundrum »

Andronichishche steeples his fingers and presses his index fingers to his chin in thought. "Good point. If we use your idea of casting on a piece of rubble though, the spell could be cast and the rubble immediately thrown about ten feet along the wall. Close enough for us but not necessarily reaching to the ledge."
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Re: Quest #21 "Island Hopping"

#1143 Post by Storm11 »

Saracen nods. Exactly. Or someone could follow ten feet behind me as I move to the entrance and look out, so I will remain at the edge of the bubble of silence but it won’t necessarily affect the Minotaur. I need to create my augury sticks from the Minotaur horns so I could just divine whether it’s safe to move out or not. Once we are done with this place for good I shall do that. Number one job on the to do list! I can just approach the opening silently and look up with my mirror to see if anything is waiting to pounce!
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Re: Quest #21 "Island Hopping"

#1144 Post by ravenn4544 »

Alordan will wait his turn to check out the narrow tunnel - any tracks on the ground or different sounds or smells detected from the narrow tunnel? He'll examine the minotaur here also for anything unusual about his stance (or similarities to any of the others).

When completed, and back at the tunnel entrance, he take a look out from the cave for similar disturbances - or the possible appearance of a hidden net or two waiting to be used against them.
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Re: Quest #21 "Island Hopping"

#1145 Post by wolfpack »

Gramble will keep an eye out for movement as the others discuss
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Re: Quest #21 "Island Hopping"

#1146 Post by Quonundrum »

Saracen wrote:I can just approach the opening silently and look up with my mirror to see if anything is waiting to pounce!
Andronichishche considers this thought for a moment then glances at the bamboo pole in his hand. "That gives me an idea. I can cut a slit into the end of this pole which you can then use to hold the mirror. You move silently up to the entrance and extend the pole and mirror to check the ledge." Andron draws his dagger from its sheath and proceeds to cut a narrow slit crosswise on one end of the pole about a foot from the end.
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Re: Quest #21 "Island Hopping"

#1147 Post by kruk »

Sir Crestbrook the Mighty

The paladin moves to beginning of the passage in order to let others investigate the narrow passageway with the statue blocking the way. He equips his shield after laying down the 10 ft pole. He waits in a guard position as Saracen and Andron work out their plan.


Lerrick

The cleric provides torch light for the others still investigating the narrow tunnel.
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Re: Quest #21 "Island Hopping"

#1148 Post by OGRE MAGE »

Back In The Cave
Moonday, 15th of Goodmonth
Late Morning, Sunny, Hot, Humid


Backing up the narrow tunnel again, the group needs to fully return to the main cave entrance in order to let anyone who wants to go back to have a closer look at the statue blocking the path. Alordan and Lerrick go back in alone, allowing the ranger a better view. He doesn't see any tracks, or notice anything else out of the ordinary about the tunnel or statue. However, it does appear to be leaning slightly towards them, as if something was lodged under its base on the back side. That is the only remarkable difference found.

Saracen and Andron rig up a selfie pole with a mirror on the end of it and stick it outside the cave opening. It works pretty well in the bright sunshine that is now streaming into the standing stone circle. Only the ledge and rocks are seen in the reflection, there is no sign of another minotaur anywhere in sight.

The rangers missing nets are not located.

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map:
11090FD9-3F79-40CF-80AD-B9396594081B.jpeg
11090FD9-3F79-40CF-80AD-B9396594081B.jpeg (90.45 KiB) Viewed 409 times
Sir Crestbrook 7/11 LoH
Gramble 13/16
Tlachtga 8/8 0/4 1st (torch: 40'r/4.5T)
Cu AC:3 13/13
Lerrick 5/11 0/4 1st (torch: 40'r/3.8T)
Saracen 28/33 0/5 1st 2/2 2nd
Alordan 15/18
Andron 6/6 0/3 1st CL, DM, RM / 1/1 1st
Maag 12/12
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Re: Quest #21 "Island Hopping"

#1149 Post by ravenn4544 »

Alordan freezes when he sees the statue askew. He backs up slowly "Let's have someone who knows a thing or two about traps take a look here first..." He'll alert the group to what he found and if someone with more skill then he wants to look for a trap/trigger before redoing any acid baths.....
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Re: Quest #21 "Island Hopping"

#1150 Post by Storm11 »

Saracen pulls the pole back in and retrieved his mirror carefully.

Seems clear, hisses the holy champion of Pholtus back into the cave.

I was thinking, if we are about to retreat, a quick run through of the nearest cave systems with a find traps spell might be prudent before we head back? Or shall we just leave it and be gone from here?
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Re: Quest #21 "Island Hopping"

#1151 Post by Quonundrum »

Andronichishche attentitively listens to both Saracen's and Alordan's updates and responds after a few moments of thought. "An excellent observation, Mr. Alordan. Brother Saracen's idea to use a spell to detect traps would be most advisable in this case. Considering the narrow confines, detecting from a distance is the wiser course of action. I also think we should leave immediately after. There doesn't appear to be a minotaur waiting outside, but there's no indication on when or if another will be summoned."
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Re: Quest #21 "Island Hopping"

#1152 Post by Jernau35 »

Maag

"Don't waste yer spell mate", Maag calls over to Saracen. "Let's just send Cresty, Andron an' Lerrick in der. Der all pretty good at findin' traps!" He cackles at his own wit.
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Re: Quest #21 "Island Hopping"

#1153 Post by Quonundrum »

Maag wrote:"Don't waste yer spell mate", Maag calls over to Saracen. "Let's just send Cresty, Andron an' Lerrick in der. Der all pretty good at findin' traps!" He cackles at his own wit.
Andronichishche, normally quite serious and composed is forced to choke back a sudden burst of laughter. The tension easing from their pending departure expressed in a feeling of newly formed camaraderie. "Indeed, Mr. Maag. Yet ... I've recently decided to graciously defer to the professionals", he says with a wink.
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Re: Quest #21 "Island Hopping"

#1154 Post by kruk »

Lerrick shakes her head at Maag's comment. She then laughs out loud.
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Re: Quest #21 "Island Hopping"

#1155 Post by Rex »

Tlachtga

Tlachtga and Cu act as a rear guard as the others discuss options.
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Re: Quest #21 "Island Hopping"

#1156 Post by Storm11 »

Saracen laughs at Maags jest, his feral fangs looking alarming as he does do. The warrior-priest calls to his half-orc friend and the ranger. With me if you would! The rest of you, watch the entrance and see if anything returns. He steps back into the narrowing tunnel a ways until he’s about 25 feet from the precarious wedged statue and casts his find traps spell. He will attune himself and his vision to the tunnel area in a ten foot wide area before him, trying to get the whole tunnel in view.

Once he has inspected it, he will go back and scan the entry chamber, the Dias, and then head off down the eastern tunnel to the “wizard will pay chamber and scan that, then head straight across to the tunnel directly opposite, and go through the secret door, turning right and then right again to the look here empty passageway of the four and scan all of that, as swiftly as he can with his spell. If that takes less than half an hour he will head back towards the five Minotaur statues. Once the spell runs its course he will head back to the entrance chamber with his results and prepare to leave.
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Re: Quest #21 "Island Hopping"

#1157 Post by OGRE MAGE »

Back In The Cave
Moonday, 15th of Goodmonth
Early Afternoon, Sunny, Hot, Humid


With the groups camaraderie building with every joke and funny insult, Saracen decides to check the explored areas on Androns map over a second time. Calling on his power to detect dangerous traps, he begins slowly checking over the narrow passage. He doesn't find anything there that detects as a trap, so he moves back out into the main area and begins slowly walking around in the other areas they've searched.

He spends a half hour wandering through the entirety of the tight tunnels of this complex, but doesn't find anything that registers as trapped through his magical vision. Once the spell has run its course, he returns to the others in the entrance chamber again with nothing of interest to report.

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map:
81C19513-04E0-4834-8204-D781EF9F7366.jpeg
81C19513-04E0-4834-8204-D781EF9F7366.jpeg (126.34 KiB) Viewed 376 times
Sir Crestbrook 7/11 LoH
Gramble 13/16
Tlachtga 8/8 0/4 1st (torch: 40'r/1.5T)
Cu AC:3 13/13
Lerrick 5/11 0/4 1st (torch: 40'r/.8T)
Saracen 28/33 0/5 1st 1/2 2nd
Alordan 15/18
Andron 6/6 0/3 1st CL, DM, RM / 1/1 1st
Maag 12/12
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Re: Quest #21 "Island Hopping"

#1158 Post by Storm11 »

Saracen reaches the others and smiles his grim toothed smile. Excellent. No traps detected. So we can come back, warily in case someone’s set one whilst we are gone, I think unlikely given that whatever evil spirit infested poor dead Cora is now gone, and enter the secret doorway. We have searched the island without finding any dangers or inhabitants. This could be a great place to relocate. I wonder if that pompous mage can make us a boat of our own, hmmm. Well, she we head out and gather some fruit, and head back to Beachtown? Anyone approached whilst I was gone?
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Re: Quest #21 "Island Hopping"

#1159 Post by Rex »

Tlachtga

"Agreed, it seems to be a good time to gather some fruit and head back."
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Re: Quest #21 "Island Hopping"

#1160 Post by ravenn4544 »

Alordan will suggest, "well, if there are no traps detected at that statue by the narrow tunnel, let's see what's lodged under it - could be a useful clue.."
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