Bree and Hogshead lean into the thick oaken door and listen very carefully.......and hear only the pounding of their own hearts in their ears. Nothing else seems to come through the thick door
Jane puts the torch on the ground and rifles through her mess kit to find her cup. "I could try collecting some of it in this, unless anyone has something better for it?" Before making any attempt at scooping up the liquid she decides to give it a good look and sniff again.
Jane is able to collect a vial of the reddish liquid. It has a slight burn when it gets on her fingers - nothing serious, a bit like a very strong hot sauce - but it's noticable.
The liquid swirls in the full vial, oily and opaque. It certainly looks magical :)
Summary and Action
Jane can add one vial of an unknown potion to their inventory.
Bree and Hogshead hear nothing through the door towards the Goblins.
Zerexius has noticed some strange spikes driven into the floor in the room to the north, past several closed doors near a large altar of some sort.
Hogshead opens the door, the hinges creaking loudly as he swings it open into an empty room - home only to rat droppings, crumbled flagstone, and stains.
Another door can be seen on the northern wall of the room.
This post has potentially manipulated dice roll results.
Jane will put away the stoppered vial, torch, and her cup, pick up her shield and quarterstaff, and head over to the spikes as well. "That red stuff burned a little, but not enough to be an acid I don't think. We will have to find a different way past these spikes." She starts looking around for a handle or lever, pushing or pulling on various bumps or objects around the room.
Zerexius moves forward into the Northern Room. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room. He leans in and gets a closer look at the spikes in the floor.
From this vantage point, it's clear the spikes were driven INTO the floor in two key places, holding pressure plates in place and preventing them from resetting.
The disarmed traps prompt Zerexius to look more carefully at the floor and across the room. He sees tracks from four humanoids moving from the South to the North towards a spot on the north-western wall. Only three sets of tracks can be seen returning from North to South. All the tracks appear to carefully avoid the pressure plates.
Hogshead sees nothing in the room itself, but as he goes to shut the door, Meepo leans in and points towards the northern door. 'Goblins, in here and there...." he gestures into the empty room and then points at the northern door.
Summary and Action
Hogshead is standing in the doorway, Meepo is urging him to push through the door to confront the Goblins. Zerexius and Jane have moved into the northern room and are confronted with another dry fountain and a wall that has 4 tracks headed to it and 3 leading away.
Ignoring the kobald. "Looks like there has been movement in here. Four went over there then three came back. Leave the spikes they are disabling traps" he then checks out the fountain
The tracks appear to be of 4 humanoids who headed into ..... well the wall in the NorthEastern corner of the room.
Only 4 sets of tracks emerge from the wall, and those appear to be walking in an erratic fashion as if injured or disoriented.
Following the tracks to the NorthEastern wall, Jane finds an illusion covering a door - actually it's more like a large hatch set into the wall. The hatch has a single large wheel set in the center and bars running up and down and side to side to hold the door in place.
Summary and Action
Hatch to the Northeast, dry fountain to the north, evidence of traps cleared and another adventuring party who's come this way.
Meepo continues to urge Hogshead into the empty room with a Northern door 'Goblins through here'
Hoghead moves back to his companions letting Meepo urging go unheeded. "He says that there are goblins in the room over there. I don't mind killing goblins but that's not why we're really here. Do y'all wanna go through the hatch?"
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Hoghead stands with Bree with his warhammer at the ready. He also listens for anything on the other side of the door. Perception 5
Bree and Hogshead lean into the thick oaken door and listen very carefully.......and hear only the pounding of their own hearts in their ears. Nothing else seems to come through the thick door
Jane puts the torch on the ground and rifles through her mess kit to find her cup. "I could try collecting some of it in this, unless anyone has something better for it?" Before making any attempt at scooping up the liquid she decides to give it a good look and sniff again.
Arcana: 3
Watching Jane he thinks a minute. "Wait i forgot there are some vials in my herb kit. Hold a second"
Searching through his kit Zerxius hands Jane 2 vials
Laissez les bons temps rouler
Rantel tries to ascertain if there is a magical element at work here and how it operates.
Arcana: 13
Jane is able to collect a vial of the reddish liquid. It has a slight burn when it gets on her fingers - nothing serious, a bit like a very strong hot sauce - but it's noticable.
The liquid swirls in the full vial, oily and opaque. It certainly looks magical :)
Summary and Action
Jane can add one vial of an unknown potion to their inventory.
Bree and Hogshead hear nothing through the door towards the Goblins.
Zerexius has noticed some strange spikes driven into the floor in the room to the north, past several closed doors near a large altar of some sort.
How would you like to proceed?
Hoghead will open the door.
Hogshead opens the door, the hinges creaking loudly as he swings it open into an empty room - home only to rat droppings, crumbled flagstone, and stains.
Another door can be seen on the northern wall of the room.
Hoghead will look around the empty room Perception 13
Assuming he can't see anything (because he's really bad a looking) he will close the door and move over to Zerexius
Zerxius will examine the spikes
14
Laissez les bons temps rouler
Jane will put away the stoppered vial, torch, and her cup, pick up her shield and quarterstaff, and head over to the spikes as well. "That red stuff burned a little, but not enough to be an acid I don't think. We will have to find a different way past these spikes." She starts looking around for a handle or lever, pushing or pulling on various bumps or objects around the room.
Investigation: 16
Zerexius moves forward into the Northern Room. The north wall holds a dry fountain carved with an overarching diving dragon. A faint rotten stench pervades the room.
He leans in and gets a closer look at the spikes in the floor.
From this vantage point, it's clear the spikes were driven INTO the floor in two key places, holding pressure plates in place and preventing them from resetting.
The disarmed traps prompt Zerexius to look more carefully at the floor and across the room. He sees tracks from four humanoids moving from the South to the North towards a spot on the north-western wall. Only three sets of tracks can be seen returning from North to South. All the tracks appear to carefully avoid the pressure plates.
Hogshead sees nothing in the room itself, but as he goes to shut the door, Meepo leans in and points towards the northern door. 'Goblins, in here and there...." he gestures into the empty room and then points at the northern door.
Summary and Action
Hogshead is standing in the doorway, Meepo is urging him to push through the door to confront the Goblins.
Zerexius and Jane have moved into the northern room and are confronted with another dry fountain and a wall that has 4 tracks headed to it and 3 leading away.
Ignoring the kobald. "Looks like there has been movement in here. Four went over there then three came back. Leave the spikes they are disabling traps" he then checks out the fountain
Laissez les bons temps rouler
Rantel does his best to ensure the pressure plates and traps are sufficiently disarmed/disabled.
He looks at the dry fountain to see if there are any signs it once held any fluid other than water.
Investigation: 20
Rantel is confident the traps have been disabled, but the fountain is a bit of a mystery.
Summary and Action
Z - give me an investigation roll for the fountain
@anyone give me a survival roll for the tracks
Investigation: 9
Laissez les bons temps rouler
Zerexius leans in and sees a beautifully carved fountain, but the inner workings of it fails him.
Jane is a little frustrated after not finding anything to do with the spikes, so she turns her attention to the tracks on the floor.
Survival: 18
The tracks appear to be of 4 humanoids who headed into ..... well the wall in the NorthEastern corner of the room.
Only 4 sets of tracks emerge from the wall, and those appear to be walking in an erratic fashion as if injured or disoriented.
Following the tracks to the NorthEastern wall, Jane finds an illusion covering a door - actually it's more like a large hatch set into the wall. The hatch has a single large wheel set in the center and bars running up and down and side to side to hold the door in place.
Summary and Action
Hatch to the Northeast, dry fountain to the north, evidence of traps cleared and another adventuring party who's come this way.
Meepo continues to urge Hogshead into the empty room with a Northern door 'Goblins through here'
Hoghead moves back to his companions letting Meepo urging go unheeded. "He says that there are goblins in the room over there. I don't mind killing goblins but that's not why we're really here. Do y'all wanna go through the hatch?"