The rain seems to make your attempts to open the lock a little more tricky, but after a few tries, you hear and feel the tale tale signs of a lock coming undone. And so the hatch lies closed, and unlocked, at your feet.
(Assuming your use of torch or lantern once entering, as low light vision will not aid you in this place)
Every surface is saturated with dust, except for several of the steps leading down to the first floor.
A quick (or even detailed) scan of this level reveals only an environment typical to its' abandoned nature. The only evidence that anyone has been here are the few steps that are virtually void of the thick dust. Further examination may reveal footsteps here and there, but the steps appear to somewhere that someone had sat upon, or kneeled.
Seville abandons any pretense of stealth now that she must announce her presence with light just to see where she is going. If there is a direct way down to the first floor, she'll take it - and then down to the basement. Where possible she'll tread over existing footprints, but she'll not fret if they run out before she gets where she's going.
You realize your folly as your foot lands on the first dustless step, obviously rigged to fall. You shift your weight in mid-air even as you begin your descent, kicking off the previous step with your trailing foot to miss the next few in line. Gracefully, your feet moving incredibly fast, you catch up to your momentum and find yourself safely at the bottom.
Your heart is racing with adrenaline, the trap having completely taken you off guard, but you do find some satisfaction in your ability to compensate.
The first floor is as simply laid out as the second, and the stair leading down to the basement are not difficult to locate visibly from where you currently stand. It is a simple doorway, void of a door, with dusty steps leading down into the dark.
"Well done," a familiar voice calls out from the other side of the large, one room basement. "Very a few have found their way here unscathed. And some had had to be dumped in the forest." He adds with a resigned sigh.
As you enter the basement, your light shines across the frame of the young man you met earlier in Moonlighter's Tavern. He stands alone, no longer wearing the cloak he had worn in the tavern; it, along with a few blades, lay piled together on the floor next to him.
In each hand he holds a quarterstaff. He tosses one to you. He then produces a small vial, shimmering with an inner blue light.
"Potion goes to the loser," he smiles "Thieve's honor."
The rain seems to make your attempts to open the lock a little more tricky, but after a few tries, you hear and feel the tale tale signs of a lock coming undone. And so the hatch lies closed, and unlocked, at your feet.
Seville checks the perimeter of the hatch for any signs of tripwires or other obvious tells of a trap. Search (trapfinding): 23
If none are found, she proceeds on. If necessary, she'll try to disable them without triggering them. Disable Device 21
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
You notice a wire attached to a basic arrow trap. With relative ease, you disarm the trap and the hatch is opened before you.
Award 300xp
It is a short climb/drop down to the floor of the second story.
Before we continue, please roll a spot check.
Spot 25
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
(Assuming your use of torch or lantern once entering, as low light vision will not aid you in this place)
Every surface is saturated with dust, except for several of the steps leading down to the first floor.
A quick (or even detailed) scan of this level reveals only an environment typical to its' abandoned nature. The only evidence that anyone has been here are the few steps that are virtually void of the thick dust. Further examination may reveal footsteps here and there, but the steps appear to somewhere that someone had sat upon, or kneeled.
Goggles. Flint and steel. Torch.
Seville abandons any pretense of stealth now that she must announce her presence with light just to see where she is going. If there is a direct way down to the first floor, she'll take it - and then down to the basement. Where possible she'll tread over existing footprints, but she'll not fret if they run out before she gets where she's going.
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
Roll a reflex check
Reflex: 26
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
You realize your folly as your foot lands on the first dustless step, obviously rigged to fall. You shift your weight in mid-air even as you begin your descent, kicking off the previous step with your trailing foot to miss the next few in line. Gracefully, your feet moving incredibly fast, you catch up to your momentum and find yourself safely at the bottom.
Your heart is racing with adrenaline, the trap having completely taken you off guard, but you do find some satisfaction in your ability to compensate.
The first floor is as simply laid out as the second, and the stair leading down to the basement are not difficult to locate visibly from where you currently stand. It is a simple doorway, void of a door, with dusty steps leading down into the dark.
One trap bypassed, a second sprung - she'll be on-guard for another. Seville scrutinizes the way down to the basement. Search 14
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
In the doorway to the stairwell, you locate a skillfully placed razor wire waiting to shin slice an unwary person and send them tumbling down
Seville clips the razor wire with a pair of pliers, then continues about her way. To the basement!
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)
"Well done," a familiar voice calls out from the other side of the large, one room basement. "Very a few have found their way here unscathed. And some had had to be dumped in the forest." He adds with a resigned sigh.
As you enter the basement, your light shines across the frame of the young man you met earlier in Moonlighter's Tavern. He stands alone, no longer wearing the cloak he had worn in the tavern; it, along with a few blades, lay piled together on the floor next to him.
In each hand he holds a quarterstaff. He tosses one to you. He then produces a small vial, shimmering with an inner blue light.
"Potion goes to the loser," he smiles "Thieve's honor."
Roll initiative.
Initiative 9
Aramys, Wood Elf Ranger - Eternal Warfare (5E)
Seville, Half-elf Rogue - Silver Valley (3.5E)