Hex suggests the right door, the one without any markings. Hopefully, it doesn't have anyone behind it that they'd have to fight. In the case it does, she goes up to the door first and presses her ear up against it to try and listen for any sounds before checking for any traps. If everything seems safe, she'll crack the door open ever so slightly and peek in.
This post has potentially manipulated dice roll results.
OOC: The party would not have knowledge of anything that is transpiring in the Tyranny of Dragons campaign, though this may or may not be happening right around the same time <_<
Sounds like we're moving forward without a rest, so Uragum still has one hit die remaining.
Hex Perception: 14 Hex Investigation: 16
The zombie remains hold nothing of interest. Hex moves to the rightmost door, listening carefully through the stone and examining it thoroughly for traps. When all seems well, she pushes it open to peek through.
Not much can be seen through the crack, except that the room has a large open space within. The air feels slightly colder beyond the door, and the damp smell of mildew emerges through the falling dust.
OOC: No that's on me, I think I just misunderstood the party's discussion on the short rest. No change to the description, I'll take care of the hit dice on my next post.
With everything going seemingly well so far, Hex opens the door wider to allow the light of Ola's torch to shine through for a better look but not stepping into the room.
Ola readily stepped closer, letting the light of the torch dace on the dusty floor and dirty walls. She was ready, though, to drop the torch and unsheathe the sword, should anything jump out of the shadows.
After the rest, when the women start to act restless, Sylyra sighs and gets to his feet. "Wait," he says, sounding tired. He rummages around in his bag and begins pulling out small vials. "I know I could use a pick-me-up. Who else?"
Who wants a healing potion? Sylyra will drink one. I'll let you roll for me, DM.
Remind me how dark it is in here. Is it pitch black? If so, I think someone would have lit a torch. If not, Sylyra could have created a flame in his hand. It's a cantrip.
(Yep, moving after short rest. I forgot the torch Ola originally lit probably would've gone out during the long rest. If she needs another, Hex can give her one.
If it's alright with everyone, could Hex take a potion? She only has 9 health left.)
OOC: Ola had lit a torch, but an hour has passed, so it has gone out, rendering her and Uragum blinded without a light source. Just let me know the light source and I'll plod on assuming someone's lighting something.
Sylyra Health Potion: 8
Light shines into a large octagonal room when Hex pushes the door further open. The room is perhaps 40 feet wide and just as long with a 20-foot high ceiling. A 10-foot wide ledge surrounds a deep pool of dark water in the center of the room. As your light falls upon the walls, you see that they are decorated with charred and blackened bones.
(Ola is out of torches, anyone else's would be welcomed)
"Well, unless our thief is hiding in the water or under the bones, this is not the place we are looking for. Next door?" She did not want to step in - the smell and the decor were disgusting.
Hex gives the room another quick (and slightly disappointed) glance before nodding to Ola and heading to the door on the left. She repeats what she did with the right door - listening for sounds, checking for traps and, if all seems fine, cracking the door open slightly to peek inside.
OOC: Removed one torch from Hex's inventory. Removed one potion of healing from Sylyra's inventory.
If Hex is indeed using a potion of healing, let me know.
Hex Perception: 22 Hex Investigation: 8
After leaving the room on the right behind, Hex repeats her examination of the door on the left, then, finding it safe, cracks it open. Through the crack, she sees another door nearby made of semi-rotted wood. The room smells musty and stagnant, but is not as cool as the other room on the right.
Sylyra sees Hex eyeing the potion bottle, but appearing reluctant to say anything. He hands her one wordlessly.
As the others leave the octagonal room, Sylyra stares at the water curiously. He shouldn't be. Why would he invite trouble? Dropping to one knee, the elf dips the end of his staff into the water and pushes it down to see how deep the water is. If it's four or less feet deep, he moves the end of his staff around to see if it seems like there's nothing down there or if the water is concealing something.
Hex graciously accepts the potion of healing, looking slightly sheepish that Sylyra managed to catch on she too wanted one. She quickly pops it open and drinks it down before tucking the vial away.
Potion of Healing: 6
She doesn't see Sylyra steal away to the other room as she's distracted by the other door behind the one she had opened. She opens the door wider to get a better look in.
This post has potentially manipulated dice roll results.
OOC: Removed a potion of healing from Sylyra's inventory.
For Hex, Ola, and Uragum:
The door opens to a 60-foot-long, 10-foot-wide hallway. Each wall of the hallway is lined with five regularly-spaced doors of semi-rotted wood. The hallway ends in a set of double doors, one of which looks to have rotted free from its hinges long ago. There are a number of stone shelves carved into the walls; the contents of which, despite the centuries of dust, are tidily arranged.
For Sylyra:
The water is deep enough that your staff does not touch bottom. As the staff disturbs the surface of the pool, however, you feel a rough tug. A hand emerges from the pool, then a head and upper torso of a slimy, rubbery humanoid long since dead. A second of the creatures emerges, a long tongue dangling limply from its mouth as it swims toward you.
Bones crack and fall off of the wall beside you, some of them forming a blackened skeleton that raises a sword and begins to clatter across the room.
Sylyra hurries out of the pool room. Does the door open into the pool room or into the column room? Sylyra wants to close and bar the door. Any way to do that? Even with himself?
Ola can press forward still. Which door do we open?
Meili Liang Lvl 5 Monk
Dice
Hex suggests the right door, the one without any markings. Hopefully, it doesn't have anyone behind it that they'd have to fight. In the case it does, she goes up to the door first and presses her ear up against it to try and listen for any sounds before checking for any traps. If everything seems safe, she'll crack the door open ever so slightly and peek in.
Ola will be nearby hoping to get in between Hex and whatever enemy is behind the door in time.
Meili Liang Lvl 5 Monk
Dice
OOC: The party would not have knowledge of anything that is transpiring in the Tyranny of Dragons campaign, though this may or may not be happening right around the same time <_<
Sounds like we're moving forward without a rest, so Uragum still has one hit die remaining.
Hex Perception: 14
Hex Investigation: 16
The zombie remains hold nothing of interest. Hex moves to the rightmost door, listening carefully through the stone and examining it thoroughly for traps. When all seems well, she pushes it open to peek through.
Not much can be seen through the crack, except that the room has a large open space within. The air feels slightly colder beyond the door, and the damp smell of mildew emerges through the falling dust.
See my profile for all my PbP threads!
(Oops, sorry. I probably should've said I open the door after the short rest. Does that change anything?)
OOC: No that's on me, I think I just misunderstood the party's discussion on the short rest. No change to the description, I'll take care of the hit dice on my next post.
See my profile for all my PbP threads!
With everything going seemingly well so far, Hex opens the door wider to allow the light of Ola's torch to shine through for a better look but not stepping into the room.
Ola readily stepped closer, letting the light of the torch dace on the dusty floor and dirty walls. She was ready, though, to drop the torch and unsheathe the sword, should anything jump out of the shadows.
Meili Liang Lvl 5 Monk
Dice
After the rest, when the women start to act restless, Sylyra sighs and gets to his feet. "Wait," he says, sounding tired. He rummages around in his bag and begins pulling out small vials. "I know I could use a pick-me-up. Who else?"
Who wants a healing potion? Sylyra will drink one. I'll let you roll for me, DM.
Remind me how dark it is in here. Is it pitch black? If so, I think someone would have lit a torch. If not, Sylyra could have created a flame in his hand. It's a cantrip.
So we're moving after the short rest?
(Yep, moving after short rest. I forgot the torch Ola originally lit probably would've gone out during the long rest. If she needs another, Hex can give her one.
If it's alright with everyone, could Hex take a potion? She only has 9 health left.)
OOC: Ola had lit a torch, but an hour has passed, so it has gone out, rendering her and Uragum blinded without a light source. Just let me know the light source and I'll plod on assuming someone's lighting something.
Sylyra Health Potion: 8
Light shines into a large octagonal room when Hex pushes the door further open. The room is perhaps 40 feet wide and just as long with a 20-foot high ceiling. A 10-foot wide ledge surrounds a deep pool of dark water in the center of the room. As your light falls upon the walls, you see that they are decorated with charred and blackened bones.
See my profile for all my PbP threads!
(Ola is out of torches, anyone else's would be welcomed)
"Well, unless our thief is hiding in the water or under the bones, this is not the place we are looking for. Next door?" She did not want to step in - the smell and the decor were disgusting.
Meili Liang Lvl 5 Monk
Dice
(Hex will give Ola a torch.)
Hex gives the room another quick (and slightly disappointed) glance before nodding to Ola and heading to the door on the left. She repeats what she did with the right door - listening for sounds, checking for traps and, if all seems fine, cracking the door open slightly to peek inside.
OOC: Removed one torch from Hex's inventory. Removed one potion of healing from Sylyra's inventory.
If Hex is indeed using a potion of healing, let me know.
Hex Perception: 22
Hex Investigation: 8
After leaving the room on the right behind, Hex repeats her examination of the door on the left, then, finding it safe, cracks it open. Through the crack, she sees another door nearby made of semi-rotted wood. The room smells musty and stagnant, but is not as cool as the other room on the right.
See my profile for all my PbP threads!
And the process was repeated - Ola stepped closer and lightened the room through the wider opened door, not crossing the threshold.
Meili Liang Lvl 5 Monk
Dice
Sylyra sees Hex eyeing the potion bottle, but appearing reluctant to say anything. He hands her one wordlessly.
As the others leave the octagonal room, Sylyra stares at the water curiously. He shouldn't be. Why would he invite trouble? Dropping to one knee, the elf dips the end of his staff into the water and pushes it down to see how deep the water is. If it's four or less feet deep, he moves the end of his staff around to see if it seems like there's nothing down there or if the water is concealing something.
Hex graciously accepts the potion of healing, looking slightly sheepish that Sylyra managed to catch on she too wanted one. She quickly pops it open and drinks it down before tucking the vial away.
Potion of Healing: 6
She doesn't see Sylyra steal away to the other room as she's distracted by the other door behind the one she had opened. She opens the door wider to get a better look in.
OOC: Removed a potion of healing from Sylyra's inventory.
For Hex, Ola, and Uragum:
The door opens to a 60-foot-long, 10-foot-wide hallway. Each wall of the hallway is lined with five regularly-spaced doors of semi-rotted wood. The hallway ends in a set of double doors, one of which looks to have rotted free from its hinges long ago. There are a number of stone shelves carved into the walls; the contents of which, despite the centuries of dust, are tidily arranged.
For Sylyra:
The water is deep enough that your staff does not touch bottom. As the staff disturbs the surface of the pool, however, you feel a rough tug. A hand emerges from the pool, then a head and upper torso of a slimy, rubbery humanoid long since dead. A second of the creatures emerges, a long tongue dangling limply from its mouth as it swims toward you.
Bones crack and fall off of the wall beside you, some of them forming a blackened skeleton that raises a sword and begins to clatter across the room.
Initiative:
Sylyra: 9
Lacedon: 16
Lacedon: 10 (-5)
Skeleton: 6
Average: 7.33
OOC: You act first! Both of the lacedons are still inside of the pool, while the skeleton is 30 feet away from you along the wall.
See my profile for all my PbP threads!
Ah, crap.
Sylyra hurries out of the pool room. Does the door open into the pool room or into the column room? Sylyra wants to close and bar the door. Any way to do that? Even with himself?
OOC: The door is within movement range, and can be closed within your turn, but there is no lock or built-in way to bar it.
See my profile for all my PbP threads!