The fortress

As you leave the town you follow the old road heading south. The overgrown road winds through rocky downs, near stands of old-growth oak, and past abandoned farms.

The Old Road passes to the east of a narrow ravine that stretches for several miles. Following the map you head to the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths.

A few similar pillars are visible on the opposite side of the ravine.

A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine.
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Comments

  • @dungeon_master I look down to see where the rope goes.
  • DMDM Administrator
    The rope tied to one of the leaning pillars hangs down into the darkness of the ravine. Judging by its good condition, the rope couldn’t have been tied there any longer than two or three weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be seen carved into the cliff face
  • We are backed against a ravine. We should form a defensive perimeter.
  • We must be wary of traps. My studies have shown goblins to be very cunning. @dungeon_master May I roll for that? If so what do I roll
  • DMDM Administrator
    Talsam wrote: »
    We must be wary of traps. My studies have shown goblins to be very cunning. @dungeon_master May I roll for that? If so what do I roll

    Roll a perception check
  • @dungeon_master I will assist @Talsam
    Character Info:
    Abilities & Skills
    Best Abilities: INT +3, +5 save / DEX +3, +3 save / WIS +1, +3 save
    Best Skills: Arcana +5 / Investigation +5 / Religion +5
    Languages: Dwarvish, Common, Elvish, Goblin, Draconic
    Arcane Recovery: 1 time per day after short rest, recover spell slots = 1/2 character level
    Evocation Savant: 1/2 the gold and time required to copy evocation spells to spellbook
    Sculpt Spells: Safety within evocation spells for characters # = 1 + spell level
    Darkvision: 60 ft.
    Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep
    Trance: Trance for 4 hours equivalent to 8 hours of sleep
    Attacks:
    Longbow: Piercing (Roll: 1d8)
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d8 + 3)
    Shortsword: Piercing (Roll: 1d6)
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d6 + 3)
    Cantrips (4 slots, all active): (Roll 1d4)
    Fire Bolt: Fire
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d10)
    Ray of Frost: Cold
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d8)
    Mending
    Prestidigitation
    Spells (3 slots, 5 active*): (Roll 1d10)
    *Burning Hands: Fire
    [Attack] (Roll: 1d20 + 3)
    [Damage] (Roll: 3d6)
    DEX saving threshold: 13 (1/2 damage w/success)
    *Magic Missile: Force
    [Attack] (Roll: 1d20 +3)
    [Damage] (Roll: 1d4 +1) for each dart (x3)
    *Shield: +5 AC bonus for 1 round
    *Sleep: (Roll: 5d8)
    *Alarm (R):
    Detect Magic (R): Audible within 60', Mental within 1 mile
    Mage Armor: 13 AC + dex
    Catapult: Bludgeoning (5 lbs. max)
    [Attack] (Roll: 1d20 + 3)
    [Damage] (Roll: 3d6)
    DEX saving threshold: 13 (1/2 damage w/success)
  • DMDM Administrator
    @AngusPecos roll a d20

  • I would like to check the sturdiness of the foot and handholds
  • @AngusPecos roll a d20

    Natural 1
  • Whoever is closest, grab him before he falls!
  • DMDM Administrator
    Reynard wrote: »
    Whoever is closest, grab him before he falls!

    Sadly he decided to spunk out his action before you all discussed tactics.
  • DMDM Administrator
    @Dawn roll a d20
  • DMDM Administrator
    @Talsam the pillars around you are all broken and worn and covered in what appears to be graffiti. It looks dwarven but you can't be sure.

    Your search reveals the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny.
  • DMDM Administrator
    @dawn as you move to inspect the hand holds and carvings in the rock you see @AngusPecos grab the rope and in the worst display of rope climbing you have ever seen, almost topple over the edge.

    You hear his cry of pain and the crash of his armour as he hits the bottom in the darkness.
  • Do we have any idea how deep the ravine is?
  • DMDM Administrator
    @AngusPecos as you lower yourself over the edge you slip and find yourself falling through the air flailing wildly trying to grab the rope. You seem to fall forever until suddenly the ledge below his you with an almighty crash. The last thing you see just as you black out from the impact are beady eyes staring at you from an alcove a few feet away.

    Take 15 points of damage.
  • I think we need to go down and check on him, at least a couple of us. But the rope may not be the best way down? Or else we need to try to roll those checks with an advantage at a minimum.
    Character Info:
    Abilities & Skills
    Best Abilities: INT +3, +5 save / DEX +3, +3 save / WIS +1, +3 save
    Best Skills: Arcana +5 / Investigation +5 / Religion +5
    Languages: Dwarvish, Common, Elvish, Goblin, Draconic
    Arcane Recovery: 1 time per day after short rest, recover spell slots = 1/2 character level
    Evocation Savant: 1/2 the gold and time required to copy evocation spells to spellbook
    Sculpt Spells: Safety within evocation spells for characters # = 1 + spell level
    Darkvision: 60 ft.
    Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep
    Trance: Trance for 4 hours equivalent to 8 hours of sleep
    Attacks:
    Longbow: Piercing (Roll: 1d8)
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d8 + 3)
    Shortsword: Piercing (Roll: 1d6)
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d6 + 3)
    Cantrips (4 slots, all active): (Roll 1d4)
    Fire Bolt: Fire
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d10)
    Ray of Frost: Cold
    [Attack] (Roll: 1d20 + 5)
    [Damage] (Roll: 1d8)
    Mending
    Prestidigitation
    Spells (3 slots, 5 active*): (Roll 1d10)
    *Burning Hands: Fire
    [Attack] (Roll: 1d20 + 3)
    [Damage] (Roll: 3d6)
    DEX saving threshold: 13 (1/2 damage w/success)
    *Magic Missile: Force
    [Attack] (Roll: 1d20 +3)
    [Damage] (Roll: 1d4 +1) for each dart (x3)
    *Shield: +5 AC bonus for 1 round
    *Sleep: (Roll: 5d8)
    *Alarm (R):
    Detect Magic (R): Audible within 60', Mental within 1 mile
    Mage Armor: 13 AC + dex
    Catapult: Bludgeoning (5 lbs. max)
    [Attack] (Roll: 1d20 + 3)
    [Damage] (Roll: 3d6)
    DEX saving threshold: 13 (1/2 damage w/success)
  • Angus!!!!!! Is he surrounded? We have to find a way down to see if he has any life in him. I can help.
  • DMDM Administrator
    @Dawn your inspection makes you realise that using the carvings and hand holds with the rope is probably sensible.
  • @dungeon_master But I listen closely
  • I'm happy to go first. I can lend some assistance to angus when i reach the bottom.
  • Someone throw down a lit torch and see what we are dealing with
  • I carefully grasp the rope and start to lower down using the handholds and carvings.
  • Following behind I use the holds as well, using my dark vision to see my surroundings and keep pleyt informed
  • Dawn Gives pallando her lantern to light and then once lit moves to lower it down into the ravine using her own rope @dungeon_master
  • @dungeon_master I will roll a d20 and attempt to not Angus
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