Jane looks about the room, noticing the small holes in the rubble and deduces that there is likely a large warren of rats in the rubble and that making too much noise are attracting too much attention might draw out more of the fiesty creatures.
Other than that, the room is empty, cool and quiet.
Hogshead feels the dread creeping into his bones, the desire to flee before the dragon strikes before shaking it off, planting his boots even more firmly into the stone floor and stares up into the looming maw.
Deep inside the Dragon's mouth he sees a keyhole, far enough back that you need to endure the Dragon's stare to attempt to open the door.
Summary and Action
The room is empty of threats - for now. An ornately carved stone door in front of you - the SW of the room you are in. Keyhole in the mouth - Wisdom DC of 12 for anyone who approaches the door to try to open it. Failed Wisdom save causes Fear and you flee at full speed (move and dash) from the room and through the antechamber. The door you came through is behind you all - to the NE of the room you are in. There was a second door leading out of the Tower Shell headed in a different direction.
"That door is really scary. I don't think that those two idiots we're after would have been able to make it past this door. I'm betting they went the other way."
Hogshead peeks back through the NE door leading out of the Tower Shell, peeking down a 40 ft x 10 ft hallway. Three doors can be seen from where the beardless dwarf stands - one at the Western end of the hallway and one to the North and one to the South, both roughly 30 feet away.
Jane watches the rat warren for any movement as she talks to the others. "It might be best if we keep our voices down. Hmm, anyone looking for adventure might follow the tracks, right? Maybe they took the well traveled side hoping to find more loot."
Being careful not to get too close to the door, Rantel looks the intricately carved door over from top to bottom. The door is clearly protected by magic - but of what sort and how they might overcome it, well that's beyond the tortle's abilities.
This post has potentially manipulated dice roll results.
While the others discuss the strange door, Bree exits the room and returns to the hallway they entered from. She begins to check the floor, walls and ceilings for any traps in hopes of catching them before they ensnare her companions.
Bree peers down the hallway, carefully checking the doorway as she does, looking closely at the stones and the mortaring, at the wear pattern and the tracks heading toward the door on the far side, she feels confident that there are no traps or surprises waiting for the party - in this room at least.
There are three doors in the hallway, one to the far west, one to the South and one to the North. The northern and southern doors are about 2/3 of the way down.
The door at the far end of the hallway looks like the other doors you've seen in the fortress, thick oaken planks bound together by iron bands. The door handle looks exactly like the one on the door you just came through.
Now that the rats are defeated Jane goes back to looking at the door.
[skill]Perception[/skill]: 11
Jane looks about the room, noticing the small holes in the rubble and deduces that there is likely a large warren of rats in the rubble and that making too much noise are attracting too much attention might draw out more of the fiesty creatures.
Other than that, the room is empty, cool and quiet.
Hoghead wisdom saving throw 15
Hogshead feels the dread creeping into his bones, the desire to flee before the dragon strikes before shaking it off, planting his boots even more firmly into the stone floor and stares up into the looming maw.
Deep inside the Dragon's mouth he sees a keyhole, far enough back that you need to endure the Dragon's stare to attempt to open the door.
Summary and Action
The room is empty of threats - for now.
An ornately carved stone door in front of you - the SW of the room you are in.
Keyhole in the mouth - Wisdom DC of 12 for anyone who approaches the door to try to open it. Failed Wisdom save causes Fear and you flee at full speed (move and dash) from the room and through the antechamber.
The door you came through is behind you all - to the NE of the room you are in.
There was a second door leading out of the Tower Shell headed in a different direction.
How would you like to proceed?
"That door is really scary. I don't think that those two idiots we're after would have been able to make it past this door. I'm betting they went the other way."
"I agree. That door gives me a weird feeling"
Laissez les bons temps rouler
Hogshead peeks back through the NE door leading out of the Tower Shell, peeking down a 40 ft x 10 ft hallway. Three doors can be seen from where the beardless dwarf stands - one at the Western end of the hallway and one to the North and one to the South, both roughly 30 feet away.
Jane watches the rat warren for any movement as she talks to the others. "It might be best if we keep our voices down. Hmm, anyone looking for adventure might follow the tracks, right? Maybe they took the well traveled side hoping to find more loot."
"That may be the best course of action. We dont have a key anyways"
Laissez les bons temps rouler
Rantel nods, but takes a look at the door from a magical perspective…
Arcana:14
Being careful not to get too close to the door, Rantel looks the intricately carved door over from top to bottom. The door is clearly protected by magic - but of what sort and how they might overcome it, well that's beyond the tortle's abilities.
While the others discuss the strange door, Bree exits the room and returns to the hallway they entered from. She begins to check the floor, walls and ceilings for any traps in hopes of catching them before they ensnare her companions.
Investigation: 3
Bree peers down the hallway, carefully checking the doorway as she does, looking closely at the stones and the mortaring, at the wear pattern and the tracks heading toward the door on the far side, she feels confident that there are no traps or surprises waiting for the party - in this room at least.
Hoghead follows Bree down the hallway. "I never want to see that door again."
Zerxius follows laughing softly. "You coming Rant?"
Laissez les bons temps rouler
Jane follows along as well.
Rantel shakes his head and turns away from the door, still pondering and muttering the himself. He follows the group.
After combing the hallway for traps, Bree walks down it to the other door to inspect it.
There are three doors in the hallway, one to the far west, one to the South and one to the North. The northern and southern doors are about 2/3 of the way down.
The door at the far end of the hallway looks like the other doors you've seen in the fortress, thick oaken planks bound together by iron bands. The door handle looks exactly like the one on the door you just came through.
Bree approaches the door at the end of the hallway and attempts to open it.