Olive happily scampers into the next room, squeaking as she goes. She enters and it is dark and unlit. As she runs off to the left and then the right, she sees that the room is in the shape of a half circle, with the straight wall to the north, with three corridors leading out of the room heading north, one on the left side, one in the middle, and one on the right side. There is no one else in the room, and no “traps” that she can see. There is a pedestal in the middle of the room, and Olive’s nose wrinkles up as she smells… something? She can’t place it. Like something burned here long ago? A musty burnt smell, that’s all she can report to you. The pedestal looks huge to her and smooth, she doesn’t even try to climb it. She can’t see what is on top or around it near the top. After circling a couple of times, she comes running back to you, looking for a tidbit of something as a reward.
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir sits with his back against the wall, quietly playing his lute, whilst he recuperates.
"Well this hasn't gone particularly smoothly so far", he says looking around at those of his comrades that are injured. "I for one will try and more on my game once I've had a breather".
Garth lets out a frustrated laugh, "Aye. If you hadn't all run past us, we might have blocked the portcullis." He draws in a long breath, "But that's rock that's been milled already; Now we just need to find a path out, in case we have to make a hasty escape."
He settles slowly down to rest with his back to the wall, his gaze alternating between the way they came and the corridor ahead.
Seemingly well-refreshed from the rest, Garth is ready to proceed again, following behind whoever takes the lead and offering help in any perception checks.
Salamir stands an stretches, feeling his injury and noticing the blood has stopped and the swelling has reduced.
"I am ready. I can lead the way, but Garth is right, this place is not to be rushed through. We should be meticulous in our movements", he says as he slings his lute over his back and moves towards the front.
As you finish resting and stand back up, walking forward into the next room it is quiet, and you see the pedestal in the center of the room, approximately 4 feet high. On the pedestal there are several carvings, you recognize the sun, the bird head, and the triangle. On top of the pedestal there is a shallow depression filled with ash. There are other strange runes on the pedestal that you cannot read. Salamir, as you are looking at it, the only one that you can read is an elvish rune that translates into the word “Phoenix”.
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.
Javier relays what Olive saw as they enter the room, giving her a treat. "No cursory traps detected.. I wonder hmm, would lighting a fire trigger a reaction? Or could this be a ritual room for resurrection or rebirth?" He investigates the area around the pedestal being careful to not trigger any traps. Investigation: 9
Hlin and Javier, you don’t quite know what to make of this, this pedestal seems outside of your wheelhouse. You’ve never seen anything like it. You scratch your head when you look at the runes on the side of it. Norak walks in, grunts, and says “No cage here. We keep going?”
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Belkaria joins her group and continues to look at the other runes, see if she can gleam anything from them before they move on. If she can't she shrugs and agrees to go, but asks, "Which direction?"
This post has potentially manipulated dice roll results.
"It's as good a path as any", Salamir says when Garth suggests the leftmost tunnel. He starts to move carefully in that direction, keeping a wary eye and ear out for traps or hostiles.
"I know we have made a lot of noise, even though nothing has come to investigate, it doesn't mean we weren't heard. We should be quiet and wary of an ambush", he says, as he creeps forward.
Stealth: 26 Perception: 17
(OOC: Original rolls Stealth 16, Perception 12 - Passive 17)
This post has potentially manipulated dice roll results.
Javier follows once again towards the middle of the group, he makes note of the strange room hoping this, like many of the other mysteries that lie here in the cave can be solved. "If there are more of those armors lying around, I wouldn't be surprised if they function on a location based system, attacking things as they progress, I'm sure there are far worse dangers ahead though and an ambush would be ideal whilst we're in here.." He crouches low and tries to be as quiet as possible.
You gather yourselves and begin sneaking down the left corridor, Hlin and the orcs remain at the rear, the stealthier of the group go toward the front, in the middle, Javier walks forward with his lighted quill. The passageway is made of stone and is quiet. After traveling approximately 120 feet, you arrive at a stout oak door, with thick slabs and stout iron bandings. There is a lock in the door. You feel that you have been rather quiet and you haven’t heard anything on your walk down. You stop at the oak door.
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.
Salamir approaches the door carefully, looking for any kind of traps that might be present. He is careful not to step on the floor directly in front of it, for fear of another pit trap.
"Ok, now we know that things aren't exactly that simple in here. There must be some kind of trick at play here", he adds, examining the door and it's surroundings as much as possible from his position and edging closer if he is certain the floor is safe to check if it is locked.
If the group are certain all is safe and the door is locked, he will remove his thieves tools and help Garth attempt to unlock it.
Olive happily scampers into the next room, squeaking as she goes. She enters and it is dark and unlit. As she runs off to the left and then the right, she sees that the room is in the shape of a half circle, with the straight wall to the north, with three corridors leading out of the room heading north, one on the left side, one in the middle, and one on the right side. There is no one else in the room, and no “traps” that she can see. There is a pedestal in the middle of the room, and Olive’s nose wrinkles up as she smells… something? She can’t place it. Like something burned here long ago? A musty burnt smell, that’s all she can report to you. The pedestal looks huge to her and smooth, she doesn’t even try to climb it. She can’t see what is on top or around it near the top. After circling a couple of times, she comes running back to you, looking for a tidbit of something as a reward.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir sits with his back against the wall, quietly playing his lute, whilst he recuperates.
"Well this hasn't gone particularly smoothly so far", he says looking around at those of his comrades that are injured. "I for one will try and more on my game once I've had a breather".
Hit Die: 10
Garth lets out a frustrated laugh, "Aye. If you hadn't all run past us, we might have blocked the portcullis." He draws in a long breath, "But that's rock that's been milled already; Now we just need to find a path out, in case we have to make a hasty escape."
He settles slowly down to rest with his back to the wall, his gaze alternating between the way they came and the corridor ahead.
Hit die: 10
Seemingly well-refreshed from the rest, Garth is ready to proceed again, following behind whoever takes the lead and offering help in any perception checks.
Salamir stands an stretches, feeling his injury and noticing the blood has stopped and the swelling has reduced.
"I am ready. I can lead the way, but Garth is right, this place is not to be rushed through. We should be meticulous in our movements", he says as he slings his lute over his back and moves towards the front.
As you finish resting and stand back up, walking forward into the next room it is quiet, and you see the pedestal in the center of the room, approximately 4 feet high. On the pedestal there are several carvings, you recognize the sun, the bird head, and the triangle. On top of the pedestal there is a shallow depression filled with ash. There are other strange runes on the pedestal that you cannot read. Salamir, as you are looking at it, the only one that you can read is an elvish rune that translates into the word “Phoenix”.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir looks at the runes carefully.
"Hm, this one translates as Phoenix. Can't read the others. That and the ash suggests something is burned and reborn, perhaps?", he says.
Javier relays what Olive saw as they enter the room, giving her a treat. "No cursory traps detected.. I wonder hmm, would lighting a fire trigger a reaction? Or could this be a ritual room for resurrection or rebirth?" He investigates the area around the pedestal being careful to not trigger any traps. Investigation: 9
Hlin looks at the ash "Could this be phoenix ashes"
She also investigated for any other clues
Investigation check
9
Hlin and Javier, you don’t quite know what to make of this, this pedestal seems outside of your wheelhouse. You’ve never seen anything like it. You scratch your head when you look at the runes on the side of it. Norak walks in, grunts, and says “No cage here. We keep going?”
A wizard is never late, nor is he early, he arrives precisely when he means to.
Belkaria joins her group and continues to look at the other runes, see if she can gleam anything from them before they move on. If she can't she shrugs and agrees to go, but asks, "Which direction?"
Hlin follows the others as they proceed forward
Garth examines the pedestal briefly, then turns away. The arcane is not his territory.
He checks the straps of his armour and nods at a door, "I'd say we take the left-most route from the way we came in."
"It's as good a path as any", Salamir says when Garth suggests the leftmost tunnel. He starts to move carefully in that direction, keeping a wary eye and ear out for traps or hostiles.
"I know we have made a lot of noise, even though nothing has come to investigate, it doesn't mean we weren't heard. We should be quiet and wary of an ambush", he says, as he creeps forward.
Stealth: 26
Perception: 17
(OOC: Original rolls Stealth 16, Perception 12 - Passive 17)
Javier follows once again towards the middle of the group, he makes note of the strange room hoping this, like many of the other mysteries that lie here in the cave can be solved. "If there are more of those armors lying around, I wouldn't be surprised if they function on a location based system, attacking things as they progress, I'm sure there are far worse dangers ahead though and an ambush would be ideal whilst we're in here.." He crouches low and tries to be as quiet as possible.
Stealth check: 13
Garth moves off behind Salamir.
Stealth: 29
Perception: 8 (passive 13)
Hlin follows Garth as quietly as she can muster in armor.
Stealth with disadvantage
10
Perception
12
You gather yourselves and begin sneaking down the left corridor, Hlin and the orcs remain at the rear, the stealthier of the group go toward the front, in the middle, Javier walks forward with his lighted quill. The passageway is made of stone and is quiet. After traveling approximately 120 feet, you arrive at a stout oak door, with thick slabs and stout iron bandings. There is a lock in the door. You feel that you have been rather quiet and you haven’t heard anything on your walk down. You stop at the oak door.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Salamir approaches the door carefully, looking for any kind of traps that might be present. He is careful not to step on the floor directly in front of it, for fear of another pit trap.
"Ok, now we know that things aren't exactly that simple in here. There must be some kind of trick at play here", he adds, examining the door and it's surroundings as much as possible from his position and edging closer if he is certain the floor is safe to check if it is locked.
If the group are certain all is safe and the door is locked, he will remove his thieves tools and help Garth attempt to unlock it.
Perception: 27 (Passive: 17)
Investigation: 5 (Passive: 11)
Between Salamir’s look and help from Garth, it is apparent that there are no traps on the door or the floor in front of it.
A wizard is never late, nor is he early, he arrives precisely when he means to.