When he gets to the furthest part of the mound from the road, he feels a slight change underfoot. He bends, feeling around with both hands, until he finds a seam in the ground. Brushing the dirt away it is clear that he has found a door.
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GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Effulgyn finds a tree to which he can firmly tie Asterix’s lead and, eyes peeled, joins Arc. He brings a lantern, and using Prestidigitation, lights it, keeping the lantern’s hood tightly drawn so that only a bare minimum of illumination shines directly forward.
Fin stirs suddenly at the footsteps atop the wagon. Through groggy eyes, he spies everyone leaving and he scrambles to gather this things. It's a bit of a sight as he runs through the dark clumsily carrying his shield, sword, and javelins. "Don't leave me behind!"
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"I'll keep watch here," Ashsays, tightening his stance in a vaguely formal way as he clutches his spear and scans his gaze methodically in every direction, an old habit born of his Jastracan past perhaps.
Moments later, Finjoins the rest of the company at the mound, and like his companions, spends some time staring at the makeshift door--for that truly is what it is. It is made of thin and old, weather-beaten wood, and does not sit on any frame. Instead, it seems to sit squarely onto the earth, as though the ground had been formed for just such a reason by nimble hands. It has no handle.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc, at discovering a door, smiles from ear to ear and looks at his companions and says "Adventure! But first, Safety". He checks for traps. He is an Artificer and is hoping to find a trap. :-)
"A storage room maybe?,"muses Effulgyn. "It must have been last closed from the outside for someone to have partially covered it with earth, wouldn't it?"He mentally rummages through his inventory, then whispers, "I'll be right back!,"walks to the cart, and returns a minute later with a shovel -- a 3' long stick with a wide flat blade -- in one hand, and says, "I'm no stranger to using one of these. Once cleared a whole field of rocks so m' family could plant. Fin, if I wedge this under the edge, can you slip in yer fingers and lift the door open?" (N.B. -- NOT acting yet, just talking until Fin answers.)
Ferg is standing looking at Arc when Arc asks who want to open the door. "I was hoping you would open it." He flick some dirt off his nice travel clothes and looks at his hands, frustrated with the need to be out in the field. He sighs. When Effulgyn bring the shovel and asks Fin for help Ferg watches with interest.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Arcthe "door" is light but awkward so your attempt to lift it from the ground isn't seamless and a few of your comrades reach out to help you lift it up. Nothing springs up at you, meaning that if there were traps here, they weren't the obvious kind.
Below is what appears to be a 6 foot deep chamber, roughly dug. You can't tell how wide it is beyond the 2.5 feet x 2.5 feet of the hole you're now peering into, but the floor looks quite packed down indicating that it's been stepped on quite a lot and seems used. There is nothing else as far as you can see. Roll a perception check if you would like to gain any other clues before exploring more.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
With a 13 you think--you can't be sure but you think-- you heard a faint beeping noise come from somewhere from down below. It ended as soon as it started, and no one else seems to have noticed.
Rollback Post to RevisionRollBack
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc says "I started to hear a beeping but not now. Let's go check it out." If there is a ladder he will go down the ladder, if it's a short distance he will hop down, otherwise he will tie the rope to the door, drop the rope down and head down. Just before he jumps off turns his light on (Artificer magical tinkering strapped to his head) and he says "Onwards" and jumps.
Ferg rolls his eyes as he quickly realizes that any attempt to stay clean is useless. He walks up to help. "Looks like it is 6 or so feet deep but I suspect we are not see everything here. Arcane tricks are afoot. Be careful as you lower yourself down." He helps at the ropes then is startled when Arc walks up and jumps in. "Fine ..."
When he gets to the furthest part of the mound from the road, he feels a slight change underfoot. He bends, feeling around with both hands, until he finds a seam in the ground. Brushing the dirt away it is clear that he has found a door.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc points to the seam and motions for the rest of the team to come over
D&D since 1984
Effulgyn finds a tree to which he can firmly tie Asterix’s lead and, eyes peeled, joins Arc. He brings a lantern, and using Prestidigitation, lights it, keeping the lantern’s hood tightly drawn so that only a bare minimum of illumination shines directly forward.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
When Ferg sees sees Arc uncover a door through Parsons eyes he quickly joins Arc. "Are you going to open it?"
Lot's of stuff ...
Fin stirs suddenly at the footsteps atop the wagon. Through groggy eyes, he spies everyone leaving and he scrambles to gather this things. It's a bit of a sight as he runs through the dark clumsily carrying his shield, sword, and javelins. "Don't leave me behind!"
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
"I'll keep watch here," Ash says, tightening his stance in a vaguely formal way as he clutches his spear and scans his gaze methodically in every direction, an old habit born of his Jastracan past perhaps.
Moments later, Fin joins the rest of the company at the mound, and like his companions, spends some time staring at the makeshift door--for that truly is what it is. It is made of thin and old, weather-beaten wood, and does not sit on any frame. Instead, it seems to sit squarely onto the earth, as though the ground had been formed for just such a reason by nimble hands. It has no handle.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc, at discovering a door, smiles from ear to ear and looks at his companions and says "Adventure! But first, Safety". He checks for traps. He is an Artificer and is hoping to find a trap. :-)
D&D since 1984
Wonderful--roll an investigation check please and thanks!
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
8
D&D since 1984
Yikes that's a tough roll with a +5!
With a 10 you don't see anything resembling a trap on the door itself.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc looks around at the door. Walks around the door, staring intently at it. Then pops up and says "All Clear. Who'd like to open it?".
D&D since 1984
"A storage room maybe?," muses Effulgyn. "It must have been last closed from the outside for someone to have partially covered it with earth, wouldn't it?" He mentally rummages through his inventory, then whispers, "I'll be right back!," walks to the cart, and returns a minute later with a shovel -- a 3' long stick with a wide flat blade -- in one hand, and says, "I'm no stranger to using one of these. Once cleared a whole field of rocks so m' family could plant. Fin, if I wedge this under the edge, can you slip in yer fingers and lift the door open?" (N.B. -- NOT acting yet, just talking until Fin answers.)
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
Ferg is standing looking at Arc when Arc asks who want to open the door. "I was hoping you would open it." He flick some dirt off his nice travel clothes and looks at his hands, frustrated with the need to be out in the field. He sighs. When Effulgyn bring the shovel and asks Fin for help Ferg watches with interest.
Lot's of stuff ...
Arc nods his head and says "I can do it." As soon as the shovel part is done he will put his fingers on the door and pull.
D&D since 1984
"Let me help. Better two on easy work than one getting hurt." Fin joins Arc and gets ready to heave the door open.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Arc the "door" is light but awkward so your attempt to lift it from the ground isn't seamless and a few of your comrades reach out to help you lift it up. Nothing springs up at you, meaning that if there were traps here, they weren't the obvious kind.
Below is what appears to be a 6 foot deep chamber, roughly dug. You can't tell how wide it is beyond the 2.5 feet x 2.5 feet of the hole you're now peering into, but the floor looks quite packed down indicating that it's been stepped on quite a lot and seems used. There is nothing else as far as you can see. Roll a perception check if you would like to gain any other clues before exploring more.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
12
D&D since 1984
With a 13 you think--you can't be sure but you think-- you heard a faint beeping noise come from somewhere from down below. It ended as soon as it started, and no one else seems to have noticed.
GM & Wild Envisioner for the Kingdom of the Four Gospels
GM for Waterdeep Dragon Heist
Playing:
Kethra Moonraven / Human socialite and occasional Sorceress if you piss her off in Sri Raji, the Barovia of the jungle
Arc says "I started to hear a beeping but not now. Let's go check it out." If there is a ladder he will go down the ladder, if it's a short distance he will hop down, otherwise he will tie the rope to the door, drop the rope down and head down. Just before he jumps off turns his light on (Artificer magical tinkering strapped to his head) and he says "Onwards" and jumps.
D&D since 1984
Ferg rolls his eyes as he quickly realizes that any attempt to stay clean is useless. He walks up to help. "Looks like it is 6 or so feet deep but I suspect we are not see everything here. Arcane tricks are afoot. Be careful as you lower yourself down." He helps at the ropes then is startled when Arc walks up and jumps in. "Fine ..."
Lot's of stuff ...