(@flyingmatthew Actually, probably easier than picking a random +X bonus would be to just give you advantage on similar strength checks. I think I like that option, so go ahead and roll a second check for it)
As no one has turned anything up yet Vuna chooses to be cautious rather than conservative. “I will look for any magic in the area as we advance.”
With that she utters an incantation and gestures briefly as she casts detect magic. Once the spell is complete she moves forward towards the doors, but only getting within 30ft of them as she looks for any traces of magic.
(OOC:I will maintain concentration on the spell until expires or something else happens, so let me know when ten minutes is up if nothing breaks concentration.)
Macketho proceeds down his hallway, listening for any trouble as he opens the next door.
16
Macketho follows the hallway behind the door he opened all the way north to where he sees the next door. As he approaches the door at the end of the hallway, a scythe swings out from a hidden compartment of the wall and slashes at him, but he dodges out of the way and it bounces off the wall then stops moving. (Still opening the door? You're off by yourself since everyone else went into the other room)
(OOC: I assume detect magic doesn’t pick up anything in this room then?)
(Sorry, somehow missed that post. You indeed do not pick up anything from detect magic)
Kaladin joins the others to the east just as Sam tries to open the southern door. He tries yanking on the door towards him, but nothing happens. So he tries pushing it the other way instead, with the same result. He doesn't see any lock on the door, but it appears to be stuck.
Macketho swings his mace at the door, but it just bounces off without doing anything.
Kip isn’t able to see any dirt or grime that might be the cause of the door sticking, so he has nothing to excavate with the spell.
(It IS possible to break down stuck doors, Macketho just missed the DC to hit it. You’re free to keep trying until you break it down if you want, that’s up to the group. I won’t make you roll for it, since there’s no time limit to get out of the dungeon, you just have to decide if you want to do so and I’ll figure out how long it would take. Right now Vuna does have the Detext Magic up which lasts 10 minutes. So some portion of that time would be used up while you beat the door down. And there’s the possibility of monsters hearing it and either being ready in the room beyond the door when it breaks open, or someone behind the group in an unexplored area hearing it and following the noise. That’ll just depend on what monsters might be nearby. Different types of doors have different DCs to break - which affects how long it would take to do so - and different amounts of noise it’ll make. Wood would make less noise than stone, which would make less than iron, etc.
it might also be possible to clear obstructions with something mold earth or other clever uses for spells, just didn’t work this time)
(@flyingmatthew Actually, probably easier than picking a random +X bonus would be to just give you advantage on similar strength checks. I think I like that option, so go ahead and roll a second check for it)
Kip will follow the group to the east telling Percy to keep an an eye out for danger.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Macketho proceeds down his hallway, listening for any trouble as he opens the next door.
16
As no one has turned anything up yet Vuna chooses to be cautious rather than conservative. “I will look for any magic in the area as we advance.”
With that she utters an incantation and gestures briefly as she casts detect magic. Once the spell is complete she moves forward towards the doors, but only getting within 30ft of them as she looks for any traces of magic.
(OOC:I will maintain concentration on the spell until expires or something else happens, so let me know when ten minutes is up if nothing breaks concentration.)
Advantage roll 19 +2 if Athletes.
If it still doesn't move Kaladin will follow the rest of the party.
Kaladin strains a bit harder at the portcullis, and feels like he *almost* got it to move, but isn't quite able to lift it.
"Leave it for now. We can double back to it later"
Kaladin joins the party leaving the portcullis for later.
(OOC: I assume detect magic doesn’t pick up anything in this room then?)
Sam is going to open the stone door in the room east of where we started
Paladin - warforged - orange
Kaladin moves closer to Sam in case of trouble .
As the door is opened stealth 10
Macketho follows the hallway behind the door he opened all the way north to where he sees the next door. As he approaches the door at the end of the hallway, a scythe swings out from a hidden compartment of the wall and slashes at him, but he dodges out of the way and it bounces off the wall then stops moving. (Still opening the door? You're off by yourself since everyone else went into the other room)
Attack: 25 Damage: 2
(Sorry, somehow missed that post. You indeed do not pick up anything from detect magic)
Kaladin joins the others to the east just as Sam tries to open the southern door. He tries yanking on the door towards him, but nothing happens. So he tries pushing it the other way instead, with the same result. He doesn't see any lock on the door, but it appears to be stuck.
Macketho sees the scythe, and jogs over to join the group.
He sees how the door is stuck, and attempts to smash through it with his mace.
Attack: 19 Damage: 4
Kip will attempt to use mold earth on the door to remove any dirt, grime and stones that might be making the door stuck.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
Investigation 22 Vule checks for some type of catch or locking mechanism
Macketho swings his mace at the door, but it just bounces off without doing anything.
Kip isn’t able to see any dirt or grime that might be the cause of the door sticking, so he has nothing to excavate with the spell.
(It IS possible to break down stuck doors, Macketho just missed the DC to hit it. You’re free to keep trying until you break it down if you want, that’s up to the group. I won’t make you roll for it, since there’s no time limit to get out of the dungeon, you just have to decide if you want to do so and I’ll figure out how long it would take. Right now Vuna does have the Detext Magic up which lasts 10 minutes. So some portion of that time would be used up while you beat the door down. And there’s the possibility of monsters hearing it and either being ready in the room beyond the door when it breaks open, or someone behind the group in an unexplored area hearing it and following the noise. That’ll just depend on what monsters might be nearby. Different types of doors have different DCs to break - which affects how long it would take to do so - and different amounts of noise it’ll make. Wood would make less noise than stone, which would make less than iron, etc.
it might also be possible to clear obstructions with something mold earth or other clever uses for spells, just didn’t work this time)
Sam will try the iron door
(we have door problems, wtf )
Paladin - warforged - orange
Vule will attempt to help Sam.
Perception on the door 17 Investigation for locks or an opening mechanism 16 Athletics to open if its unlocked/untrapped 13