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Re: Skull Mountain: Deeper

PostPosted: Thu Jun 23, 2011 7:08 pm
by greyarea
(NPCing Maeglin)

Maeglin, MU-rogue

"Let me search for traps before you head down there, Furuk. I don't want you at the bottom of a hole again."

Re: Skull Mountain: Deeper

PostPosted: Thu Jun 23, 2011 8:23 pm
by Craigers07
“Be my guest thief. It’s good to see you’re making use of yourself.”

Re: Skull Mountain: Deeper

PostPosted: Thu Jun 23, 2011 8:49 pm
by connivingsumo
Dandy Dwarf Cleric stands ready with his hammer and shield.

Re: Skull Mountain: Deeper

PostPosted: Fri Jun 24, 2011 12:19 am
by greyarea
Maeglin checks the area using his thieving skills (d100, 15, SUCCESS!). He discovers a pit trap before the door east and attempts to disarm it (d100, 75, FAIL) but is unsuccessful.

(NPCing, Maeglin) "Well, there's a trap there but I can't seem to find the trigger or figure out how to jam it. What now, guvnr?"

You see no way to skirt the trap. If there is a way across without setting it off, whatever the cultists use, it isn't apparent to you. There is no way to the door east without potentially triggering the trap and falling.

Actions?

Re: Skull Mountain: Deeper

PostPosted: Fri Jun 24, 2011 6:41 pm
by Craigers07
“I’m not going near that door. Let’s head the other way and find some more cultists to slaughter.”

Re: Skull Mountain: Deeper

PostPosted: Fri Jun 24, 2011 11:12 pm
by greyarea
Maeglin checks the way west for traps.

"All clear as far as I can tell. Lead the way, guvners," he says to Furuk and Klavain.

Re: Skull Mountain: Deeper

PostPosted: Sat Jun 25, 2011 4:33 am
by connivingsumo
Dandy Dwarf Cleric "Aye! I don't be fer messin wit traps! But I doo like ta' knock a cultist dead'n toss heem on to it!"

Re: Skull Mountain: Deeper

PostPosted: Sun Jun 26, 2011 2:49 am
by Spanningtree
Dieter


I'm all for that, we kill a cultist and use'em to trigger the trap.

Re: Skull Mountain: Deeper

PostPosted: Sun Jun 26, 2011 6:19 am
by Craigers07
“It looks like we have to go west”

Furuk turns around and walks past the T junction. He peaks around the corner and will continue on to the north if the corridor is clear.

Re: Skull Mountain: Deeper

PostPosted: Sun Jun 26, 2011 6:59 pm
by greyarea
Furuk looks round the corner. The way looks clear, but a sensitive Maeglin checks for traps (secret roll) to make sure. Finding none, you move on.

Image

The way north is short, with a quick turn west. You head that direction.

Anadrea stops short for a minute, her Elven ears picking up a noise from behind them. After the party moves on and the magical light source rounds the corner, she waits but her infravision picks up nothing in the darkness behind them and she doesn't hear anything else.

The party rounds the corner west, after Maeglin checks for traps (secret roll) and declares "all clear". It's a short trip before the maze-like corridor turns south again. When the light source rounds the corner, a host of options is revealed southward.

Image

The magical light casts harsh shadows down the hall, but you can make out at least two branches west and one east from where you are.

Actions?