((there are multiple 'quests' within this module, but I think the best way to handle it is to stick with all of your individual reasons for coming to the dungeon, and then if you complete some of these 'quests' while you are down there, then great, and they can be rewarded once you come back up.))
The Yawning Portal is just a bumping on this fine evening as you enter the well known establishment. You all have your individual reasons for wanting to enter the famed 'Dungeon of the Mad Mage' on this particular night, and while those reasons may very well be dissimilar, you all have one thing in common. You all will be going down into the dungeon tonight. And you'll be going together.
The owner of the Inn, and self proclaimed 'Tour Guide' of the dungeon Durnan greets you all as you funnily enough enter the packed inn at the same time. (he is added to our NPC tab)
"Hey hey hey!! Welcome visitors! I assume you will be taking the ride tonight? You're the only folks who wanted to take the bait tonight! Anyhow, you all look like you can take care of yourselves...."he looks at his friend and yells to a bunch of other people "hey guys check out this lot! Tough lookin' bunch yeah!? I'll give ye 5:1 odds that they don't make it back alive! Bahahaha!"he then looks back at you all. "Ahem... apologies, but you know how it is around here. Anyhow, it'll be 1 gold for the bucket ride down. You can give a hollar whenever you wanna come back up and I'll bring you up. If I'm here. Y'all ready!?"
He looks at the three of you like you all know each other, but of course you don't. It might make for an awkward silence once you get down the entrance to the dungeon, which is a 140 feet deep shaft which you are lowered down by a bucket using a pulley system that Durnan controls. Details of this descent are on the Yawning Portal lore tab.
It takes 10 or 15 minutes for all of you to get to the bottom as he can only take one at a time. You all find yourselves in a dark, 40-foot-square room. A thin layer of sand covers the floor. Dented, rusty shields adorn the walls, which are also covered with graffiti. There is a tunnel that leads south before bending west.
Whoever can't see in the dark, how will you see?
Did you speak to each other before you made the descent? Like back up in the inn? If not, what are you saying to each other right now, in this room while you stand altogether?
Frilvoril immediately lights up his Dancing Lights as he begins making the descent. He keeps the lights swirling around him to ensure that there is light in a 20 foot radius around him.
Before they head down, he introduces himself to the other two adventurers, "Hey there. The name's Frilvoril, I'm just down here to see what sort of trouble I can clear out. I've never come with a group though, so I usually turn back after the first room. But who know how far we can get together."
As soon as the descent ends, Frilvoril takes to the air and tries to get some elevation. He hovers about 10 feet off of the ground and once his companions arrive, he speaks down to his new companions, "Well we paid to get down here, might as well make the most of it... Any preferences on who goes first?"
Appearance: Frilvoril is a relatively short brown bird with few distinguishable features. His eyes are a dark brown color and they look as if they are always searching for danger almost as if they expect something to always be creeping on him. In his hands, he carries a longbow and there is a quiver of arrows strapped to his shoulder in a way that does not impede his wings. He also has a sword at his side as well as some kind of net.
Voice: Firlvoril speaks in a twangy and barely noticeable southern accent. His voice sounds like a young teenage male and is not particularly deep or high pitched.
As they cone together at the bottom, Korba is rubbing a ring on his finger, clearly in though, but looks to the others and nods to the bird person, the first of that kind he’s met, saying “Call me Korba. This is my first time down this specific tunnel... though I’m rather familiar with the Deep. This is also my first time escorting Upsiders Below.”
Arriving and looking around, Korba removes his cloak, and slowly folds it, putting it in his bag. Clearly getting ready for action. You can see that his skin is nearly as dark as the walls around, though his hair the opposite white. Those with a history with Elven kind would be able to tell that he’s not quite full elvish, as his features appear someone more smoothed out, but it seems it might be a generation or three removed already. Removing the cloak, he’s wearing very well made armor beneath, though he appears only to have a dagger in his belt. His arms, which had been covered, now show scaring in many places, all look to be symbols of some kind though you’d cannot read them. Some of this scaring appears to be coming up his neck, though only a bit, so it’s hard to tell how much there is beneath. He’s currently wearing dark tinted glasses, so his eyes are hidden.
As he opens his backpack to put his cloak within, you notice that he seems to shake some sand off it... which is strange, as we’re no where near a desert. But once you arrive at the bottom this makes a bit more sense, as stepping out from the bucket, he holds out his right hand as if gripping something, and a sudden, very localized whirlwind of sand jets out from the top and bottom of his hand. A moment later the sand falls to the ground, and he is now holding a rather ornate glaive ((see below)). He swings it once or twice before saying “It is likely we’ll find dangers below.” And starts moving in, clearly able to see far into the dark.
Cami is taken by surprise at first as the three are grouped without knowing each other, but very quickly she concludes that it'd be better to along with them. After the two present themselves at the inn, Cami takes the moment before they leave to present herself. "I'm Cami. Artificer. I've never left the surface, nor entered the dungeon, though I know a bit about it. I'm interested in learning more."
Cami is a young brunette and looks like a pretty average human. Her height, a 5'6'' that doesn't look too tall or too small. Only the things she wears make her look quite distinctive among the crowd. Her armor, a standard scale mail which seems to have undergone some process, as it has plates in weird spots, and above the armor, a heavy leather coat which comes with various pockets along with different trinkets hanging off from Cami's clothes. Since she entered the inn, she's been holding a shield, and it too, undergone some changes under the artificer's craftings. It looks a bit heavier than the normal shield, and it's also possible it has multiple layers of metal composing it.
Once they're down at the dungeon, Cami claps her gloves together, and it seems to make a small owl pop on her shoulder from nothing. "This is Pocket. They can be our sneaky scout, to go ahead and check the path forward first. Their eyes are very good, and I can use them to see in the darkness, which would be helpful if we turned off the lights, at a time when attracting attention is undesired."
(Let me know if you always want Pocket to lead the way, or if Korba would be leading, or a combination of both. Also, please feel free to make any types of ability / skill checks as you see fit as we move through the dungeon. No need to wait for me to ask for them if your character would be checking things out, looking for traps, being quiet (or not), searching walls, looking at things you see on the map, etc. It will save time for back and forth and allow me to move through it quicker. This may also pertain to the starting room :) Also, I will only give you basic details/descriptions about the rooms as we go. You can look at the maps, ask me questions and/or make checks to get more information about any given room. Lastly - I am going to uncover the map as we go based on the best person's sight ability (Korba). If your character can't see that far, then assume they don't see what is showing. Use your discretion please)
You all weave your way through the passageway leading south west. Everyone has ample light and/or can see in the dark. You come to a 20-foot-wide hall. Along the north and south walls are carvings of demons. There is a skeleton on the floor, pointing to one of the demon carvings on the south wall.
Continuing west, you can see stairs descending 10 feet to a room lined with pillars. Similar staircases descend into that room from 10-foot-wide tunnels leading north, west, and south.
What would you like to do, and what checks might you want to make?
Map is updated. I had to make it bigger, so you might have to scroll around a bit.
Thanks! I will be a bit slower over the next few days but looking forward to exploring this with you all.
Korba is happy to lead at this point. Walking forward with his glaive out, he scans ahead and pauses at the junction listening ((perception 10)) for anything at all to let him know which direction to head.
Frilvoril will follow after Korva, being less able in the darkness. He will keep his lights up and look out for anything that Korva may have missed. He is only 10 feet behind Korva in order to assist should any danger arise.
This post has potentially manipulated dice roll results.
Pocket is sent to fly just above Korba's head, keeping pace with him and using their keen hearing to take note of what's on the path forward.
Perception Check:19
Cami stays 5 ft. behind Frilvoril. Currently, she has her shield unequipped and is in the process of building something, the tools in one hand, and the small cannon in the other.
Korba, you lead the way with Pocket the owl flying a bit above your head. You move forward towards the junction, and take a listen. You hear nothing, but from a quick scan you see the following things:
- There is a skeleton of a giant constrictor snake coiled up the top half of the northernmost pillar.
- The words “Certain death this way!” are carved in common on the southeast wall, with an arrow pointing toward the southern exit.
Frilvoril, staying a bit behind Korba, you are really able to get a good look at the current hallway you are in, the one with all of the demon carvings on the walls. After staring at them lit up with your dancing lights, you actually see 2 secret doors which to the naked eye would be very hard to see, hell even for someone looking for them. You see them, though. They are marked on the map. They are shut.
Cami, you see through the owl and get the same visual queues as Korba did in that room with all of the pillars. You slot in behind Frilvoril in the previous corridor and tinker away with your tools.
"Huh. Never noticed those before..." Frilvoril mutters to himself and then calls out quietly to the rest of the group, "Hey guys, there are a couple of hidden doors here... Not sure if that means treasure or danger, but I am in favor of checking it out."
He lands and pulls out his longbow, notching an arrow in the process as the group comes back together to discuss. He keeps his dancing lights around to retain his visibility.
(OOC: I'm up for anything... But I'm thinking we take one of the secret doors.)
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Korba pauses as he was about to step into the center room, having not heard anything he realized he must still be in his own thoughts. 'It's good to be back in the underground...'He then turns back towards Frilvoril and says "You have good eyes down here friend. If even Durnan has missed these doors it seems it is our duty to see what is behind them. No?"
This post has potentially manipulated dice roll results.
Cami was not looking through Pocket's eyes, as she was focused on the cannon she just finished building (Protector Cannon). It's tiny and fits in her hand, so she takes the time the party stops at the secret doors to put it inside the bag on her wrist, which is quite different from the backpack behind her.
Finally, taking note of the other two's intentions, she speaks her thoughts on it as well. Her eyes lightening up a little. "Ooh! A secret door? Curious. I'd quite like to look at what's behind it. Just, you can never be too safe, you know?" She switches the Smith's Tools on her hand for her Thieves' Tools. Taking the tools, she goes toward the northern door and begins investigating it. Cami's hope with this is discovering if there's a special way to open it, or, more importantly, if there are any traps they need to be wary of.
Cami, while your investigations of the door might've been rushed, you're still able to ascertain that the door is not locked and opens rather easily now that you know it is there.
Assuming Cami (or someone else) opens the door - you all see a small room, with a door to the northwest.
An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains of a hand, amid stains of dried blood.
There are empty shelves on the north wall.
Echoes of distant voices occasionally fill the room as well.
Cami opens the door before anyone else, but she takes a step back to let someone else go in first. That someone else, in this case, is her familiar, Pocket, who tries to sneak inside quietly and quickly.
There may be no immediate danger, but Pocket quickly finds a hiding spot atop one of the shelves. They communicate telepathically to Cami who's quickly telling the group what she hears. "Pocket saw no danger. We can go inside. There are voices in the room, though, so let us not put our guards down." She'll be entering the room last, probably.
This post has potentially manipulated dice roll results.
Frilvoril will enter the room cautiously (after Korba and assuming Korba doesn't say anything as he enters) and sends a dancing light into each corner of the room to light the whole thing up. Frilvoril upon entering will have his attention immediately drawn to the bloodstains and the glowing sword. Taking a closer look, he will investigate the armor stand and the equipment/skeletal hand around it without touching it.
This post has potentially manipulated dice roll results.
Though very curious about the sword with his history of weapons training, Korba immediately rushes to the door as the lights fill the room to listen to the voices ((perception 11)), worried that the lights will give away their presence, as he silently curses the fact that his companions are so handicapped in the Dark.
Korba, you just can't seem to get a good sense of the voices. Maybe they are more like echoes, actually.
Pocket perches atop the shelf after flying almost matrix-esque and completely silently into the room, as Cami enters the room shortly thereafter.
Frilvoril, from your investigations, you can see that the glowing longsword is not really stabbed deep into the stand and would be easy to remove. The skeletal hand on the floor belonged to an orc.
The only exit out of this room seems to be that door to the NW, or back S the way you came.
As Korba walks out of the room, Frilvoril follows him slowly. Following the same pattern of letting Pocket scout, followed by Korba, and then Frilvoril and Cami with the dancing lights Frilvoril suggests, "I think this method of scouting works best. Let's stick to it." Happy to ignore things that are not immediately dangerous, and avoid turning them into something dangerous, Frilvoril is all for moving past this room and continuing on. However, he makes a mental note that this room has a potentially valuable sword and thinks, "Maybe we'll come back for it..."
Rollback Post to RevisionRollBack
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
To post a comment, please login or register a new account.
Game thread - stay tuned.
((there are multiple 'quests' within this module, but I think the best way to handle it is to stick with all of your individual reasons for coming to the dungeon, and then if you complete some of these 'quests' while you are down there, then great, and they can be rewarded once you come back up.))
The Yawning Portal is just a bumping on this fine evening as you enter the well known establishment. You all have your individual reasons for wanting to enter the famed 'Dungeon of the Mad Mage' on this particular night, and while those reasons may very well be dissimilar, you all have one thing in common. You all will be going down into the dungeon tonight. And you'll be going together.
The owner of the Inn, and self proclaimed 'Tour Guide' of the dungeon Durnan greets you all as you funnily enough enter the packed inn at the same time. (he is added to our NPC tab)
"Hey hey hey!! Welcome visitors! I assume you will be taking the ride tonight? You're the only folks who wanted to take the bait tonight! Anyhow, you all look like you can take care of yourselves...." he looks at his friend and yells to a bunch of other people "hey guys check out this lot! Tough lookin' bunch yeah!? I'll give ye 5:1 odds that they don't make it back alive! Bahahaha!" he then looks back at you all. "Ahem... apologies, but you know how it is around here. Anyhow, it'll be 1 gold for the bucket ride down. You can give a hollar whenever you wanna come back up and I'll bring you up. If I'm here. Y'all ready!?"
He looks at the three of you like you all know each other, but of course you don't. It might make for an awkward silence once you get down the entrance to the dungeon, which is a 140 feet deep shaft which you are lowered down by a bucket using a pulley system that Durnan controls. Details of this descent are on the Yawning Portal lore tab.
It takes 10 or 15 minutes for all of you to get to the bottom as he can only take one at a time. You all find yourselves in a dark, 40-foot-square room. A thin layer of sand covers the floor. Dented, rusty shields adorn the walls, which are also covered with graffiti. There is a tunnel that leads south before bending west.
Whoever can't see in the dark, how will you see?
Did you speak to each other before you made the descent? Like back up in the inn? If not, what are you saying to each other right now, in this room while you stand altogether?
Map has been updated on the 'Level 1' tab.
https://docs.google.com/spreadsheets/d/1PzXfIUZ4knGc7b05fhrAUr3crtHTMdaCRAF4x5ICRvc/edit#gid=542999907
Frilvoril immediately lights up his Dancing Lights as he begins making the descent. He keeps the lights swirling around him to ensure that there is light in a 20 foot radius around him.
Before they head down, he introduces himself to the other two adventurers, "Hey there. The name's Frilvoril, I'm just down here to see what sort of trouble I can clear out. I've never come with a group though, so I usually turn back after the first room. But who know how far we can get together."
As soon as the descent ends, Frilvoril takes to the air and tries to get some elevation. He hovers about 10 feet off of the ground and once his companions arrive, he speaks down to his new companions, "Well we paid to get down here, might as well make the most of it... Any preferences on who goes first?"
Appearance: Frilvoril is a relatively short brown bird with few distinguishable features. His eyes are a dark brown color and they look as if they are always searching for danger almost as if they expect something to always be creeping on him. In his hands, he carries a longbow and there is a quiver of arrows strapped to his shoulder in a way that does not impede his wings. He also has a sword at his side as well as some kind of net.
Voice: Firlvoril speaks in a twangy and barely noticeable southern accent. His voice sounds like a young teenage male and is not particularly deep or high pitched.
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
As they cone together at the bottom, Korba is rubbing a ring on his finger, clearly in though, but looks to the others and nods to the bird person, the first of that kind he’s met, saying “Call me Korba. This is my first time down this specific tunnel... though I’m rather familiar with the Deep. This is also my first time escorting Upsiders Below.”
Arriving and looking around, Korba removes his cloak, and slowly folds it, putting it in his bag. Clearly getting ready for action. You can see that his skin is nearly as dark as the walls around, though his hair the opposite white. Those with a history with Elven kind would be able to tell that he’s not quite full elvish, as his features appear someone more smoothed out, but it seems it might be a generation or three removed already. Removing the cloak, he’s wearing very well made armor beneath, though he appears only to have a dagger in his belt. His arms, which had been covered, now show scaring in many places, all look to be symbols of some kind though you’d cannot read them. Some of this scaring appears to be coming up his neck, though only a bit, so it’s hard to tell how much there is beneath. He’s currently wearing dark tinted glasses, so his eyes are hidden.
As he opens his backpack to put his cloak within, you notice that he seems to shake some sand off it... which is strange, as we’re no where near a desert. But once you arrive at the bottom this makes a bit more sense, as stepping out from the bucket, he holds out his right hand as if gripping something, and a sudden, very localized whirlwind of sand jets out from the top and bottom of his hand. A moment later the sand falls to the ground, and he is now holding a rather ornate glaive ((see below)). He swings it once or twice before saying “It is likely we’ll find dangers below.” And starts moving in, clearly able to see far into the dark.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Cami is taken by surprise at first as the three are grouped without knowing each other, but very quickly she concludes that it'd be better to along with them. After the two present themselves at the inn, Cami takes the moment before they leave to present herself. "I'm Cami. Artificer. I've never left the surface, nor entered the dungeon, though I know a bit about it. I'm interested in learning more."
Cami is a young brunette and looks like a pretty average human. Her height, a 5'6'' that doesn't look too tall or too small. Only the things she wears make her look quite distinctive among the crowd. Her armor, a standard scale mail which seems to have undergone some process, as it has plates in weird spots, and above the armor, a heavy leather coat which comes with various pockets along with different trinkets hanging off from Cami's clothes. Since she entered the inn, she's been holding a shield, and it too, undergone some changes under the artificer's craftings. It looks a bit heavier than the normal shield, and it's also possible it has multiple layers of metal composing it.
Once they're down at the dungeon, Cami claps her gloves together, and it seems to make a small owl pop on her shoulder from nothing. "This is Pocket. They can be our sneaky scout, to go ahead and check the path forward first. Their eyes are very good, and I can use them to see in the darkness, which would be helpful if we turned off the lights, at a time when attracting attention is undesired."
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
(Let me know if you always want Pocket to lead the way, or if Korba would be leading, or a combination of both. Also, please feel free to make any types of ability / skill checks as you see fit as we move through the dungeon. No need to wait for me to ask for them if your character would be checking things out, looking for traps, being quiet (or not), searching walls, looking at things you see on the map, etc. It will save time for back and forth and allow me to move through it quicker. This may also pertain to the starting room :) Also, I will only give you basic details/descriptions about the rooms as we go. You can look at the maps, ask me questions and/or make checks to get more information about any given room. Lastly - I am going to uncover the map as we go based on the best person's sight ability (Korba). If your character can't see that far, then assume they don't see what is showing. Use your discretion please)
You all weave your way through the passageway leading south west. Everyone has ample light and/or can see in the dark. You come to a 20-foot-wide hall. Along the north and south walls are carvings of demons. There is a skeleton on the floor, pointing to one of the demon carvings on the south wall.
Continuing west, you can see stairs descending 10 feet to a room lined with pillars. Similar staircases descend into that room from 10-foot-wide tunnels leading north, west, and south.
What would you like to do, and what checks might you want to make?
Map is updated. I had to make it bigger, so you might have to scroll around a bit.
Thanks! I will be a bit slower over the next few days but looking forward to exploring this with you all.
https://docs.google.com/spreadsheets/d/1PzXfIUZ4knGc7b05fhrAUr3crtHTMdaCRAF4x5ICRvc/edit#gid=542999907
Korba is happy to lead at this point. Walking forward with his glaive out, he scans ahead and pauses at the junction listening ((perception 10)) for anything at all to let him know which direction to head.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Frilvoril will follow after Korva, being less able in the darkness. He will keep his lights up and look out for anything that Korva may have missed. He is only 10 feet behind Korva in order to assist should any danger arise.
Perception: 20
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Pocket is sent to fly just above Korba's head, keeping pace with him and using their keen hearing to take note of what's on the path forward.
Perception Check: 19
Cami stays 5 ft. behind Frilvoril. Currently, she has her shield unequipped and is in the process of building something, the tools in one hand, and the small cannon in the other.
(Edit for the dice to work)
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Korba, you lead the way with Pocket the owl flying a bit above your head. You move forward towards the junction, and take a listen. You hear nothing, but from a quick scan you see the following things:
- There is a skeleton of a giant constrictor snake coiled up the top half of the northernmost pillar.
- The words “Certain death this way!” are carved in common on the southeast wall, with an arrow pointing toward the southern exit.
Frilvoril, staying a bit behind Korba, you are really able to get a good look at the current hallway you are in, the one with all of the demon carvings on the walls. After staring at them lit up with your dancing lights, you actually see 2 secret doors which to the naked eye would be very hard to see, hell even for someone looking for them. You see them, though. They are marked on the map. They are shut.
Cami, you see through the owl and get the same visual queues as Korba did in that room with all of the pillars. You slot in behind Frilvoril in the previous corridor and tinker away with your tools.
What is next?
Map is updated, everyone!
"Huh. Never noticed those before..." Frilvoril mutters to himself and then calls out quietly to the rest of the group, "Hey guys, there are a couple of hidden doors here... Not sure if that means treasure or danger, but I am in favor of checking it out."
He lands and pulls out his longbow, notching an arrow in the process as the group comes back together to discuss. He keeps his dancing lights around to retain his visibility.
(OOC: I'm up for anything... But I'm thinking we take one of the secret doors.)
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Korba pauses as he was about to step into the center room, having not heard anything he realized he must still be in his own thoughts. 'It's good to be back in the underground...' He then turns back towards Frilvoril and says "You have good eyes down here friend. If even Durnan has missed these doors it seems it is our duty to see what is behind them. No?"
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Cami was not looking through Pocket's eyes, as she was focused on the cannon she just finished building (Protector Cannon). It's tiny and fits in her hand, so she takes the time the party stops at the secret doors to put it inside the bag on her wrist, which is quite different from the backpack behind her.
Finally, taking note of the other two's intentions, she speaks her thoughts on it as well. Her eyes lightening up a little. "Ooh! A secret door? Curious. I'd quite like to look at what's behind it. Just, you can never be too safe, you know?" She switches the Smith's Tools on her hand for her Thieves' Tools. Taking the tools, she goes toward the northern door and begins investigating it. Cami's hope with this is discovering if there's a special way to open it, or, more importantly, if there are any traps they need to be wary of.
Investigation 25
EDIT: So excited about seeing what's behind, she rushes her investigations and does it poorly as a result.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Cami, while your investigations of the door might've been rushed, you're still able to ascertain that the door is not locked and opens rather easily now that you know it is there.
Assuming Cami (or someone else) opens the door - you all see a small room, with a door to the northwest.
An unadorned wooden armor stand rests in the middle of the room, with a faintly glowing longsword stabbed into it. At the base of the stand lie the skeletal remains of a hand, amid stains of dried blood.
There are empty shelves on the north wall.
Echoes of distant voices occasionally fill the room as well.
What will you all do?
Map is updated!
Cami opens the door before anyone else, but she takes a step back to let someone else go in first. That someone else, in this case, is her familiar, Pocket, who tries to sneak inside quietly and quickly.
Pocket's Stealth Check: 19
There may be no immediate danger, but Pocket quickly finds a hiding spot atop one of the shelves. They communicate telepathically to Cami who's quickly telling the group what she hears. "Pocket saw no danger. We can go inside. There are voices in the room, though, so let us not put our guards down." She'll be entering the room last, probably.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Frilvoril will enter the room cautiously (after Korba and assuming Korba doesn't say anything as he enters) and sends a dancing light into each corner of the room to light the whole thing up. Frilvoril upon entering will have his attention immediately drawn to the bloodstains and the glowing sword. Taking a closer look, he will investigate the armor stand and the equipment/skeletal hand around it without touching it.
Investigation: 14
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”
Though very curious about the sword with his history of weapons training, Korba immediately rushes to the door as the lights fill the room to listen to the voices ((perception 11)), worried that the lights will give away their presence, as he silently curses the fact that his companions are so handicapped in the Dark.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Korba, you just can't seem to get a good sense of the voices. Maybe they are more like echoes, actually.
Pocket perches atop the shelf after flying almost matrix-esque and completely silently into the room, as Cami enters the room shortly thereafter.
Frilvoril, from your investigations, you can see that the glowing longsword is not really stabbed deep into the stand and would be easy to remove. The skeletal hand on the floor belonged to an orc.
The only exit out of this room seems to be that door to the NW, or back S the way you came.
Focused more on the potential threats at hand than the glowing sword, Korba makes his way into the next room to continue scouting.
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
As Korba walks out of the room, Frilvoril follows him slowly. Following the same pattern of letting Pocket scout, followed by Korba, and then Frilvoril and Cami with the dancing lights Frilvoril suggests, "I think this method of scouting works best. Let's stick to it." Happy to ignore things that are not immediately dangerous, and avoid turning them into something dangerous, Frilvoril is all for moving past this room and continuing on. However, he makes a mental note that this room has a potentially valuable sword and thinks, "Maybe we'll come back for it..."
“The mark of a successful DM is when you have caused more player deaths with doors than dragons, demons, or devils.”