As Hlin, Garth, and Salamir look in the room, there is nothing else that they see there, there is no movement, no sound, no sign of any other exits other than the way they came. There is nothing else that you perceive.
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A wizard is never late, nor is he early, he arrives precisely when he means to.
This post has potentially manipulated dice roll results.
“Yes these yellow ish patches would match the description of our missing friend…” he says as he takes some notes on what he’s seeing (Arcana: 8 investigation: 13 to see if magical and also if it’s safe to be around etc)
(( Garth has not entered. Hes at the entrance, declaring it as a baited trap, and looking for a means of disturbing the lantern without wasting arrows. ))
As the group all stands at the entrance to the lighted cavern Belkaria looks around and after seeing the yellowish patches, "Those are definitely the ones to stay away from! Do not touch with a 10 foot pole!"
Looking at the declared trap in front of them, she tends to agree that the whole situation seems out of place, and why was the lantern lit now? She whispers to Garth, "Fish people from the moon? Now that I gotta see."she raises her hands and with a few mumbled words casts thaumaturgy causing harmless tremors around the lantern and the golden nuggets.
Belkaria, as you finish, the lantern flickers, the ground rumbles, it tilts and totters in a normal fashion and the flame responds in a typical manner, and when it ends, it is calm again. The nuggets rumble and move around slightly with the tremor, what you would expect, but remain in roughly the same place when it ends. Nothing further happens in the room. Javier, being at the rear you hear a couple of giggles echo down the shaft behind you, as you turn you see nothing, and you all turn back around to peer into the room and it appears as before. Javier you do not detect any magic here.
"I think your right about those yellow spots, best stay away. I say lets leave this one alone, unless anyone wants to enter deeper"Hlin waits for the others, before continuing down the other passageway.
"Agreed, I am happy to move on. There is something in here playing tricks, and I struggle to believe it is bandits or goblins", he says with a shake of his head.
"Perhaps we will find some explanation if we keep moving".
He covers the lantern once again so as not to give away their position and keeps his eyes and ears open as they move.
Javier whispers, “I just heard more laughter from behind us, perhaps the final path will lead us to where we have to go… worst case we come back through here if we have to. Does that sound like a plan?” Before leaving he’ll use his telekinesis to move the lantern around the room to see if anything happens.
With that, he turns back to the remaining branch of the path, once more taking the lead and trying to blend into the shadows almost at the limit of their light. He moves slowly looking for more trip wires or anything else he finds suspicious.
Belkaria shrugs as the rest decide to move on from the room. It intrigues her how it looks to be set up like a trap and how the lamp was on now but not earlier? She looks around one last time to see if anything jumps out at her and then follows her group down the last path.
Javier, as you push the lantern around you are careful as you can be, (please roll a dexterity check) and the lantern appears to be pushed around the room. Nothing else happens. The gold nuggets stay on the floor where they are, left in the room.
You turn back toward the four-way intersection, and turn right, heading up the passage that you have not travelled yet. Garth you don't see anything, you are making no sound as you pass along the shaft, you are moving very quietly. ((How far back are the other party members? What is the spacing like in between you?)) You do not hear any other sounds, you make your way 50 feet forward and then you come to another intersection. You could turn right, you see a hollowed out shaft and you also see a turn to the left, or you could continue straight on. As you listen, you hear nothing but the soft crunch of your own feet on dirt and stone. Except for Garth, who is moving as quiet as a cat.
As you come to the intersection, Javier, roll me a perception check with advantage, for Olive.
Which way, adventurers?
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A wizard is never late, nor is he early, he arrives precisely when he means to.
(( If there is a light source, Garth will travel 5-10' INSIDE the dim light range of that source so he can use normal perception for things nearby. He will try to stick to the edges of the corrodor to avoid being outlined by whatever light source is being used. Otherwise -- if total darkness -- he's 30' ahead ))
Garth pauses when he reaches the intersection, waiting for the others to catch up before moving off to the left if no-one objects.
Salamir falls in behind Hiln, his short bow in one hand and the lantern in the other, opened so as to provide light for Garth. This places Garth 50ft ahead of him and a little less ahead of Hiln.
"I have to confess, mines are well out of my comfort zone. How far do people think this tunnel goes on?", he whispers to those around him.
He keeps his ears peeled for more laughter, wanting to know if it was still ahead of them, or now behind. Worse still, could it be both?!
Javier, you push the lantern around the cavern, managing not to topple it over or break it. Nothing else happens. Olive squirms a little when you come to the intersection, seems to be sniffing the air, but you don't get any feelings, no input otherwise.
Salamir, as you come to the four-way intersection, you smell something very faint off to the west, it smells bad to you. Also, you do indeed hear some giggling, briefly, behind you. You mention it to the others. Everything else is quiet, you don't see or hear anything else, or history or intelligence check.
Garth you have that nagging feeling again, a feeling that you've seen or heard something before. Please roll an insight check for me with advantage.
As Hlin, Garth, and Salamir look in the room, there is nothing else that they see there, there is no movement, no sound, no sign of any other exits other than the way they came. There is nothing else that you perceive.
A wizard is never late, nor is he early, he arrives precisely when he means to.
(( Any stones or throwable items? ))
((As you enter the shaft and proceed to enter the chamber there are some stones on the floor, sure.))
Garth from where you are standing, looking at the nuggets, you estimate the value of each of them at around 17 gold pieces.
A wizard is never late, nor is he early, he arrives precisely when he means to.
“Yes these yellow ish patches would match the description of our missing friend…” he says as he takes some notes on what he’s seeing (Arcana: 8 investigation: 13 to see if magical and also if it’s safe to be around etc)
(( Garth has not entered. Hes at the entrance, declaring it as a baited trap, and looking for a means of disturbing the lantern without wasting arrows. ))
As the group all stands at the entrance to the lighted cavern Belkaria looks around and after seeing the yellowish patches, "Those are definitely the ones to stay away from! Do not touch with a 10 foot pole!"
Looking at the declared trap in front of them, she tends to agree that the whole situation seems out of place, and why was the lantern lit now? She whispers to Garth, "Fish people from the moon? Now that I gotta see." she raises her hands and with a few mumbled words casts thaumaturgy causing harmless tremors around the lantern and the golden nuggets.
Belkaria, as you finish, the lantern flickers, the ground rumbles, it tilts and totters in a normal fashion and the flame responds in a typical manner, and when it ends, it is calm again. The nuggets rumble and move around slightly with the tremor, what you would expect, but remain in roughly the same place when it ends. Nothing further happens in the room. Javier, being at the rear you hear a couple of giggles echo down the shaft behind you, as you turn you see nothing, and you all turn back around to peer into the room and it appears as before. Javier you do not detect any magic here.
A wizard is never late, nor is he early, he arrives precisely when he means to.
"I think your right about those yellow spots, best stay away. I say lets leave this one alone, unless anyone wants to enter deeper" Hlin waits for the others, before continuing down the other passageway.
Salamir backs away from the chamber.
"Agreed, I am happy to move on. There is something in here playing tricks, and I struggle to believe it is bandits or goblins", he says with a shake of his head.
"Perhaps we will find some explanation if we keep moving".
He covers the lantern once again so as not to give away their position and keeps his eyes and ears open as they move.
Perception: 14
Javier whispers, “I just heard more laughter from behind us, perhaps the final path will lead us to where we have to go… worst case we come back through here if we have to. Does that sound like a plan?” Before leaving he’ll use his telekinesis to move the lantern around the room to see if anything happens.
Garth nods, "Agreed. This can wait."
With that, he turns back to the remaining branch of the path, once more taking the lead and trying to blend into the shadows almost at the limit of their light. He moves slowly looking for more trip wires or anything else he finds suspicious.
Stealth: 28
Perception: 14 (passive 13)
Belkaria shrugs as the rest decide to move on from the room. It intrigues her how it looks to be set up like a trap and how the lamp was on now but not earlier? She looks around one last time to see if anything jumps out at her and then follows her group down the last path.
Perception 11
Javier, as you push the lantern around you are careful as you can be, (please roll a dexterity check) and the lantern appears to be pushed around the room. Nothing else happens. The gold nuggets stay on the floor where they are, left in the room.
You turn back toward the four-way intersection, and turn right, heading up the passage that you have not travelled yet. Garth you don't see anything, you are making no sound as you pass along the shaft, you are moving very quietly. ((How far back are the other party members? What is the spacing like in between you?)) You do not hear any other sounds, you make your way 50 feet forward and then you come to another intersection. You could turn right, you see a hollowed out shaft and you also see a turn to the left, or you could continue straight on. As you listen, you hear nothing but the soft crunch of your own feet on dirt and stone. Except for Garth, who is moving as quiet as a cat.
As you come to the intersection, Javier, roll me a perception check with advantage, for Olive.
Which way, adventurers?
A wizard is never late, nor is he early, he arrives precisely when he means to.
(( If there is a light source, Garth will travel 5-10' INSIDE the dim light range of that source so he can use normal perception for things nearby. He will try to stick to the edges of the corrodor to avoid being outlined by whatever light source is being used. Otherwise -- if total darkness -- he's 30' ahead ))
Garth pauses when he reaches the intersection, waiting for the others to catch up before moving off to the left if no-one objects.
((I was using mage hand from as far away as possible just in case that wasn’t clear.)) dex: 18
Perception: 18 13
Hlin once again takes the front and follows Garth. She is ready to see what mysteries lie ahead.
(Don’t know why my rolls changed, the originals were dex 16, perception 11 and 6 I believe??)
Salamir falls in behind Hiln, his short bow in one hand and the lantern in the other, opened so as to provide light for Garth. This places Garth 50ft ahead of him and a little less ahead of Hiln.
"I have to confess, mines are well out of my comfort zone. How far do people think this tunnel goes on?", he whispers to those around him.
He keeps his ears peeled for more laughter, wanting to know if it was still ahead of them, or now behind. Worse still, could it be both?!
Perception: 11 (Passive: 17)
Javier, you push the lantern around the cavern, managing not to topple it over or break it. Nothing else happens. Olive squirms a little when you come to the intersection, seems to be sniffing the air, but you don't get any feelings, no input otherwise.
Salamir, as you come to the four-way intersection, you smell something very faint off to the west, it smells bad to you. Also, you do indeed hear some giggling, briefly, behind you. You mention it to the others. Everything else is quiet, you don't see or hear anything else, or history or intelligence check.
Garth you have that nagging feeling again, a feeling that you've seen or heard something before. Please roll an insight check for me with advantage.
A wizard is never late, nor is he early, he arrives precisely when he means to.
Garth Insight: 21 (passive 18 given advantage)