Kirinar will put his shoulder into it, then look at Ransyl and say, "Come on, dwarf, let's show these folks what real fighters can do to a stubborn door!" On the count of three, he'll put his back and legs into it and push (or pull) the door.
Kirinar will put his shoulder into it, then look at Ransyl and say, "Come on, dwarf, let's show these folks what real fighters can do to a stubborn door!" On the count of three, he'll put his back and legs into it and push (or pull) the door.
With your combined strength you are able to open the door.
A solemn entry hall flanked with statues, their reptilian features festooned with vines and creepers, opens up beyond the temple doors. The hall leads on into a broad, dark corridor that heads deeper inside, the walls ornately carved with writhing serpents and towering trees. The brooding quiet and invading plant life would have you believe you are the first to set foot in this ancient space in some time, but the clear path through the detritus littering the stone floor suggests otherwise.
At the end of the hallway you see a barricade set up.
This post has potentially manipulated dice roll results.
"Perhaps I should go in and do some scouting around before we all go in," says Keyleth. "From the path it looks like someone might be here, and we'd be better off not alerting them to our presence with metal armor and torches before we're aware of theirs."
She will stealthily enter the first room and look up at the ceiling. If there is nothing of note, she will inspect the statues without touching them. If still nothing, she will then advance to the corner before the barricade, and standing against the wall, peek her head around the corner to the west.
Stealth: 19
OoC: Putting a few actions in one post so it doesn't take a day IRL to get through one room that may not even have anything in it. Let me know what if any rolls are needed along the way (investigation, perception, etc.).
Kirinar will be ready to light a torch and carry it in his right hand, his shield in his left. If it comes to a fight, he'll drop the torch and count on it staying lit while he takes care of any kobolds they run across. Of course, if Keyleth calls out, he'll rush in without the torch and count on the daylight reaching far enough in to the hall...
Light spills in from behind you from the outside, giving 30 ft. of bright light and a further 30 ft. of dim light before trailing into darkness. You can make out the barricade at the end of the hallway.
As Keyleth takes a look around she sees that there are vents in the ground behind the statues but are too small for you to fit in.
OoC: On the map it looks like the hallway forms a T in front of the barricade. Is that the case? Can Keyleth see anything around the corners? (Note that she has darkvision)
OoC: On the map it looks like the hallway forms a T in front of the barricade. Is that the case? Can Keyleth see anything around the corners? (Note that she has darkvision)
That's an issue with the map. The whole end of the hallway is barricaded so you can't see past the barricade.
Keyleth hears some soft rustling and a click and her instincts kick in. A hail of bits of stone and gravel fly out of the barricade at you. You hear the squeal of kobolds behind the barricade as the stuff comes at you.
"I suppose you're right; safety first," Keyleth replies, pulling back her hand and carefully examining the door first.
Investigation: 7
If it seems safe, she will open it with Kirinar's help.
OoC: whelp
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
You reach for the door and give the handles a pull....
But the heavy stone doors do not budge. You didn't see any traps and the doors do not appear to be locked.
Kirinar will put his shoulder into it, then look at Ransyl and say, "Come on, dwarf, let's show these folks what real fighters can do to a stubborn door!" On the count of three, he'll put his back and legs into it and push (or pull) the door.
Athletics: 13 (plus any bonus from Ransyl's aid.)
Love God. Love Others. Any Questions?
Roll another d20
19
Love God. Love Others. Any Questions?
With your combined strength you are able to open the door.
A solemn entry hall flanked with statues, their reptilian features festooned with vines and creepers, opens up beyond the temple doors. The hall leads on into a broad, dark corridor that heads deeper inside, the walls ornately carved with writhing serpents and towering trees. The brooding quiet and invading plant life would have you believe you are the first to set foot in this ancient space in some time, but the clear path through the detritus littering the stone floor suggests otherwise.
At the end of the hallway you see a barricade set up.
“Alright then,” Faen begins. “Who’s going first?”
"Perhaps I should go in and do some scouting around before we all go in," says Keyleth. "From the path it looks like someone might be here, and we'd be better off not alerting them to our presence with metal armor and torches before we're aware of theirs."
She will stealthily enter the first room and look up at the ceiling. If there is nothing of note, she will inspect the statues without touching them. If still nothing, she will then advance to the corner before the barricade, and standing against the wall, peek her head around the corner to the west.
Stealth: 19
OoC: Putting a few actions in one post so it doesn't take a day IRL to get through one room that may not even have anything in it. Let me know what if any rolls are needed along the way (investigation, perception, etc.).
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Kirinar will be ready to light a torch and carry it in his right hand, his shield in his left. If it comes to a fight, he'll drop the torch and count on it staying lit while he takes care of any kobolds they run across. Of course, if Keyleth calls out, he'll rush in without the torch and count on the daylight reaching far enough in to the hall...
Love God. Love Others. Any Questions?
Faen is standing tense but at the ready by the door, clutching her staff in her hands.
Light spills in from behind you from the outside, giving 30 ft. of bright light and a further 30 ft. of dim light before trailing into darkness. You can make out the barricade at the end of the hallway.
As Keyleth takes a look around she sees that there are vents in the ground behind the statues but are too small for you to fit in.
For all maps 1 sq = 5 ft
OoC: On the map it looks like the hallway forms a T in front of the barricade. Is that the case? Can Keyleth see anything around the corners? (Note that she has darkvision)
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
That's an issue with the map. The whole end of the hallway is barricaded so you can't see past the barricade.
But you can tell there are further passages behind it
Can she hear anything on the other side of the barricade, if she presses against it?
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Roll perception and we will see...or hear I suppose
Perception: 17
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Keyleth hears some soft rustling and a click and her instincts kick in. A hail of bits of stone and gravel fly out of the barricade at you. You hear the squeal of kobolds behind the barricade as the stuff comes at you.
Everyone roll a Dex save
Dex Save: 14
"Darvin" | Changeling | Hexblade 1 / Swords Bard 6 | Descent Into Avernus (AC 19; PP 14; 52/52 HP)
Anton Chergoba | Human | Battlemaster 4 | Lost Mines of Phandelver (AC 20; PP 14; 36/36 HP)
Dexterity Save: 2