Frustrated by the stone door, Sam moves to the iron door and tries to open that one, but doesn't have any more luck that he did with the stone one. Vule doesn't see any locks or mechanisms, and assumes this one must be stuck as well, but doesn't have any better luck than Sam.
"I have a crowbar, let me try it pry it open" So saying Kaladin will see if there is enough room between the door and the doorframe to pry it open. Strength check 23
(The stone door I'm assuming?)
Macketho turns to head back to the hallway north to open the door at the end. As he goes, Kaladin works on getting his crowbar wedged into the crack between the door and the frame. About the time Macketho reaches the start of the hallway, Kaladin gets the crowbar set and heaves with all his might and the door slowly swings open with the grind of stone on stone.
(Will edit with description and updated map)
Through the doorway, Kaladin can see another room, larger than the one in which you stand now. Winged stone statues with demonic faces stand at intervals along all 4 walls. Between two of them on the western wall stands a stack of rotting wood crates. A portcullis and an open archway break up the western wall, and another closed door is visible to the south.
Kip investigates the statues for any hidden lever or switches or something similar 17 if none are found he will go to the south door. “We are proceeding almost too cautiously, we have only moved one room so far. Let’s get on with exploring”
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"I can sense no magic as of yet." Vuna tells the others before she moves into the room herself, heading towards the centre of the room and continuing to check the rest of the room for any traces of magic.
Vule, Vuna, Kip and Kaladin move into the room to search it.
Vuna moves to the center of the room, still searching for signs of magic with her Detect Magic spell, but finding nothing. As she nears the center of the room, she smells the faint scent of ozone.
Kaladin approaches the stack of crates and reaches out with his spear to move it around and search it. As he does so, the rotting wood collapses completely, leaving a pile of wood scraps. He digs through further and finds a handful of gold coins in the mess. (12 GP)
Vule investigates the statues themselves, looking for switches or hidden moveable parts, but they appear to be just statues.
Kip also searches for hidden switches or traps with no luck, then heads to the southern door where he encourages the others to keep moving.
At the same time as they're searching the room, Macketho heads north again and opens the door by the scythe trap, revealing a bare, empty stone room, roughly 30' by 30'. The only thing of interest is a portcullis made of bones in the southern wall.
Sam follows Macketho as far as the starting room, but goes to retrieve the other demon masks from the wall before heading back down to the new room. He takes a mask and places it on he first statue. Nothing happens. He moves onto the next one and puts a mask on that one as well, with similar effect. He places the next mask on the third one for a continued lack of results. As he turns his back though to keep moving towards the next statue, the statue suddenly moves, moving to try to bite at him and slash him with it's claws.
(Gargoyle's aren't magical creatues, so Detect magic wouldn't show them as anything unusual. And Vule's investigation for inspecting the statues themselves was too low to find anything suspicious)
Bite Attack: 23 Damage: 6
Claws Attack: 13 Damage: 3
(Roll initiative! Macketho is about 160 feet from the entrance to the room everyone else is in after heading back to the northern door, so it's 2 rounds of dashing to get to that door, then however far to where the action is at that point. Though he also doesn't know yet anything is happening)