“I was thinking the same thing. Painting hides a door, let’s find it, find the bear and scoot. What is the point of this place anyways? Why are even in this pointless waterlogged location? I don’t think we’ve found anything of real value for the Franchise.”
"So 4 magic items are not valuable?" Ethan asks at Shieldbiter's comment. "Plus what do you think the merwoman back there might have had at the bottom of that pool?" He shrugs. "Seems like there is a treasure horde down here, if we can only get rid of this poison air to explore better."
“Ha, you’re very accurate. Sometimes I tend to over simplify things when I get bored like back there. But you’re right we have had found some things of value and she was up to something. Let’s keep forward moving.” Shieldbiter moves through the door to the next room.
"Let's get out of here first - if we need to make a second pass, we can come back with a map of the traps and some protection from poison scrolls and brews. There's no profit inusdying"
Looking about the corridor, Rik will add "A pity there's no real market for antique frescoes - a bit awkward to remove, I suppose. Is this the sun she mentioned, or do we continue through that archway?"
"Depends on if you trust the naked lady back there or not. Whatever she said, take it with a grain of salt. I vote we follow the path she specified, but watch our backs."
This post has potentially manipulated dice roll results.
Zubin looks longingly at the exits. "So many possibilities," he laments softly. "Yet, if the party is determined to leave, I suppose the course is set." With that he turns to the wall with the sun. "Let's see if our Lady of the Lake was telling the truth about a secret door."
Sun Painting. The painting of the pyramid and the sun conceals a secret door. Zubin discovers that the portion of the work that depicts the sun is separate from the rest and can be depressed. Pushing it inward reveals and opens a secret door in the wall. The floor of the passage that leads north is 8 feet above the floor of the great hall.
Zubin and Rik, both of you take 2 poison damage from the air now that you have been here one hour. If you have something that resists this, or lets you bypass it, then let me know.
((OMG a Yuan-ti in this dungeon would be in heaven)) Sinsil looks up at the opening. "Like what has been mentioned, we can come back with something to resist the toxins. It's not like an ancient ruin is just going to disappear."
This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and receiving the guidance of the gods in their battles to keep their homeland free from invasions. In the center of the wall is a painting of a pyramid with a temple atop it and the sun shining over the land.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow.
While they are investigating the Sun painting, Shieldbiter will rummage through the piles of rubble and debris. Passive Perception 14 Perception 7 Investigation 15
Then when to secret door pops, he eyes it, trying to determine how they would get there. "Well, anyone have any ideas? Or i can help to just be lifting people up on my shoulders? OR we just take one of these alternate routes."
Eyeing the other doors he walks towards them both, one after the other. He peers down the hallway through the arch and he cracks the bronze doors open to take a quick look to see what he can see. Passive Perception 14 Perception 19
Through the door you see a hallway with what appear to be figures suspended in alcoves along both walls.
Through the arch you find that the hallway only goes 5 feet past the arch and that another mural is cleverly painted there to make it appear to go on for some distance. To either side, past the arch are five feet deep alcoves to either side of the arch.
Zubin coughs a bit. "Ok, it's poisoned. But really, it's not much worse than the old Fog an' Grog back home. Are you all sure you don't want to explore a little? I can't be the only one who brought healing potions."
"You're not Zubin. I brought one as well. But the catch is because we don't know how far the exit actually is, we want to be heading that general direction versus heading deeper in. Speaking of deeper in, check out this painting just past the archway. Makes it look like there is more hall, but there isn't I also peeked past those doors, and yeah, we probably don't want to go there just now. I see figures, and last time we dealt with statues they came to life."
"I would very much like to be explore, once we minimize risk, and remove unknowns. At the moment, we know that if we do not find the way out, we will die of poison exposure. We do not know if removing ourselves from the poison gas area will reduce its affects, but we do know that staying here too long WILL end in our demise. I would rather have a chance to survive and come back, then an assured death with a chance for treasure now." With that, Sinsil will begin trying to get up into the secret passage way.
Zubin nods reluctantly. "I yield to the wisdom of the party, he concedes. "Especially given the possibility that the poison's effects may linger beyond these halls. I hadn't considered that possibility." He inclines his head respectfully to Sinsil. "Speaking of wisdom," the half-elf segues, "what is the wisdom of constructing a secret passage inaccessible to the one who opens it? Can someone shed some light on this for me?"
"I would very much like to be explore, once we minimize risk, and remove unknowns. At the moment, we know that if we do not find the way out, we will die of poison exposure. We do not know if removing ourselves from the poison gas area will reduce its affects, but we do know that staying here too long WILL end in our demise. I would rather have a chance to survive and come back, then an assured death with a chance for treasure now." With that, Sinsil will begin trying to get up into the secret passage way.
Athletics: 11
Jumping up you manage to just grab the bottom of the passage, but then your fingers slip and you are falling to the floor again.
This post has potentially manipulated dice roll results.
Opal would like to try to get up to the opening. Not sure what to roll. Maybe acrobatics: 16. He digs his claws in to try to clamber up. If he's successful, he lets down a rope to help others climb up.
"So 4 magic items are not valuable?" Ethan asks at Shieldbiter's comment. "Plus what do you think the merwoman back there might have had at the bottom of that pool?" He shrugs. "Seems like there is a treasure horde down here, if we can only get rid of this poison air to explore better."
“Ha, you’re very accurate. Sometimes I tend to over simplify things when I get bored like back there. But you’re right we have had found some things of value and she was up to something. Let’s keep forward moving.” Shieldbiter moves through the door to the next room.
Passive perception 14
Perception 12
Sinsil is simply following along until her skills are needed.
"Let's get out of here first - if we need to make a second pass, we can come back with a map of the traps and some protection from poison scrolls and brews. There's no profit in us dying"
Looking about the corridor, Rik will add "A pity there's no real market for antique frescoes - a bit awkward to remove, I suppose. Is this the sun she mentioned, or do we continue through that archway?"
"Depends on if you trust the naked lady back there or not. Whatever she said, take it with a grain of salt. I vote we follow the path she specified, but watch our backs."
Zubin looks longingly at the exits. "So many possibilities," he laments softly. "Yet, if the party is determined to leave, I suppose the course is set." With that he turns to the wall with the sun. "Let's see if our Lady of the Lake was telling the truth about a secret door."
Perception: 19
Or Investigation: 22
Sun Painting. The painting of the pyramid and the sun conceals a secret door. Zubin discovers that the portion of the work that depicts the sun is separate from the rest and can be depressed. Pushing it inward reveals and opens a secret door in the wall. The floor of the passage that leads north is 8 feet above the floor of the great hall.
Zubin and Rik, both of you take 2 poison damage from the air now that you have been here one hour. If you have something that resists this, or lets you bypass it, then let me know.
((OMG a Yuan-ti in this dungeon would be in heaven)) Sinsil looks up at the opening. "Like what has been mentioned, we can come back with something to resist the toxins. It's not like an ancient ruin is just going to disappear."
(OOC: yes, I considered having Ethan be one, but thought that might be a little too much metagaming... lol)
While they are investigating the Sun painting, Shieldbiter will rummage through the piles of rubble and debris.
Passive Perception 14
Perception 7
Investigation 15
Then when to secret door pops, he eyes it, trying to determine how they would get there. "Well, anyone have any ideas? Or i can help to just be lifting people up on my shoulders? OR we just take one of these alternate routes."
Eyeing the other doors he walks towards them both, one after the other. He peers down the hallway through the arch and he cracks the bronze doors open to take a quick look to see what he can see.
Passive Perception 14
Perception 19
Through the door you see a hallway with what appear to be figures suspended in alcoves along both walls.
Through the arch you find that the hallway only goes 5 feet past the arch and that another mural is cleverly painted there to make it appear to go on for some distance. To either side, past the arch are five feet deep alcoves to either side of the arch.
Zubin coughs a bit. "Ok, it's poisoned. But really, it's not much worse than the old Fog an' Grog back home. Are you all sure you don't want to explore a little? I can't be the only one who brought healing potions."
"If we have ten minutes I can make a floating disk for us to step up on to make the climbing easier. I'll still need a boost."
"You're not Zubin. I brought one as well. But the catch is because we don't know how far the exit actually is, we want to be heading that general direction versus heading deeper in. Speaking of deeper in, check out this painting just past the archway. Makes it look like there is more hall, but there isn't I also peeked past those doors, and yeah, we probably don't want to go there just now. I see figures, and last time we dealt with statues they came to life."
"I would very much like to be explore, once we minimize risk, and remove unknowns. At the moment, we know that if we do not find the way out, we will die of poison exposure. We do not know if removing ourselves from the poison gas area will reduce its affects, but we do know that staying here too long WILL end in our demise. I would rather have a chance to survive and come back, then an assured death with a chance for treasure now." With that, Sinsil will begin trying to get up into the secret passage way.
Athletics: 11
Zubin nods reluctantly. "I yield to the wisdom of the party, he concedes. "Especially given the possibility that the poison's effects may linger beyond these halls. I hadn't considered that possibility." He inclines his head respectfully to Sinsil. "Speaking of wisdom," the half-elf segues, "what is the wisdom of constructing a secret passage inaccessible to the one who opens it? Can someone shed some light on this for me?"
Jumping up you manage to just grab the bottom of the passage, but then your fingers slip and you are falling to the floor again.
Opal would like to try to get up to the opening. Not sure what to roll. Maybe acrobatics: 16. He digs his claws in to try to clamber up. If he's successful, he lets down a rope to help others climb up.
“Maybe something in this archway has a way to get up there.”
(OOC: did I find anything in the rubble and debris?)
”Anyone want a life up?”
If no one wants help, Shieldbiter will attempt it for himself.
Athletics 16
If he makes it he will toss down a rope.