The masonry walls of this 20' wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon's open mouth. You can hear rats scurry around in this room.
POINTS OF INTEREST: DC10 Intelligence (Arcana): ?????
The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. You easily recognize it. You could muscle the lock and try and break it, but it would require a DC30 Strength (Athletics) roll to do so, at this point, most likely almost impossible to pull off. If someone had thieves tools, you could bypass the lock with a DC25. Casting a knock spell will suppress the lock for 10 minutes, allowing you to pass.
POINTS OF INTEREST: DC10 Intelligence (Arcana): Balrog. Information above.
"I've no spells in my repertoire that would aide us in opening this door. Perhaps the key is hidden somewhere in this room? Or, perhaps two of you burly gentlemen could combine your impressive strength and work together to open the door?"
“If we could combine your clerical mumbo jumbo, and my inspiring lute solo, these boys might be able to bust down the door.” Phil suggests, glancing with distaste at the rat shish-kabob.
This post has potentially manipulated dice roll results.
Balrog looks around and shakes his head, he may be a warlock, but he’s still a dwarf. He grunts and charges at the door in an attempt to help Ugg. Just before he reaches his target Balrog rolls his shoulders back, twists his legs, and throws both feet in the air in the most epic attempt to drop kick the dragon door...
As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long-undisturbed, covers every surface in this large gallery. The air here is stale.
Three alcoves are on the north wall, and one is on the south wall. Refer to the map for reference, if needed. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it.
This area only has one point of interest in it: the only globe that is lit, and the door leading to AREA 8.
Balrog approaches the glowing globe and examines it as the pale blue light washes over his face he murmurs, “must be arcane in nature, this rooms been untouched for years else the maid needs to be fired...”
You immediately recognize this orb with perfect clarity. It is cursed, and anyone approaching within 5 feet of it causes it to emit a horrifying song which induces great horror in the mind of the person, causing them to flee in terror. Because you recognize it, you stay away. It could be destroyed with a solid hit, but, again..approaching it would be UNWISE.
AREA 6 coming soon!
AREA 6: THE OLD APPROACH
The masonry walls of this 20' wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has a single keyhole, situated in the rearing dragon's open mouth. You can hear rats scurry around in this room.
POINTS OF INTEREST:
DC10 Intelligence (Arcana): ?????
Balrog approaches the door and appreciatively examines it.
arcana: 18
Ugg walks into the room and takes out a javelin and attempts to spear a few rats on its end.
(attack roll?) Attack: 20 Damage: 3
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Balrog, nice roll. Ugg, nice rats!
The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. You easily recognize it. You could muscle the lock and try and break it, but it would require a DC30 Strength (Athletics) roll to do so, at this point, most likely almost impossible to pull off. If someone had thieves tools, you could bypass the lock with a DC25. Casting a knock spell will suppress the lock for 10 minutes, allowing you to pass.
POINTS OF INTEREST:
DC10 Intelligence (Arcana): Balrog. Information above.
"I've no spells in my repertoire that would aide us in opening this door. Perhaps the key is hidden somewhere in this room? Or, perhaps two of you burly gentlemen could combine your impressive strength and work together to open the door?"
Last to know and first to be blamed...
As a free action, can I regret my life choices?
“If we could combine your clerical mumbo jumbo, and my inspiring lute solo, these boys might be able to bust down the door.” Phil suggests, glancing with distaste at the rat shish-kabob.
I would allow one attempt.
Ugg cracks his knuckles in an over show of strength and walks over to the door with a toothy smile.
"Ugg will be more than happy to push open this door for you. Who wants to add a little muscle?"
Pressing his back against the door he begins to push as hard as he can, the muscles in his powerful legs rippling with the effort as he pushes.
Atletics: 13
"Lord Arunduil will bring death to us all"
Arutha Lvl.2 Human Fighter: Arsenal of the Orc Lord
Milamber Lvl.1 Human Sorcerer: Curse of Strahd
Masque: Lvl.5 Gith Cleric: Age of Death
DM: League of Improbable Adventurers: Chapter 1 of Arunduil's Bane
Well whoever goes next, add a a 3 and whatever Judas gives ya to your roll.
Judas casts his last cantrip, Guidance, on whomever is helping Ugg in the mix, adding another 3 to their roll.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Due to Varth not having any sort of spells that adds any benefits, he just watches, commenting on his weak arms strength.
Balrog looks around and shakes his head, he may be a warlock, but he’s still a dwarf. He grunts and charges at the door in an attempt to help Ugg. Just before he reaches his target Balrog rolls his shoulders back, twists his legs, and throws both feet in the air in the most epic attempt to drop kick the dragon door...
21
Nicely done! The magic on the door fizzles and pops as it fails, allowing you to open the door and enter into the next area! Excellent!
With a groan Balrog picks himself up off the ground and mutters “I’m all bloody dusty now,” as he begins to wipe the debris from his attire.
AREA 7: THE GALLERY OF FORLORN NOTES
As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long-undisturbed, covers every surface in this large gallery. The air here is stale.
Three alcoves are on the north wall, and one is on the south wall. Refer to the map for reference, if needed. Each alcove contains a dust-covered stone pedestal with a fist-sized crystalline globe resting on it. The globes in the northern alcoves are cracked and dark, but the globe in the southern alcove glows with a soft blue light. Faint tinkling notes issue from it.
This area only has one point of interest in it: the only globe that is lit, and the door leading to AREA 8.
Balrog approaches the glowing globe and examines it as the pale blue light washes over his face he murmurs, “must be arcane in nature, this rooms been untouched for years else the maid needs to be fired...”
arcana: 21
NAT 20! BOOM!
You immediately recognize this orb with perfect clarity. It is cursed, and anyone approaching within 5 feet of it causes it to emit a horrifying song which induces great horror in the mind of the person, causing them to flee in terror. Because you recognize it, you stay away. It could be destroyed with a solid hit, but, again..approaching it would be UNWISE.
Balrog snickers to himself and says aloud, “Ugg that glowing blue orb might fetch a pretty penny back in town...”
Persusasion: 8
😂