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Re: The Mouth of DOOOOM

Posted: Wed Mar 26, 2014 2:39 pm
by HereticalOne
Ushnab will follow along, wherever seems like the best place to be the most use to the party.
For now, the hirelings can watch our, uh, mules and gear at the camp. George, the dog will stay behind as well, as a sort of early-warning alarm.

Re: The Mouth of DOOOOM

Posted: Mon Mar 31, 2014 5:39 pm
by GreyWolfVT
Jinx "You might want to give me a little room in case I set off a trap. Sometimes they are more complicated than my skills."

Re: The Mouth of DOOOOM

Posted: Tue Apr 01, 2014 3:21 am
by Distorted Humor
Ok, I started the map since the room is hard to describe. Up to the party to map the rest :)

You get to the first room.
Black stone stairs lead down to this room from the ruined tower above
in a staircase that the characters estimates has taken them about forty feet
underground. The room at the bottom of the staircase has six doors leading
out, each one set into the far end of a ten-foot-by-ten-foot alcove in the
wall. There is a faint smell of old rot in the air, like a graveyard, and any
torches carried by the characters gutter slightly in the stale air.
Let me know how you wish the party to proceed. I will assume that Jinx will be checking for traps.

Re: The Mouth of DOOOOM

Posted: Tue Apr 01, 2014 3:34 am
by Grognardsw
Logan, fighter

"This place smells like undead arse!" hisses Logan. He scrunches his nose, draws his sword, looks about while Jinx does his job. Trying to spot carvings, unusual features on ceiling and wall, floor debris, footprints, stray body parts dropped by zombies.

"Anyone see any tracks?" he asks quietly. The fighter knows from experience sound can travel and echo in dungeons.

If no tracks can be seen: "Perhaps the door that faces the direction the sun rises?"

Re: The Mouth of DOOOOM

Posted: Tue Apr 01, 2014 4:04 am
by Blazeguard
"One door is as good as the next" whispers Wolf. "You lead the way and I will follow...and may the gods go with us" he adds as he makes the sign of the cross.

Re: The Mouth of DOOOOM

Posted: Tue Apr 01, 2014 4:25 am
by GreyWolfVT
Jinx "Well I know any door is as good as the next. But let me check each of them for traps. Perhaps we can see if any of them have any tracks going through them one way or the other then determine which one we want to try." with that statement Jinx will do his best to check each door or doorway for traps and tracks.

Find and Remove Traps[1d100] = 5

Re: The Mouth of DOOOOM

Posted: Tue Apr 08, 2014 12:44 am
by Dogma
Otikas wait anxiously on the stairs as Jinx checks the doors.

He seems like a nice fellow he thinks. I do so hope he doesn't die.

Re: The Mouth of DOOOOM

Posted: Tue Apr 08, 2014 12:56 pm
by GreyWolfVT
That most definitely was a passed check... just awaiting the results.

Re: The Mouth of DOOOOM

Posted: Thu Apr 10, 2014 2:40 am
by Distorted Humor
Just as a further note - for each doorway you need to roll :)

But this time I will let it pass. :ugeek:


The first door (top right) Jink looks at the goat faced watching as he probes....

And as he probes it a trapdoor opens, showing a 10 foot deep pit trap between the party and the door.

The Bottom right door has a carving of a skull watching, and is untrapped.

the bottom Door has a pentacle drawn on it, and is untrapped.

the Bottom left door has a hand carved over it. and is yet another Pit trap.

The Bottom Right trap has a Portcullis trap. Jinx with his amazing roll sees this before his stick sets it off. And a wolf carving looks down at him as he backs away.


Finally, the North Door.


Nothing is carved above this door, and as Jinx approches, a deep booming voice (of a magic Mouth) is heard by the entire party.

“You stand at the threshold of the Rappan Athuk, the Dungeon of Graves. Turn back, trespassers, for you will find nothing but your death in these dark halls.”


Then just as it finishes, it goes silent......

(no trap)

Re: The Mouth of DOOOOM

Posted: Thu Apr 10, 2014 4:08 am
by Grognardsw
Logan, fighting man

"Good work Jinx," says Logan. "Decisions decisions. Perhaps the carvings indicate what threats lie within? None I like. The north door has no carvings. I vote we go there."

Re: The Mouth of DOOOOM

Posted: Thu Apr 10, 2014 4:28 am
by Blazeguard
Wolf looks at Logan, "North, South, potato, pototo. One is as good as the next. North it is."

Re: The Mouth of DOOOOM

Posted: Thu Apr 10, 2014 12:56 pm
by GreyWolfVT
Jinx "I am new to the part but I agree north does appear more appealing and I suspect the carvings to indeed indicate something of importance. A door with none I hope means less trouble."

Sorry I did not know I needed to roll per door. :oops:

Re: The Mouth of DOOOOM

Posted: Thu Apr 10, 2014 3:55 pm
by Todd Spengo
Theron shrugs. "So we deem the door that warned us to retreat or perish the safest of all the doors?" He chuckles. "It seems we shall se."

Re: The Mouth of DOOOOM

Posted: Fri Apr 11, 2014 5:13 pm
by HereticalOne
"Let's do this." Ushnab looks at the door a little more closely, wondering if they might spike it open, or jam it from closing behind them somehow...

Re: The Mouth of DOOOOM

Posted: Fri Apr 11, 2014 5:27 pm
by GreyWolfVT
Jinx "Yes lets. I'd suggest perhaps blocking the door open or spiking it open if we have the means to."

Re: The Mouth of DOOOOM

Posted: Fri Apr 11, 2014 6:48 pm
by Tomcat42
Hrothgar

"Well, as luck would have it, I happen to have some spikes and a hammer to do just that!" Hrothgar says as he pulls a hammer and spike from his pack.

Re: The Mouth of DOOOOM

Posted: Fri Apr 11, 2014 11:13 pm
by Dogma
"Luck favors the prepared, my good ma...er, dwarf," replied Otikas. "Blockin the door open is a splendid plan. It just wouldn't do to be trapped within if the door closed and locked. Wouldn't do at all."

Re: The Mouth of DOOOOM

Posted: Tue Apr 15, 2014 12:56 am
by Distorted Humor
The party heads north. the door is spiked open (Hrothgar please remove one spike from your pack :) )

The party heads north, and around 30 feet north of the door it opens into a room. The room is about 35 feet North to south, and 25 feet East to west. The walls are bare and the room is empty. In fact it is most notable is that it is completely empty, and no real signs of what it was used in the past.

There is ways south (the way you came) South West, and West from this room.


(Who gonna map? ;) )

Re: The Mouth of DOOOOM

Posted: Tue Apr 15, 2014 1:05 am
by GreyWolfVT
Jinx "Well hmm west maybe? Or at least I should check for traps."

Re: The Mouth of DOOOOM

Posted: Tue Apr 15, 2014 1:22 am
by Grognardsw
Logan, fighter

"Aye Jinx, a trap search in such a suspiciously empty room makes sense," says Logan, staying near the door. He looks up to the ceiling for anything suspicious. "Any of you with infravision see anything?"
Distorted Humor wrote:...(Who gonna map? ;) )
I can map.
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