You all gather in a preparation chamber, waiting to see what happens next. Everyone has come here for their own reasons; some for combat experience, others hoping to find wealth or magical equipment, perhaps others simply looking for a good time or a challenge. Regardless of the reasons, you each signed up to join a new form of contest you had heard about, fighting your way through an unknown dungeon, facing monsters and traps while searching for hidden treasures in the hunt for the exit. Those who can escape the dungeon are rewarded for their efforts, while those who fall are healed after the run is complete and still get to keep anything they found before falling. The run is magically recorded and displayed in real time for spectators to enjoy and even place bets on, making it a potentially lucrative business for the people who came up with the idea.
After a short wait, a man enters the chamber and asks everyone to follow him. You are led to another room with a Teleportation circle inlaid in the ground in the center. He gives everyone one last chance to back out if they've had second thoughts, then tells you all to stand within the circle. "Today you will be visiting the Forsaken Tunnels of Illfang the Kobold Lord," he says, "It was originally created as a treasure vault, but was conquered by invaders and has been attacked and abandoned many times since." Then he chants a few words and there's a blinding flash of light.
When the light fades and you can see again, you find yourself standing in the center of a large room, over a hundred feet long and about half as wide. The walls are made of rough, natural stone. The floor is also stone, but has been cut smooth, with another Teleportation circle in the ground around where you arrived. Spirals of gray stones cover other sections of the floor. You shiver a bit as the air is noticeably cooler than where you came from. Fires burn at at both ends of the room providing enough illumination to see by. In the center of the north wall hangs a set of demonic war masks. On the south wall someone has scrawled a set of dwarven runes. Scattered around the room are several iron cages.
Samwell (You look to be the only one that understands dwarvish):
The runes read: "If being drunk all the time were easy, everyone would do it"
Several exits from the room are visible. A large portcullis blocks an archway near the center of the southern wall and two closed doors on the eastern side of the same wall. There is another closed door on the western wall, and one more on the east end of the northern wall. On the eastern wall, in the corner by the door to the north, an archway opens into what appears to be another room adjacent to the one you stand in.
This post has potentially manipulated dice roll results.
Vuna's attention is initially drawn to the War masks on the wall and she moves towards them to try and examine them and see if she recognises anything about them. religion:18
As Sam relays what the runes says Vuna shakes her head and mutters "Typical Dwarves."
As she does so her attention is then turned towards Macketho and Kip as they begin opening doors right away. She lets out a sigh at their impatience and then hefts her Warhammer and shield into a ready stance facing towards the door they have opened but not going any closer until she sees what is happening.
Kaladin remembering his days as a slave will inspect the cages for any hint of someone or something being caged in them.
Perception 24
If he sees nothing he will go over to the portcullis and look through Perception 16 and if I don't see anything dangerous investigate to see if there is a way to open it 8
Investigation of the portcullis for traps 11. After checking Vule will step back and try to hide (stealth 27 ) as Kaladin opens it(assuming no traps Vule will certainly warn him if it looks dangerous)
Macketho moves to the northern door, revealing a corridor leading away to the north with another door in the left-hand wall at the end.
Percy flies to the open archway in the eastern wall, which Macketho is also able to see through from his position. They see a stream of water flowing along a channel in the floor and several more iron cages, but no enemies.
Vune inspects the war masks, but from what she can tell they aren't representing any specific demons, simply masks designed to mimic the look of a demon.
Kaladin and Vule approach the portcullis and inspect it. Looking through the gaps, they see a stretch of empty hallway that dead ends after a short distance in one direction, and turns off to the side after the same distance in the other direction. Kaladin doesn't spot any mechanism to open it beyond brute strength or trying to hack it down, and Vule doesn't spot any traps.
(Got Vule and Vune. i'm sure this won't get confusing at all! :P)
This post has potentially manipulated dice roll results.
15 (Perception +2 investigation +4-whichever you want) Vule sneakily steps into the eastern room slowly. He looks at the floor for panels, the wall for switches and as always everywhere for a shiny anything. He goes in and south at least until he sees anything of interest. If the room is clear he will work towards the eastern door and look but not enter.(what can I see? Traps? Locked?) 1 (+2 Perception or +4 investigation your call)
Vune and Vule what are the odds Vule thinks. As he looks around he actually tries to figure out the odds possibly giving it more attention than he should...
Seeing Vule move through to the east Vuna says to the others “Let’s not spread out people, that’s not a wise strategy.”
With that she moves into the room Vule and Sam have entered cautiously and making sure to keep a comfortable distance behind them of around 30-50 feet so she can see them as they advance when possible but letting them maintain their lead. As usual she leaves the investigation to the specialists and keeps herself in a ready stance ready to support anyone if trouble breaks out.
(OOC: It’s Vuna btw, so marginally less confusing as there are two letters different :D )
(OOC: It’s Vuna btw, so marginally less confusing as there are two letters different :D )
(Yah, typo on my part in that post. It helps a bit.)
(Oh, and forgot about kaladin looking at the cages in his post)
Eyeing the cages, Kaladin can tell that something has been held in them in the past, but from the looks of it, they haven't been used in quite some time and he can't tell whether it might have been people, animals, or monsters.
Vule moves into the room to the east, searching for anything of interest, but doesn't notice anything out of the ordinary. He tries to search for traps on the doors, but is too pre-occupied with considering the similarities between his own name and Vuna's and can't tell if there are any traps or not. The door in the eastern wall is made of Iron, while the southern one is made of stone.
Sam follows Vule into the next room and listens at the doors, but hears nothing on the other side of either one.
Vuna follows as well, but hangs back to be ready in case anything happens.
Kaladin will attempt to lift the portcullis with his strength.
Strength check 18 add +2 if I can use athletics
(Not sure if this would help at all, but so you know: Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.)
Kaladin remains in the first room, getting a grip on the portcullis and heaving upwards, trying to open it, but the heavy portcullis doesn't move from his efforts.
(Not sure if this would help at all, but so you know: Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.)
(RAW, I'm not sure if that would help for opening the portcullis or not. It's a DC strength check to do. I'll look around a bit, and I might give you some +X bonus to str checks for things like opening portcullises, but don't think it'll be enough to matter in this case)
You all gather in a preparation chamber, waiting to see what happens next. Everyone has come here for their own reasons; some for combat experience, others hoping to find wealth or magical equipment, perhaps others simply looking for a good time or a challenge. Regardless of the reasons, you each signed up to join a new form of contest you had heard about, fighting your way through an unknown dungeon, facing monsters and traps while searching for hidden treasures in the hunt for the exit. Those who can escape the dungeon are rewarded for their efforts, while those who fall are healed after the run is complete and still get to keep anything they found before falling. The run is magically recorded and displayed in real time for spectators to enjoy and even place bets on, making it a potentially lucrative business for the people who came up with the idea.
After a short wait, a man enters the chamber and asks everyone to follow him. You are led to another room with a Teleportation circle inlaid in the ground in the center. He gives everyone one last chance to back out if they've had second thoughts, then tells you all to stand within the circle. "Today you will be visiting the Forsaken Tunnels of Illfang the Kobold Lord," he says, "It was originally created as a treasure vault, but was conquered by invaders and has been attacked and abandoned many times since." Then he chants a few words and there's a blinding flash of light.
When the light fades and you can see again, you find yourself standing in the center of a large room, over a hundred feet long and about half as wide. The walls are made of rough, natural stone. The floor is also stone, but has been cut smooth, with another Teleportation circle in the ground around where you arrived. Spirals of gray stones cover other sections of the floor. You shiver a bit as the air is noticeably cooler than where you came from. Fires burn at at both ends of the room providing enough illumination to see by. In the center of the north wall hangs a set of demonic war masks. On the south wall someone has scrawled a set of dwarven runes. Scattered around the room are several iron cages.
Samwell (You look to be the only one that understands dwarvish):
The runes read: "If being drunk all the time were easy, everyone would do it"
Several exits from the room are visible. A large portcullis blocks an archway near the center of the southern wall and two closed doors on the eastern side of the same wall. There is another closed door on the western wall, and one more on the east end of the northern wall. On the eastern wall, in the corner by the door to the north, an archway opens into what appears to be another room adjacent to the one you stand in.
Sam relays what the runes say to the rest of the group and goes to listen at the southern doors.
Perception 6
Paladin - warforged - orange
Sam moves to each door and presses an ear against it, listening for anything on the other side, but he hears nothing.
Macketho opens a door, readying himself should something happen. (The door on the top of the map)
Kip let’s out a whistle and his familiar Percy lands on his shoulder. “Go look through the open doorway and see if there are any enemies”
Percy perception check 8
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
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Shadow lvl 3 variant feral tiefling rogue Shackled City
(You seem to have lost a word in there. Are you opening the door?)
(Yes, how’d that happen? Fixing it now.)
Vuna's attention is initially drawn to the War masks on the wall and she moves towards them to try and examine them and see if she recognises anything about them. religion:18
As Sam relays what the runes says Vuna shakes her head and mutters "Typical Dwarves."
As she does so her attention is then turned towards Macketho and Kip as they begin opening doors right away. She lets out a sigh at their impatience and then hefts her Warhammer and shield into a ready stance facing towards the door they have opened but not going any closer until she sees what is happening.
Kaladin remembering his days as a slave will inspect the cages for any hint of someone or something being caged in them.
Perception 24
If he sees nothing he will go over to the portcullis and look through Perception 16 and if I don't see anything dangerous investigate to see if there is a way to open it 8
Investigation of the portcullis for traps 11. After checking Vule will step back and try to hide (stealth 27 ) as Kaladin opens it(assuming no traps Vule will certainly warn him if it looks dangerous)
Macketho moves to the northern door, revealing a corridor leading away to the north with another door in the left-hand wall at the end.
Percy flies to the open archway in the eastern wall, which Macketho is also able to see through from his position. They see a stream of water flowing along a channel in the floor and several more iron cages, but no enemies.
Vune inspects the war masks, but from what she can tell they aren't representing any specific demons, simply masks designed to mimic the look of a demon.
Kaladin and Vule approach the portcullis and inspect it. Looking through the gaps, they see a stretch of empty hallway that dead ends after a short distance in one direction, and turns off to the side after the same distance in the other direction. Kaladin doesn't spot any mechanism to open it beyond brute strength or trying to hack it down, and Vule doesn't spot any traps.
(Got Vule and Vune. i'm sure this won't get confusing at all! :P)
(There's another door in the easter side of the new room to the east, just cropped it a little to close)
15 (Perception +2 investigation +4-whichever you want) Vule sneakily steps into the eastern room slowly. He looks at the floor for panels, the wall for switches and as always everywhere for a shiny anything. He goes in and south at least until he sees anything of interest. If the room is clear he will work towards the eastern door and look but not enter.(what can I see? Traps? Locked?) 1 (+2 Perception or +4 investigation your call)
Vune and Vule what are the odds Vule thinks. As he looks around he actually tries to figure out the odds possibly giving it more attention than he should...
Sam will put on one of the masks and go lisren at the doors in the room to the east.
13 perception
Paladin - warforged - orange
Seeing Vule move through to the east Vuna says to the others “Let’s not spread out people, that’s not a wise strategy.”
With that she moves into the room Vule and Sam have entered cautiously and making sure to keep a comfortable distance behind them of around 30-50 feet so she can see them as they advance when possible but letting them maintain their lead. As usual she leaves the investigation to the specialists and keeps herself in a ready stance ready to support anyone if trouble breaks out.
(OOC: It’s Vuna btw, so marginally less confusing as there are two letters different :D )
(Yah, typo on my part in that post. It helps a bit.)
(Oh, and forgot about kaladin looking at the cages in his post)
Eyeing the cages, Kaladin can tell that something has been held in them in the past, but from the looks of it, they haven't been used in quite some time and he can't tell whether it might have been people, animals, or monsters.
Vule moves into the room to the east, searching for anything of interest, but doesn't notice anything out of the ordinary. He tries to search for traps on the doors, but is too pre-occupied with considering the similarities between his own name and Vuna's and can't tell if there are any traps or not. The door in the eastern wall is made of Iron, while the southern one is made of stone.
Sam follows Vule into the next room and listens at the doors, but hears nothing on the other side of either one.
Vuna follows as well, but hangs back to be ready in case anything happens.
Kaladin will attempt to lift the portcullis with his strength.
Strength check 18 add +2 if I can use athletics
(Not sure if this would help at all, but so you know: Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.)
"Nothing yet. I guess it makes sense, and you're right we should probably stick together "
Sam doesn’t speak, instead using a series of hand motions to indicate he’ll follow Vule’s decision for doors.
He also repeatedly makes a motion to regroup
Paladin - warforged - orange
Kaladin remains in the first room, getting a grip on the portcullis and heaving upwards, trying to open it, but the heavy portcullis doesn't move from his efforts.
(RAW, I'm not sure if that would help for opening the portcullis or not. It's a DC strength check to do. I'll look around a bit, and I might give you some +X bonus to str checks for things like opening portcullises, but don't think it'll be enough to matter in this case)