After the prior nights business concludes and the party takes a full rest, engaging in rotating watched as the group noted above, the dawn breaks. It was an uneventful night. No beasts are comfortable approaching the mine, and all of the creatures within the mine seem unable to leave it. The entrance is indeed a safe place to camp.
There remains the now cleared entry room with an open door to the west and a locked door to the east, as well as the two loophole areas that could be accessed by a climb from the front of the structure. How would you all like to proceed on exploring The Knuckle?
When Okkar views the map, his eyes widen. “Gods, this is more than a map to guide the clan to The Knuckle. This is a more detailed and accurate map of this region than the official ones on record in the documents shared amongst the clans in the central repository of the Mror holds! Damned impressive. Admittedly as Droronath doesn’t have resources, our maps have never been up to the standards of the wealthier clans, who get extravagant with aerial views and whatnot. This could stand alongside theirs, I would say.”
”If you’d like to offer this up for purchase, I would imagine the clan would buy it, as their current maps of this region are only a touch better than my scribbles. Hell, they might contract you do map the entire clan’s holding if you’re up for such an undertaking, when all this is over.”
Galtheon listens to Okkar's response, and picks up the map, examining it carefully while he thinks. Eventually he nods, satisfied, and hands it back.
"You promised no payment. I expect none."
"Three of us worked on it in our different ways, but for my part it's a gift to you, and your clan."
(( ooc: I am unsure of the situation...do the loophole areas correspond to rooms with broken roofs? Or would we have to dig our way in.
Digging seems like a lot of work unless we can't get in another way.
In terms of exploring, I am somewhat inclined to make sure the door is unlocked before we proceed, and would mildly prefer to go the locked route first.))
After everyone has eaten, Galtheon looks over at the mine. "Might be worth a walk around outside in the daylight. May be other ways in. If not, the east door is my choice."
“Had I any coin I would buy it myself, but the clan as I said may well, so thank you, Ranger, and keep it well,” Okkar affirms. “Even today there are regions of Khorvaire that are poorly mapped, and the Iron Mountains are among them. While adventurers are paid by the various exploration societies for extravagant treks to Stormreach, others still make a good living mapping our own home continent, you could do the same if you choose to ever leave adventuring. Of course, as you’ve seen from the harpies and Owlbears, traveling through these parts can be just as dangerous as delving into dungeons, in its own way.”
(( ooc: I am unsure of the situation...do the loophole areas correspond to rooms with broken roofs? Or would we have to dig our way in.
Digging seems like a lot of work unless we can't get in another way.
In terms of exploring, I am somewhat inclined to make sure the door is unlocked before we proceed, and would mildly prefer to go the locked route first.))
After everyone has eaten, Galtheon looks over at the mine. "Might be worth a walk around outside in the daylight. May be other ways in. If not, the east door is my choice."
For a crude map of the area expired thus far:
WME
LSL
Where E is the east room behind the locked door, W is the west room beyond the open door, S is stairs, M is the middle room you cleared last night, and L are the loophole areas viewed by climbing, that have broken roofs.
"I would not want to go through the loop hole areas. I think it would be wise to go through the main chamber where we know only 1 stoneghost remains. As long as we know the door to the east is not trapped, I would want to know what is behind the locked door. Something in there could aid our venture."
If the group agrees to a quick circuit of the mine exterior, including on top, then when he sees the holes in the roof, Galtheon would consider for a moment then say, "Tempting it may be. But it would go badly for anyone trapped down there, and only a rope to get out."
If there are no other means of entry, he would continue to prefer to enter via the east (or west) door; the presence of holes in the roof make him less strongly inclined to one over the other.
He would want to make sure the door in unlocked, however.
"...I would want to know what is behind the locked door. Something in there could aid our venture."
(( ooc: I probably won't be around much longer...in case he needs to open the door for the group, I assume he can have guidance again to try the lock -- and if Nanoc is not willing to try, then it means the west door, I suppose ))
Lock: 18 (proficiency+dex+guidance...can't think of anything else)
PCs can re-attempt the lock on the East Door now, if they wish. It is a Thieves Tools check based on Dexterity, DC 15, and 2 people proficient with the tools can work together for a Help Action, if they prefer. Guidance is also an option.
"Since there are holes in the roof, I would also we wary to find another entrance from the top as there could be a chance of the roof caving in on someone. If we cannot get the east door unlocked, then our only option is west."
(( Even if the party vote to go west, I think opening the east door first is a good plan ))
Shall we adopt same procedure for rooms as before: Ilecerys and Evan; then Galtheon and Nanoc (I hope) who fan out; then Taraven and Okkar who remain in the centre. If it's just a corridor then I'd suggest Nanoc in the lead searching, then I & E; T & O; G
(( ooc: I probably won't be around much longer...in case he needs to open the door for the group, I assume he can have guidance again to try the lock -- and if Nanoc is not willing to try, then it means the west door, I suppose ))
Lock: 18 (proficiency+dex+guidance...can't think of anything else)
The door opens, and beyond:
Beyond the locked door is a corridor running north-south. To the north are three doors: one at the end of the passage and two set in the east and west walls. Looking south you see the corridor ends in a fourth door bearing a pair of loopholes in its face. A raised portcullis protrudes from the ceiling a short distance in front of the door. The pale figure of a dwarf, its body encrusted with mineral deposits, stands near the southern door.
Note - Galtheon's Passive Perception 15 warns him the ceiling over a portion of the corridor is rigged to collapse. The Stoneghost to the south makes menacing snarls, but makes no movement from its position, as if intending to lure victims into the room.
Galtheon pulls back into the main room, and speaks in hushed tones to the group, "Another one of the buggers, and the roof looks rigged to collapse."
He thinks for a moment, "I think it's trying to lure us under the weak roof."
(( Was Galtheon able to see any means by which he could collapse the roof? Are there ropes and such? Wondering if we could turn the trap on the SG...perhaps Mage Hand... ))
Galtheon pulls back into the main room, and speaks in hushed tones to the group, "Another one of the buggers, and the roof looks rigged to collapse."
He thinks for a moment, "I think it's trying to lure us under the weak roof."
(( Was Galtheon able to see any means by which he could collapse the roof? Are there ropes and such? Wondering if we could turn the trap on the SG...perhaps Mage Hand... ))
Yes, this can be discerned with an Intelligence (Investigation) check, which anyone can attempt once the rigged roof has been identified with Wisdom-Perception, as it has now.
(( As per usual, can Galtheon assist Taraven in her roll, rather than roll himself? And perhaps get guidance... ))
He can absolutely assist Taraven, pointing out the weakened roof and aiding her in her analysis of the mechanism of the trap, from a distance, without entering the room. Guidance would apply for the person actually making the check, Taraven.
After the prior nights business concludes and the party takes a full rest, engaging in rotating watched as the group noted above, the dawn breaks. It was an uneventful night. No beasts are comfortable approaching the mine, and all of the creatures within the mine seem unable to leave it. The entrance is indeed a safe place to camp.
There remains the now cleared entry room with an open door to the west and a locked door to the east, as well as the two loophole areas that could be accessed by a climb from the front of the structure. How would you all like to proceed on exploring The Knuckle?
Galtheon listens to Okkar's response, and picks up the map, examining it carefully while he thinks. Eventually he nods, satisfied, and hands it back.
"You promised no payment. I expect none."
"Three of us worked on it in our different ways, but for my part it's a gift to you, and your clan."
(( ooc: I am unsure of the situation...do the loophole areas correspond to rooms with broken roofs? Or would we have to dig our way in.
Digging seems like a lot of work unless we can't get in another way.
In terms of exploring, I am somewhat inclined to make sure the door is unlocked before we proceed, and would mildly prefer to go the locked route first.))
After everyone has eaten, Galtheon looks over at the mine. "Might be worth a walk around outside in the daylight. May be other ways in. If not, the east door is my choice."
“Had I any coin I would buy it myself, but the clan as I said may well, so thank you, Ranger, and keep it well,” Okkar affirms. “Even today there are regions of Khorvaire that are poorly mapped, and the Iron Mountains are among them. While adventurers are paid by the various exploration societies for extravagant treks to Stormreach, others still make a good living mapping our own home continent, you could do the same if you choose to ever leave adventuring. Of course, as you’ve seen from the harpies and Owlbears, traveling through these parts can be just as dangerous as delving into dungeons, in its own way.”
For a crude map of the area expired thus far:
WME
LSL
Where E is the east room behind the locked door, W is the west room beyond the open door, S is stairs, M is the middle room you cleared last night, and L are the loophole areas viewed by climbing, that have broken roofs.
"I would not want to go through the loop hole areas. I think it would be wise to go through the main chamber where we know only 1 stoneghost remains. As long as we know the door to the east is not trapped, I would want to know what is behind the locked door. Something in there could aid our venture."
If the group agrees to a quick circuit of the mine exterior, including on top, then when he sees the holes in the roof, Galtheon would consider for a moment then say, "Tempting it may be. But it would go badly for anyone trapped down there, and only a rope to get out."
If there are no other means of entry, he would continue to prefer to enter via the east (or west) door; the presence of holes in the roof make him less strongly inclined to one over the other.
He would want to make sure the door in unlocked, however.
Galtheon nods, "Agreed."
(( ooc: I probably won't be around much longer...in case he needs to open the door for the group, I assume he can have guidance again to try the lock -- and if Nanoc is not willing to try, then it means the west door, I suppose ))
Lock: 18 (proficiency+dex+guidance...can't think of anything else)
PCs can re-attempt the lock on the East Door now, if they wish. It is a Thieves Tools check based on Dexterity, DC 15, and 2 people proficient with the tools can work together for a Help Action, if they prefer. Guidance is also an option.
(ooc: typing at the same time; see above. Given your numbers, it's unlocked )
"Since there are holes in the roof, I would also we wary to find another entrance from the top as there could be a chance of the roof caving in on someone. If we cannot get the east door unlocked, then our only option is west."
Galtheon grunts in satisfaction and the lock clicks open. He does not open the door, but says "The east way is open."
He carefully replaces the tools in his pack and stands up.
(( ooc: I am assuming the group -- or at least one or two other people --- are with him in when he's doing this ))
"Everyone stand back and be prepared in case anything comes out."
Taraven will cast Mage Hand to open the door once everyone is ready.
Edit: If the group decides to go West, this won't occur.
(( Even if the party vote to go west, I think opening the east door first is a good plan ))
Shall we adopt same procedure for rooms as before: Ilecerys and Evan; then Galtheon and Nanoc (I hope) who fan out; then Taraven and Okkar who remain in the centre. If it's just a corridor then I'd suggest Nanoc in the lead searching, then I & E; T & O; G
The door opens, and beyond:
Beyond the locked door is a corridor running north-south. To the north are three doors: one at the end of the passage and two set in the east and west walls. Looking south you see the corridor ends in a fourth door bearing a pair of loopholes in its face. A raised portcullis protrudes from the ceiling a short distance in front of the door. The pale figure of a dwarf, its body encrusted with mineral deposits, stands near the southern door.
Note - Galtheon's Passive Perception 15 warns him the ceiling over a portion of the corridor is rigged to collapse. The Stoneghost to the south makes menacing snarls, but makes no movement from its position, as if intending to lure victims into the room.
Galtheon pulls back into the main room, and speaks in hushed tones to the group, "Another one of the buggers, and the roof looks rigged to collapse."
He thinks for a moment, "I think it's trying to lure us under the weak roof."
(( Was Galtheon able to see any means by which he could collapse the roof? Are there ropes and such? Wondering if we could turn the trap on the SG...perhaps Mage Hand... ))
Yes, this can be discerned with an Intelligence (Investigation) check, which anyone can attempt once the rigged roof has been identified with Wisdom-Perception, as it has now.
(( As per usual, can Galtheon assist Taraven in her roll, rather than roll himself? And perhaps get guidance... ))
He can absolutely assist Taraven, pointing out the weakened roof and aiding her in her analysis of the mechanism of the trap, from a distance, without entering the room. Guidance would apply for the person actually making the check, Taraven.
Taraven pops into the east door to check what Galtheon has mentioned
Investigation 14
Guidance 3
So 24 total