"I'll be happy to take third watch, there is a pin here that props the door, we could use that to keep it from locking?" Sila says settling into a spot to rest.
You settle down on the landing at the top of the stairs and rest, getting some sleep or meditating plus any light activities for the next eight hours.
The dungeon around you echoes with wet drips and the scratching of small rodents, both crawling and flying types. Aside from that your rest is uninterrupted and you are soon ready to head off again.
This post has potentially manipulated dice roll results.
During her whole watch Bree is trying to discern if she can make out any noises or movement from below, while keeping herself occupied with her weaver’s tools to prevent herself from exploring. Eventually she wakes up Gruenic and goes to bed herself.
When everyone is rested she is eager to go down. “Everyone ready? Should we sent Artemis ahead so we know what to expect?”
Rolls for portent: 188
And perception if necessary (though I don’t expect Bree would noticed anything useful from the top of the stairs): 5
Garavant nods. "I am certainly ready," he says, finishing up a few slow stretches reminiscent of a cat just waking up.
He takes his crossbow in hand, loads it up, and makes sure his rapier is ready to be drawn quickly. He then waits for his feathered friend Artemis to take the lead, following a bit behind the owl. He heads down the stairs scanning for signs of traps or other dangers.
After rising from your rest, refitting armour and slinging weapons, you head down the long dark staircase. The sharp eyes of Garavant and Artemis spot no danger and you arrive at an octagonal room, about 35ft across.
The floor is inlaid with cracked, dusty blue tiles, and the walls are dressed with polished marble. Large doors of iron-bound oak exit to the northwest and northeast.
Three cast bronze statues, almost ten feet tall, stand by the west, north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
What if the reptilians on the upper floor follow them? Lucy thinks. Then she shrugs. It doesn't matter. If the monsters find the bodies of their chief and others, they should know that bothering VGS isn't a good idea. And even they are dumb enough to follow the adventurers, Lucy and her friends can take care of the monsters without much trouble. All Lucy needs to mind is that don't run into them when the squad returns to the surface.
@Garavant and the others
Lucy telles her friends what Garavant has discovered. " This place is quite lively for a ruin, isn't it? " She says ironically. " Ghost or not. We have to talk with the person who is hitting metal here. They must know something about the treasure we are looking for. "
Garavant takes a few steps back toward the party to get within their line of sight and silently waves them forward, indicating the chamber ahead is safe. He then returns to the octagonal room.
Sila reaches over gently to Bree and touches her on the shoulder whispering, "I've neglected your darkvision . This should refresh it." She draws from her Ki allowing energy to flow through her to Bree's eyes.
As they enter the room, Sila tries to determine the purpose of the statues. Judging if they seem designed to swing the weapons in any fashion remembering one above as she studies them, then gazes up a the high ceiling keeping her distance from them for now.
Deducted 2 Ki for the spell and day of rations
Perception for observation of statues and ceiling 3
As Sila looks around the room for a connection between the statues and the room she struggles to see any link. The statues seem decorative and the doors are, well, doors.
Before heading down Bree casts Detect Magic as a ritual.
When Sila provides the darkvision Bree says: "Oh, no worries. I really appreciate it!"
Bree will also walk into the room and look voor any traces of magic here. And reply Lucy: "I'm curious how something would survive here without anyone knowing, though I might suspect that they won't be happy with any visitors".
Do we have an idea which door we should follow for the anvil sounds?
Lucy starts to investigate the Dwarf statue. Maybe she can find another rune on them. She also orders Artemis to listen to the hammer sounds and where it comes from.
Unable to spy anything on ceiling, statues or doors from her position, Sila moves into the room along the wall and behind the statue on the east wall to study it closer then move on to the door nearest it for closer inspection if she's able to pass behind the statue. If she cannot pass behind, she passes low in front also trying to determine the direction of the hammer falls.
Bree’s eyes gain a faint glow as she casts her detection spell and scans the room; no sign of any magic within the room, the statues or the doors.
Lucy’s sharp eyes do pick something out, however; the doors appear to have not been used in some time. The oil on the hinges is unspoiled as if they have not turned, and there are no signs of activity in front of them such as scrapes or debris.
Artemis cannot locate the direction of the hammering clearly, maybe east…looking behind the eastern statue, he sees a hidden door.
“I have a feeling that if these doors haven’t been used in a good while, it is because they are trapped. These statues may whir around and chop us to pieces. There must be another way.” Gruenic looks as well.
Perception : 8
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
Following up on the observation about the hinge oil, Garavant takes a closer look, hoping that the doors are not actually trapped, but eager to confirm if they actually are. He also inspects any lock.
Garavant spots a connection of some sort from the door, like a cable leading into the stonework. He can see no sign of a doorway behind the door when he looks up close.
Sila sears and hears no sign of danger approaching from behind the party, just the rhythmic hammering from the east.
The hidden door behind the east statue does not appear trapped, and looks like it will swing inwards if pushed.
Rollback Post to RevisionRollBack
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"I'll be happy to take third watch, there is a pin here that props the door, we could use that to keep it from locking?" Sila says settling into a spot to rest.
"It seems we can rest here in relative safety," Garavant says as he cleans and stows his lockpicks and related tools. "I too can take a watch."
Watch order: Lucy, Gruenic, Sila, Garavant
You settle down on the landing at the top of the stairs and rest, getting some sleep or meditating plus any light activities for the next eight hours.
The dungeon around you echoes with wet drips and the scratching of small rodents, both crawling and flying types. Aside from that your rest is uninterrupted and you are soon ready to head off again.
(Everybody process a Long Rest)
During her whole watch Bree is trying to discern if she can make out any noises or movement from below, while keeping herself occupied with her weaver’s tools to prevent herself from exploring. Eventually she wakes up Gruenic and goes to bed herself.
When everyone is rested she is eager to go down. “Everyone ready? Should we sent Artemis ahead so we know what to expect?”
Rolls for portent: 18 8
And perception if necessary (though I don’t expect Bree would noticed anything useful from the top of the stairs): 5
(Everyone remove one day of rations please)
Gruenic turns to the others and says “Ready to head down the stairs? Perhaps Sunneeedle awaits us. I am curious as to what we will find.”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garavant nods. "I am certainly ready," he says, finishing up a few slow stretches reminiscent of a cat just waking up.
He takes his crossbow in hand, loads it up, and makes sure his rapier is ready to be drawn quickly. He then waits for his feathered friend Artemis to take the lead, following a bit behind the owl. He heads down the stairs scanning for signs of traps or other dangers.
Stealth 17
Perception 21
After rising from your rest, refitting armour and slinging weapons, you head down the long dark staircase. The sharp eyes of Garavant and Artemis spot no danger and you arrive at an octagonal room, about 35ft across.
The floor is inlaid with cracked, dusty blue tiles, and the walls are dressed with polished marble. Large doors of iron-bound oak exit to the northwest and northeast.
Three cast bronze statues, almost ten feet tall, stand by the west, north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
What if the reptilians on the upper floor follow them? Lucy thinks. Then she shrugs. It doesn't matter. If the monsters find the bodies of their chief and others, they should know that bothering VGS isn't a good idea. And even they are dumb enough to follow the adventurers, Lucy and her friends can take care of the monsters without much trouble. All Lucy needs to mind is that don't run into them when the squad returns to the surface.
@Garavant and the others
Lucy telles her friends what Garavant has discovered. " This place is quite lively for a ruin, isn't it? " She says ironically. " Ghost or not. We have to talk with the person who is hitting metal here. They must know something about the treasure we are looking for. "
Garavant takes a few steps back toward the party to get within their line of sight and silently waves them forward, indicating the chamber ahead is safe. He then returns to the octagonal room.
Sila reaches over gently to Bree and touches her on the shoulder whispering, "I've neglected your darkvision . This should refresh it." She draws from her Ki allowing energy to flow through her to Bree's eyes.
As they enter the room, Sila tries to determine the purpose of the statues. Judging if they seem designed to swing the weapons in any fashion remembering one above as she studies them, then gazes up a the high ceiling keeping her distance from them for now.
Deducted 2 Ki for the spell and day of rations
Perception for observation of statues and ceiling 3
As Sila looks around the room for a connection between the statues and the room she struggles to see any link. The statues seem decorative and the doors are, well, doors.
Before heading down Bree casts Detect Magic as a ritual.
When Sila provides the darkvision Bree says: "Oh, no worries. I really appreciate it!"
Bree will also walk into the room and look voor any traces of magic here. And reply Lucy: "I'm curious how something would survive here without anyone knowing, though I might suspect that they won't be happy with any visitors".
Do we have an idea which door we should follow for the anvil sounds?
Lucy starts to investigate the Dwarf statue. Maybe she can find another rune on them. She also orders Artemis to listen to the hammer sounds and where it comes from.
Action:
Lucy
Investigation:21
(Check the Dwarf statues)
Artemis
Perception:18
(Check the direction of the hammer sounds)
Unable to spy anything on ceiling, statues or doors from her position, Sila moves into the room along the wall and behind the statue on the east wall to study it closer then move on to the door nearest it for closer inspection if she's able to pass behind the statue. If she cannot pass behind, she passes low in front also trying to determine the direction of the hammer falls.
Perception if needed 13
If investigation is more appropriate the roll would be two less as no prof bonus.
Bree’s eyes gain a faint glow as she casts her detection spell and scans the room; no sign of any magic within the room, the statues or the doors.
Lucy’s sharp eyes do pick something out, however; the doors appear to have not been used in some time. The oil on the hinges is unspoiled as if they have not turned, and there are no signs of activity in front of them such as scrapes or debris.
Artemis cannot locate the direction of the hammering clearly, maybe east…looking behind the eastern statue, he sees a hidden door.
“I have a feeling that if these doors haven’t been used in a good while, it is because they are trapped. These statues may whir around and chop us to pieces. There must be another way.” Gruenic looks as well.
Perception : 8
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sila, unable to spy anything herself, guards the way they came in from anything that may have followed. perception 11 if needed
Following up on the observation about the hinge oil, Garavant takes a closer look, hoping that the doors are not actually trapped, but eager to confirm if they actually are. He also inspects any lock.
Perception 5
Garavant spots a connection of some sort from the door, like a cable leading into the stonework. He can see no sign of a doorway behind the door when he looks up close.
Sila sears and hears no sign of danger approaching from behind the party, just the rhythmic hammering from the east.
The hidden door behind the east statue does not appear trapped, and looks like it will swing inwards if pushed.