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Chapter 1.5: Jzadirune (Topic #37259)

Cauldera (#36764) > Old Chapters (#38506) > Chapter 1.5: Jzadirune

Cauldera

Welcome to Cauldera. What can I say. It's D&D 4.0. It'll have dungeons and dragons.

The Story: Current Threads
Chapter 2.0: Decent into the Malachite Fortress (LP)
Monk-ee see- Monk-ee do (LP)


Old Stories
Chapter 1.8: Grell o'Hell. (LP)
Chapter 1.5: Jzadirune (LP)
Chapter 1.7: Helping Hands (LP)
Halfling Cubed (LP)
Chapter 1.6: No Scoop for You! (LP)
Chapter 1: Life's Bazaar (LP)
Chapter 0: Adventure Begins (LP)

Other Threads
OOC (LP)
Party Treasure Horde (LP)

Maps
Combat Map (LP)
Playermap (LP) - Jzadirune
Cauldron City Map (LP)
CH0-Regional Map (LP)


Possible Recurring NPCs
- Ditch (LP) - Assasin -
- Jessica Darkwood (LP) - Mage-
- Mr. Chad Hymnsmith (LP) - Bard (Presumed DEAD)
- Dug (LP) - Barbarian
- Kelzanarr (LP) - Avenger
- Veion Tolra (LP) - Cleric

ACTIVE NPCs
- Pitch (LP) - Accrobat -

Player Characters (LP)
- Aelonn (LP) - Ranger/Cleric
- Catra Rosewood (LP) - Thief
- Warryn Starsong (LP) - BladeSinger
- Cael'dre Belleza (LP) - Knight
- Arune Muk-Taw (LP) - Warlord
- Hyke (LP) - Monk





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Game Master
(Smash)

2/19/2012 9:45:11 PM
PostID: 418376
As you ponder what to do next, you noodle through the following facts: The hole is too small for you or the kobolds to squeeze through. It may be just big enough for a Gnome (or a little girl) to squeeze through. Of course, it's too high for a normal Gnome to get through (unless he was on stilts...)
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Kelzanarr
(cooneypete)
avatar
2/20/2012 6:39:47 PM
PostID: 418397
Kelzanarr winces. "Pitch, I am going to hold you up. Look inside and tell me what you see."
  This post last edited on 2/20/2012 6:40:08 PM   Like this post
Game Master
(Smash)

2/20/2012 7:39:35 PM
PostID: 418400
Pitch peers down the unlit passage way with his dark vision. He puts his head through but it's a tight fit for his shoulders to fit. If he angles it right, he can get through a little if you push, but once completely inside, he wouldn't be able to move himself through.

"Be too dark der Boss. m'bee 2 Ditches tall to udder side."

Jessica says, " Let me try. I'm smaller than Pitch." With that statement, Jessica pulls out her wand and shakes it a little and the tip lights up. She looks at you, half-expecting you to give her a boost.
Secure Rolls:
perception 1d20(3)+6 = 9
  This post last edited on 2/20/2012 7:51:45 PM   Like this post
Game Master
(Smash)

2/20/2012 7:48:05 PM
PostID: 418401
If you let her, Jessica would be able to get through the tunnel. However, once on the otherside, (if the height is the same) and if she goes out of the tunnel, she wouldn't be able to get back up to the hole in the wall to get back to your side again as she's too short. Also, since you can't get to the other side either, you won't be able to support her if there's a surprise waiting for her.

What say you all?
  This post last edited on 2/20/2012 7:50:46 PM   Like this post
Kelzanarr
(cooneypete)
avatar
2/22/2012 3:57:03 PM
PostID: 418443
Kelzanarr frowns. "Go in and look, but move back out as soon as you see anything, do you understand?" He looks very concerned.
  This post last edited on 2/22/2012 3:57:44 PM   Like this post
Aelonn
(dwightm)
avatar
2/22/2012 7:37:26 PM
PostID: 418451
"We have the rope we used ta tie up Pitch 'n' Ditch before. Do ya want to take one enda that so's we can pull ya back if we need to?"
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Game Master
(Smash)

2/22/2012 8:48:21 PM
PostID: 418460
Rope idea is good. Jessica, with your help, ties it around her waist. The knot looks snug and tight. Kel lifts Jessica up to the hole and before she enters she waves her hands and whispers "Illuminatum". Down the tunnel flys a small bead of light which 'explodes' on the other side lighting up the space at the other end.

Climbing through the hole she gets to the end of the tunnel.
::Scamper::

She gets to the end and stops before jumping down. Looking around. "It's a small space.. A room.. I see something that could be a door of some sort, but it's round... and I see a lever below me. What should I do?"
Secure Rolls:
Perception 1d20(19)+7 = 26
Wisdom check 1d20(6)+2 = 8
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Game Master
(Smash)

2/22/2012 8:50:59 PM
PostID: 418462
Of course, all this talking and light show isn't conducive to a stealth approach about around now.
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Game Master
(Smash)

2/23/2012 5:00:18 AM
PostID: 418491
Also, since she can't turn around, if she goes forward, she'll have to drop head first (about 4 feet) as you lower her.
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Kelzanarr
(cooneypete)
avatar
2/23/2012 9:11:19 AM
PostID: 418496
Kelzanarr winces. "Fine, You probably want to pull the lever to let us in. I'll lower you." He nods to Aelonn. "Here, help me." With Aelonn's help, he slowly lowers the girl until she tells him to stop so she can open the lever.
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Game Master
(Smash)

2/23/2012 10:21:04 AM
PostID: 418499
"Wait. hold on. I have an Idea.." It comes to her attention that she knows mage hand and doesn't need to be lowered at all.. Jessica sticks her head and wand arm out of the hole and casts her spell.

:::BBVTTTZZZZTTTTTSSSZZZ::: ::crackle crackle::

A flash of light followed by the sounds of crackling energy and the smell of ozone fills the passage way.

"Ummnnn.....ah..ok...I'm okay??!! comes back a meek reply.

Jessica barely gets the words out when the sounds of gears and the grinding of stone on stone echo. The bottom part of the tunnel begins to lower into the floor. "Whoah... oh..oh!" Jessica rides it down until it's a foot off the 'floor' and rolls out to the other side. the slab continues to lower until it's flush with the floor.

In front of you is now a 7ft. x 2ft. tunnel. Light from Jessica's light spell illuminates the other side and it now spills over more into your side. You see that her hair is standing up on end like quills on a porcupine.

It'll be easy for the Kobolds to slip through, the bigger humanoids will need to squeeze through sideways and without their backpacks on, but you should be able to shimmy through with out any problems.

Pitch and Ditch go through first. Looks over Jessica and sniggers.

Jessica:"Wha...wha..WHAT?! What you all looking at?!

Pitch: heh..yooz mad or sometin? cuz u'r fur is all frizzy.
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Aelonn
(dwightm)
avatar
2/23/2012 10:27:00 AM
PostID: 418500
Aelonn pulls a dagger into his hand. Just in case he thinks. He also slides off his pack and drags it behind him as he squeezes down to the tunnel to where Jess and the kobolds are, letting his knife lead the way.

"Miss Jessica, are you okay? Does yer spell normally make yer hair do that?"
  This post last edited on 2/23/2012 10:27:37 AM   Like this post
Jessica Darkwood
(Smash)

2/23/2012 11:12:58 PM
PostID: 418530
" My hair did what?" she feels her doo and tries to pat it back down to some success.

" No, when my mage hand pulled the lever down a bolt of lightning shot through the room."
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Game Master
(Smash)

2/23/2012 11:26:21 PM
PostID: 418531
As you squeeze your way through you make it to the other side. Jessica is already removing the noose around her waist. You're in a 10 x 10 room. As you enter, behind you On the wall where the tunnel opens up to, is the lever that Jessica pulled. It is a simple up/down switch that makes a connection of some sort. It is currently in the down position. To your right is a circular gear shaped wooden ring encircled with a ring of molded teeth. The entire structure is then encased within a frame of bevelled stone.

Burned into the center is a glyph (anyone know Gnome? I recall no) (Anyone with the equivelent of decypher script or comprehend languages?)

Upon careful inspection there's a tiny diamond shaped slot carved into the stone frame.
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Game Master
(Smash)

2/23/2012 11:40:04 PM
PostID: 418532
Jessica concentrates to see if there's any aura's
Pitch and Ditch look at the wood gear.

Nothing.
Secure Rolls:
Jessica (arcana) 1d20(6)+10 = 16
Pitch Look for traps 1d20(7)+11 = 18
Ditch Look at Lock 1d20(8)+11 = 19
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Aelonn
(dwightm)
avatar
2/23/2012 11:46:45 PM
PostID: 418533
"Lightnin' huh? I wonder if it's some sorta trap, so's anyone who pulls that lever without knowin' 'bout it might get fried. Pitch, Ditch, I allus heard kobolds was good with traps. Do ya think that lever is trapped? Oh, and you fellas didn't happen to see any kinda key or anythin' while you were messin' in the locksmith's stuff, didja? Looks like we might need one if that's a door there."

Aelonn also tries to remember if he saw anything reminiscent of the gear shape or the diamond shape slot.
Knowledge check to remember seeing anything that might be related to the gear in the shop: 16
Secure Rolls:
Knowledge check 1d20(17)-1 = 16
  This post last edited on 2/23/2012 11:47:56 PM   Like this post
Game Master
(Smash)

2/24/2012 11:14:59 AM
PostID: 418550
Nope. but then again, you were only in the mainly public areas of the shop.

Ditch just shakes his head.

Pitch: "NNNnnnahh. ah no nota me, Boss." You immediately sense that Pitch is hiding something..

Insight check please (which I assume you're going to pass). Followed by an intimidate or diplomacy depending on how you want to play it.

Ditch:"No lookie like trap, Kobies no make trap like dis. usually someting stik you, or gas you, or make you fall in pit with spiky bits, or log fall on u'r noggin, or blades fly out da wall, jet o'fire burn you up!..." as he continues with each gruesome method of traps, he gets more exited and more animated in his gestures describing how one could die in each method.

(OOC: It's broken/juryrigged Gnome technology. Ditch just doesn't have a degree in electrical engineering.)
Secure Rolls:
bluff 1d20(5)-1 = 4
Ditch Check for Traps 1d20(3)+11 = 14
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Aelonn
(dwightm)
avatar
2/24/2012 1:11:45 PM
PostID: 418565
(to Ditch): "Umm.... yeah. Ok, we get the picture Ditch."

Insight check 7 - Yikes - hoping this was an opposed check against the Bluff roll- good thing Pitch isn't much of a poker player.


(to Pitch):"Pitch, is there something yer not tellin' us? ANYTHIN' yer not tellin' us?" Aelonn cocks an eyebrow and does his best "father catching his kid red-handed" impression as he towers over the kobold. Intimidate 17
Secure Rolls:
Insight on Pitch 1d20(3)+4 = 7
Intimidate on Pitch 1d20(17) = 17
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Kelzanarr
(cooneypete)
avatar
2/24/2012 2:28:06 PM
PostID: 418570
Kelzanarr ignores all this, examining the circular gear in great detail...
Secure Rolls:
Perception 1d20(19)+10 = 29
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Game Master
(Smash)

2/24/2012 3:27:55 PM
PostID: 418575
Why yes it is was and your 7 beats his 4. :)

Pitch is obviously flustered by having to 'come clean' about his little thievery of the Skulk. He struggles to tell the truth and not be in trouble.

"Boss?? no hurt Pitch, 'k? was accident. Pitch didn't think it was anything. Pitch srry...Skulk, dead..he no need it..." he pulls out a long diamond shaped rod about 5 inches long. At one end are some groves. At the other end is a small stone. On the stone is a Gnome rune. He holds it out to you half expecting you to take it and then strike him on the head! He closes his eyes waiting for the inevitable retribution.


Secure Rolls:
will 1d20(5)+1 = 6
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