The rust monsters scramble after Pisgah, following him all the way back to the xanathar guild members. Pisgah flings the scraps into the room, sending the monstrosities scrambling after it. As the barbarian rushes away, chaos breaks out behind him.
There are the sounds of a hollow roar, shouts of "Look out!" and "Keep them away!" and the sizzling of magic. After Pisgah has put quite some distance between him and the guild, he hears the sound of combat dying down.
You're all back together and the room is now rust-monster free.
When Pisgah gets back to the party he runs down the wall laughing. He recounts the surprise and shock from the guild as he gathers his gear and gets his weapons adjusted.
"I think that is a very good idea. Which way do you think we should go?"
After opening the door, you see that it leads into a hallway that goes further west, ending in a room. Another hallway goes off north, ultimately ending at another door [already uncovered to not make you manually explore white space, but theoretically beyond darkvision range for your characters.].
The room directly ahead is filled with scattered piles of broken furniture and garbage. Spiderwebs are draped over everything. A northward corridor leads to another room.
Pisgah closes the door. This seems pretty quiet. There is a corridor leading north and to the west a room with broken furniture. Let's go down the stairs and see what is that way.
Down the stairs, you're confronted with more doors. There are two on the west wall, two on the east. The far end of the tunnel to the north has collapsed completely.
The first door to your left (west wall, southern door) sticks out, because a mural has been painted on it, depicting a fishlike monster with enormous fins descending on an unsuspecting dwarf who is admiring a gleaming gemstone. Nikkitch detecs an aura of abjuration magic on this door with his arcane sight.
The same aura is also detectable on the door opposite (east wall, southern door).
"Hey guys, there doesn't seem to be any noises coming from behind these door and they don't look like they have been opened in a while. Just for grins and giggles, let's check these and then maybe see if we can go fishing. I'm not really a big seafood guy but a nice California roll could be nice."
Pisgah opens the door and beholds a dusty chamber. Much of this room is collapsed, but a plain stone throne still stands against the south wall. Beyond it, heaps of rubble fill a broken down tunnel. Human footprints crisscross the dusty floor, clearly visible.
From the doorway, Pisgah tries to discern the source of the footprints. He also looks for enough dust or sand that he can throw in the air in the path of the footprints.
PERCEPTION roll of 17
As he is looking from the door, "Folks, there are footprints in here but I don't see any person that would make them"
From the doorway, Pisgah tries to discern the source of the footprints. He also looks for enough dust or sand that he can throw in the air in the path of the footprints.
The footprints seem to have entered from the door and ultimately also left through the door again. Pisgah counts three sets of footprints. Throwing around a handful of dust doesn't reveal anything more in the path of the footprints.
"The footprints are only a couple of days old, at most." Pisgah goes on in the room and investigates the throne before sitting on it (he will not sit on it if he notices anything odd).
INVESTIGATION roll of 7
He plops on down....
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The rust monsters scramble after Pisgah, following him all the way back to the xanathar guild members. Pisgah flings the scraps into the room, sending the monstrosities scrambling after it. As the barbarian rushes away, chaos breaks out behind him.
There are the sounds of a hollow roar, shouts of "Look out!" and "Keep them away!" and the sizzling of magic. After Pisgah has put quite some distance between him and the guild, he hears the sound of combat dying down.
You're all back together and the room is now rust-monster free.
Everyone gets 400 XP for this creative solution.
While waiting for Pisgah to return, ArdneK will check the door, see if its locked, trapped, any noises, etc. Perception 18
"Nice job!" ArkneK says to Pisgah when he returns, "let's keep moving in case the guild decides to see where those rusties came from, yeah?"
When Pisgah gets back to the party he runs down the wall laughing. He recounts the surprise and shock from the guild as he gathers his gear and gets his weapons adjusted.
"I think that is a very good idea. Which way do you think we should go?"
ArdneK spots no traps and hears no noises at the western door. It isn't locked.
"Door seems safe, but I'm OK with trying the stairs to, lead on" he says to Pisgah.
"Well, let's take a peek behind door number one then check out the stairs."
Pisgah settles his shield in place then opens the door.
After opening the door, you see that it leads into a hallway that goes further west, ending in a room. Another hallway goes off north, ultimately ending at another door [already uncovered to not make you manually explore white space, but theoretically beyond darkvision range for your characters.].
The room directly ahead is filled with scattered piles of broken furniture and garbage. Spiderwebs are draped over everything. A northward corridor leads to another room.
Pisgah closes the door. This seems pretty quiet. There is a corridor leading north and to the west a room with broken furniture. Let's go down the stairs and see what is that way.
Down the stairs, you're confronted with more doors. There are two on the west wall, two on the east. The far end of the tunnel to the north has collapsed completely.
The first door to your left (west wall, southern door) sticks out, because a mural has been painted on it, depicting a fishlike monster with enormous fins descending on an unsuspecting dwarf who is admiring a gleaming gemstone. Nikkitch detecs an aura of abjuration magic on this door with his arcane sight.
The same aura is also detectable on the door opposite (east wall, southern door).
The two northern doors have no such enchantment.
"Giant fishlike monster, what could go wrong" ArdneK says with a smirk.
"I'm sure it is just fine but I am going to go check out the other two 'normal' looking doors first."
Pisgah will go listen at each door with the ear horn.
West Door: PERCEPTION roll of 22
East Door: PERCEPTION roll of 21
Rico responds, "Well if it doesn't eat us, then we'd have plenty of seafood for a while. Well, assuming it edible and not poisonous that is."
The two northern doors don't give off any hint of noise. The doors are also quite dusty and seem to have fallen into utter disuse.
"Hey guys, there doesn't seem to be any noises coming from behind these door and they don't look like they have been opened in a while. Just for grins and giggles, let's check these and then maybe see if we can go fishing. I'm not really a big seafood guy but a nice California roll could be nice."
Pisgah will open the west door.
Pisgah opens the door and beholds a dusty chamber. Much of this room is collapsed, but a plain stone throne still stands against the south wall. Beyond it, heaps of rubble fill a broken down tunnel. Human footprints crisscross the dusty floor, clearly visible.
From the doorway, Pisgah tries to discern the source of the footprints. He also looks for enough dust or sand that he can throw in the air in the path of the footprints.
PERCEPTION roll of 17
As he is looking from the door, "Folks, there are footprints in here but I don't see any person that would make them"
Rico asks, "How dusty are the footprints? After all, they could have been made years ago."
"I don't know..."
Eyeing the throne, Pisgah pulls out the malachite crown and settles it on his head.
The footprints seem to have entered from the door and ultimately also left through the door again. Pisgah counts three sets of footprints. Throwing around a handful of dust doesn't reveal anything more in the path of the footprints.
They're at most a few days old.
"The footprints are only a couple of days old, at most." Pisgah goes on in the room and investigates the throne before sitting on it (he will not sit on it if he notices anything odd).
INVESTIGATION roll of 7
He plops on down....