The Mines of Dwelf Copperhelm
Re: The Mines of Dwelf Copperhelm
Adrog
Adrog mumbles under his breath (in Dwarvish) about silly wizards and their baubles, while moving to follow Ruby in case there's trouble.
Kruk zarg klamfenharl depnik...
Adrog mumbles under his breath (in Dwarvish) about silly wizards and their baubles, while moving to follow Ruby in case there's trouble.
Kruk zarg klamfenharl depnik...
Re: The Mines of Dwelf Copperhelm
Arsenios - Cleric
Arsenios walks over to Drizzle. "What have you uncovered there?" After a moment of observation he adds, "Surely that will appease the wizard and lift Ruby's geas, I should think," he says rubbing his chin.
Arsenios walks over to Drizzle. "What have you uncovered there?" After a moment of observation he adds, "Surely that will appease the wizard and lift Ruby's geas, I should think," he says rubbing his chin.
"This looks like a place we've never been to before." - my five-year-old son.
Re: The Mines of Dwelf Copperhelm
Ruby carefully walks past the lizards and turns right, stopping and listening. The corridor continues straight beyond the 30-foot limit of your light source. From directly behind you, where the winding stairs head up, you hear a soft, faint whistling. Ahead you hear nothing.
Actions?
Actions?
Code: Select all
+---------------+---------------+------------------------------+
|Name |HP CUR/MAX |SPELLS |
+---------------+---------------+------------------------------+
|Adrog |10/10 | |
+---------------+---------------+------------------------------+
|Arsenios |6/6 |<> |
+---------------+---------------+------------------------------+
|Ruby |8/8 | |
+---------------+---------------+------------------------------+
|Drizzle |4/4 |<> |
+---------------+---------------+------------------------------+
Re: The Mines of Dwelf Copperhelm
Adrog
ooc: can Adrog see further than the torchlight?
ooc: can Adrog see further than the torchlight?
Re: The Mines of Dwelf Copperhelm
I just checked, and yes, "Dwarfs dwell underground and see equally well by day or by night." is verbatim from the Delving Deeper rules. So you would just have to shield Arsenios' continual light wand, or move forward enough to be outside its radius.
Re: The Mines of Dwelf Copperhelm
Drizzle
Hey, Arsenios, Adrog needs your light so when he moves forward to see what's ahead, follow him, hisses Drizzle
Hey, Arsenios, Adrog needs your light so when he moves forward to see what's ahead, follow him, hisses Drizzle
Re: The Mines of Dwelf Copperhelm
Just to clarify, Adrog is the only party member that can see in the dark, however his night vision is spoiled by light. So you have to extinguish your light sources, or send Adrog ahead at least 30 feet for this ability to be useful.
Re: The Mines of Dwelf Copperhelm
ooc: I think greyarea is "acting out"merias wrote:Just to clarify, Adrog is the only party member that can see in the dark, however his night vision is spoiled by light. So you have to extinguish your light sources, or send Adrog ahead at least 30 feet for this ability to be useful.

"This looks like a place we've never been to before." - my five-year-old son.
Re: The Mines of Dwelf Copperhelm
ooc: moi? 

Re: The Mines of Dwelf Copperhelm
Arsenios - Cleric
Sliding the wand up his sleeve to shield the light, the cleric asks, "Adrog, does this help?"
Sliding the wand up his sleeve to shield the light, the cleric asks, "Adrog, does this help?"
"This looks like a place we've never been to before." - my five-year-old son.
Re: The Mines of Dwelf Copperhelm
Further down the corridor, Adrog sees a door on the left (west) wall, and just beyond it, on the same side, large bits of rubble spill into the corridor. It's too far to see any details, the first door is perhaps 60 feet away. Beyond that is just more darkness.
Code: Select all
+---------------+---------------+------------------------------+
|Name |HP CUR/MAX |SPELLS |
+---------------+---------------+------------------------------+
|Adrog |10/10 | |
+---------------+---------------+------------------------------+
|Arsenios |6/6 |<> |
+---------------+---------------+------------------------------+
|Ruby |8/8 | |
+---------------+---------------+------------------------------+
|Drizzle |4/4 |<> |
+---------------+---------------+------------------------------+
Re: The Mines of Dwelf Copperhelm
Adrogkjc wrote:Arsenios - Cleric
Sliding the wand up his sleeve to shield the light, the cleric asks, "Adrog, does this help?"
Much better.
Adrog moves cautiosly forward.
There's a door up here on the left, and some sort of debris, maybe from a partial collapse. Watch your step.
Re: The Mines of Dwelf Copperhelm
Drizzle
Let's check out this door. We might want to clear this section and then head up and back to town for rest and whatnot.
Let's check out this door. We might want to clear this section and then head up and back to town for rest and whatnot.
Re: The Mines of Dwelf Copperhelm
As you move down the corridor, you see that the door on the left is a large, single wooden affair about 8 feet wide, bound and with an iron ring in the center. A large piece of wood in protruding iron brackets bars the door from this side, it looks like you could lift the bar with some effort.
The rubble ahead of the door is strewn in the hallway like a stream, mostly large chunks of rock but some wood, and iron straps, perhaps the remains of a door. This theory is given credence by an open doorway into a dark room, which appears to be the start of the rubble stream. Adrog can see shapes in the room at this angle - crates, or barrels? He is not sure.
About 10 feet before the large door, on the opposite wall, you see a bluish, luminous square traced on the corridor wall, thin and very faint and surely missed in any sort of light. It is about Dwarf height, and three feet wide. If it is a secret door, you see no means to open it, but you are still about 15 feet away.
A cool draft comes from somewhere, but no sounds are heard.
You can see the main corridor continues perhaps 20 feet beyond the rubble stream, turning due east.
Actions?
The rubble ahead of the door is strewn in the hallway like a stream, mostly large chunks of rock but some wood, and iron straps, perhaps the remains of a door. This theory is given credence by an open doorway into a dark room, which appears to be the start of the rubble stream. Adrog can see shapes in the room at this angle - crates, or barrels? He is not sure.
About 10 feet before the large door, on the opposite wall, you see a bluish, luminous square traced on the corridor wall, thin and very faint and surely missed in any sort of light. It is about Dwarf height, and three feet wide. If it is a secret door, you see no means to open it, but you are still about 15 feet away.
A cool draft comes from somewhere, but no sounds are heard.
You can see the main corridor continues perhaps 20 feet beyond the rubble stream, turning due east.
Actions?
Code: Select all
+---------------+---------------+------------------------------+
|Name |HP CUR/MAX |SPELLS |
+---------------+---------------+------------------------------+
|Adrog |10/10 | |
+---------------+---------------+------------------------------+
|Arsenios |6/6 |<> |
+---------------+---------------+------------------------------+
|Ruby |8/8 | |
+---------------+---------------+------------------------------+
|Drizzle |4/4 |<> |
+---------------+---------------+------------------------------+
Re: The Mines of Dwelf Copperhelm
Drizzle
Let's check out those crates first, he says. He listens at the door quickly to see if anything is beyond.
Let's check out those crates first, he says. He listens at the door quickly to see if anything is beyond.
Re: The Mines of Dwelf Copperhelm
[Assuming Arsenios gives Drizzle some light at this point]
The dextrous wizard advances past the door, stopping briefly to listen but hearing nothing. The blue glowing tracery on the opposite wall has disappeared in the bright light.
Approaching the next [broken] door on the left, stumbling briefly over a chunk of stone, Drizzle can see into the room beyond, about 20 feet square. The trail of rubble leads back to the far left corner of the room, where a hole has been made in the wall. Drizzle estimates the hole is about three feet in height, and wide enough for a giant lizard to pass through. Dirt and rock spills out of this hole onto the floor, and the cool draft is stronger here. A dark tunnel is evident beyond the hole. To the right, a pile of large, wooden crates sits, covered in dust.
Actions?
The dextrous wizard advances past the door, stopping briefly to listen but hearing nothing. The blue glowing tracery on the opposite wall has disappeared in the bright light.
Approaching the next [broken] door on the left, stumbling briefly over a chunk of stone, Drizzle can see into the room beyond, about 20 feet square. The trail of rubble leads back to the far left corner of the room, where a hole has been made in the wall. Drizzle estimates the hole is about three feet in height, and wide enough for a giant lizard to pass through. Dirt and rock spills out of this hole onto the floor, and the cool draft is stronger here. A dark tunnel is evident beyond the hole. To the right, a pile of large, wooden crates sits, covered in dust.
Actions?
Re: The Mines of Dwelf Copperhelm
Drizzle
It seems we may have found our reptilian hosts' home. Lizard eggs anyone? Let's go take a look...
It seems we may have found our reptilian hosts' home. Lizard eggs anyone? Let's go take a look...
Re: The Mines of Dwelf Copperhelm
Arsenios - Cleric
"Agreed, let us have a look," the cleric says, holding the light wand aloft.
"Agreed, let us have a look," the cleric says, holding the light wand aloft.
"This looks like a place we've never been to before." - my five-year-old son.
Re: The Mines of Dwelf Copperhelm
The party proceeds into the low opening in the wall, gingerly stepping
over rubble. Arsenios' light wand illuminates a rough stone tunnel. It
proceeds about 10 feet to the right (east) to a dead-end, but straight
ahead the tunnel proceeds out of sight (northwest). The ceiling is
low, about 5 feet so that the humans must stoop. The floor appears
smooth and the occasional rock worn round, perhaps a stream once
flowed here.
Immediately up on the right about 15 feet you see a long opening in
the wall. It might be just a widening of the tunnel, it's hard see
from this angle.
Adrog senses the tunnel is gently ascending.
The cool draft is more pronounced here. A smell of decay is borne upon
the draft.
From up ahead you hear faint voices, but are unable to discern the
language or what is being said.
Actions?
over rubble. Arsenios' light wand illuminates a rough stone tunnel. It
proceeds about 10 feet to the right (east) to a dead-end, but straight
ahead the tunnel proceeds out of sight (northwest). The ceiling is
low, about 5 feet so that the humans must stoop. The floor appears
smooth and the occasional rock worn round, perhaps a stream once
flowed here.
Immediately up on the right about 15 feet you see a long opening in
the wall. It might be just a widening of the tunnel, it's hard see
from this angle.
Adrog senses the tunnel is gently ascending.
The cool draft is more pronounced here. A smell of decay is borne upon
the draft.
From up ahead you hear faint voices, but are unable to discern the
language or what is being said.
Actions?
Code: Select all
+---------------+---------------+------------------------------+
|Name |HP CUR/MAX |SPELLS |
+---------------+---------------+------------------------------+
|Adrog |10/10 | |
+---------------+---------------+------------------------------+
|Arsenios |6/6 |<> |
+---------------+---------------+------------------------------+
|Ruby |8/8 | |
+---------------+---------------+------------------------------+
|Drizzle |4/4 |<> |
+---------------+---------------+------------------------------+
Re: The Mines of Dwelf Copperhelm
Drizzle
Points and silently signs something like "let's investigate quietly".
Points and silently signs something like "let's investigate quietly".