"OK," agrees Dawn. Although she can see in the dark, it's easy to miss things. So she draws her dagger, and casts a Light cantrip on the blade. If she needs to put out the light, she can just sheath the dagger.
Dawn then moves to the tunnel and starts to go through it, carefully examining the floor, walls, and ceiling as she goes, taking the extra time so she doesn't miss anything.
Gus - the illusions could have been created by a shaman I guess, I never would have thought them clever enough to do that though. The masonry work on the other hand, I suspect not lizard creature make?
((OOC Cleo is not longer a cat, familiars, to my knowledge, aren't able to cast spells. They can deliver touch range spells cast by the mage though))
Dawn moves slowly down the tunnel, and manages to see something is not quite right with the floor in front of her about 40 feet in. It's not clear WHAT it is, but there are two slits running across the length of the floor. Then when you look up to tell the group you also note there is something weird about the walls another 20 feet beyond that, and there seems to be a trip wire across the floor there. THAT seems obviously a trap. What the slits are, is less clear, but given the warning you just got, your gut is telling you 'trap'.
When you turn around you see Feydon has been following you, perhaps because he feels he must, to ensure you don't set off any traps. You can see that he was about to stop you, but you stopped yourself first. He nods once. "Yeah. That's a trap. Blade trap, I'd wager." It seems he hasn't seen the other one yet though, he's referring to the slits.
"They didn't give me anything to disarm traps with. Or to unlock things with," he adds. "But if we jump over those slits, we should be okay. Just don't step within a couple feet of them. And watch for more."
Geren moves along with the others, keeping an eye out for anything dangerous or useful.
Geren sees the trap that Feydon and Dawn are discussing - its a routine blade trap. You could try to disarm it with your thieves tools. The risk is low that it would hurt you if you fail, but its not 0%.
Geren moves along with the others, keeping an eye out for anything dangerous or useful.
Geren sees the trap that Feydon and Dawn are discussing - its a routine blade trap. You could try to disarm it with your thieves tools. The risk is low that it would hurt you if you fail, but its not 0%.
Geren gets to work disabling the trap, standing so that if it accidentally goes off there's minimal chance of it hurting him.
"Traps....alright well what about one of you go through and look for traps and we can find somewhere suitable inside to sleep? It is getting late...."
Feydon nods. "Yeah. We either push on into the cave, or we break here. I have a feeling it may be hard to find a place to setup camp deeper inside. Maybe we should leave the corridor for tomorrow. Spend the rest of the day out front, beyond the brush at the side of the cave. We can watch for anything coming and going from the entrance. Get a sense for how much traffic is coming through."
Sir Jory sighs. "Finally, he says something rational. I half expected he was going to charge down that corridor as well. Raving lunatic. I'll take first watch."
Gus - the illusions could have been created by a shaman I guess, I never would have thought them clever enough to do that though. The masonry work on the other hand, I suspect not lizard creature make?
((OOC Cleo is not longer a cat, familiars, to my knowledge, aren't able to cast spells. They can deliver touch range spells cast by the mage though))
It does seem strange to Gus that they'd be able to create such a compelling illusion. It gives you an uncomfortable feeling. It's definitely within a Liche's power to do something like that. You can't help but wonder... did you stumble directly into his lair? As you're considering this, you approach the north wall. It's definitely not lizardfolk made. And its definitely not natural. You've never seen anything quite like it.
Geren's first attempt at disarming the trap fails. His second succeeds perfectly.
Indeed - so well, that you manage to recover the blades from the slits. They'd make for interesting thrown weapons. But otherwise you can't see an immediate purpose to them.
Did you want to try to disarm the second trap? It's a matter of snipping the trip wire without applying so much pressure to it as to trigger it. If done while prone, it should mean it won't hurt you even if it goes off. Most likely anyway. Of course, you'll be momentarily vulnerable to anything that suddenly charges down the corridor, but at the moment it seems empty.
Geren snips the wire, and nothing happens, signifying that its been disarmed without going off. Two holes in the upper walls on both sides suggest that if it had gone off something would have either shot out or stabbed out at you, but at the level of your chest and head. As you're standing, Dawn notes that she see's another - you both see it in fact at about the same time. 15 feet ahead - and identical trap to the one you just disarmed. Dawn sees something else beyond that as well, but its hard to say what.
As you're considering moving further down the hall, you note that the end seems to be coming into sight as well. THere's definitely more water down there. As if to comfirm this, there's a a splashing noise, followed by a growl.
Jory, frustrated that no one is going through with the making camp idea, comes back into the cave. He starts to call down to everyone in the corridor - luckily, Hefna is standing nearby, and kicks him swiftly in the balls. He takes one point of damage, and keels over, gasping in pain.
"Shush" Hnefa says, looking down at him. Nodding his understanding, he continues to groan quietly for a minute before getting back up..
"Traps....alright well what about one of you go through and look for traps and we can find somewhere suitable inside to sleep? It is getting late...."
"OK," agrees Dawn. Although she can see in the dark, it's easy to miss things. So she draws her dagger, and casts a Light cantrip on the blade. If she needs to put out the light, she can just sheath the dagger.
Dawn then moves to the tunnel and starts to go through it, carefully examining the floor, walls, and ceiling as she goes, taking the extra time so she doesn't miss anything.
Gus - the illusions could have been created by a shaman I guess, I never would have thought them clever enough to do that though. The masonry work on the other hand, I suspect not lizard creature make?
((OOC Cleo is not longer a cat, familiars, to my knowledge, aren't able to cast spells. They can deliver touch range spells cast by the mage though))
Dawn Perception 20 (with advantage), Investigation 21 (with advantage)
Dawn moves slowly down the tunnel, and manages to see something is not quite right with the floor in front of her about 40 feet in. It's not clear WHAT it is, but there are two slits running across the length of the floor. Then when you look up to tell the group you also note there is something weird about the walls another 20 feet beyond that, and there seems to be a trip wire across the floor there. THAT seems obviously a trap. What the slits are, is less clear, but given the warning you just got, your gut is telling you 'trap'.
When you turn around you see Feydon has been following you, perhaps because he feels he must, to ensure you don't set off any traps. You can see that he was about to stop you, but you stopped yourself first. He nods once. "Yeah. That's a trap. Blade trap, I'd wager." It seems he hasn't seen the other one yet though, he's referring to the slits.
"They didn't give me anything to disarm traps with. Or to unlock things with," he adds. "But if we jump over those slits, we should be okay. Just don't step within a couple feet of them. And watch for more."
Geren moves along with the others, keeping an eye out for anything dangerous or useful.
Geren sees the trap that Feydon and Dawn are discussing - its a routine blade trap. You could try to disarm it with your thieves tools. The risk is low that it would hurt you if you fail, but its not 0%.
Geren gets to work disabling the trap, standing so that if it accidentally goes off there's minimal chance of it hurting him.
27
Feydon nods. "Yeah. We either push on into the cave, or we break here. I have a feeling it may be hard to find a place to setup camp deeper inside. Maybe we should leave the corridor for tomorrow. Spend the rest of the day out front, beyond the brush at the side of the cave. We can watch for anything coming and going from the entrance. Get a sense for how much traffic is coming through."
Sir Jory sighs. "Finally, he says something rational. I half expected he was going to charge down that corridor as well. Raving lunatic. I'll take first watch."
Geren's first attempt at disarming the trap fails. His second succeeds perfectly.
It does seem strange to Gus that they'd be able to create such a compelling illusion. It gives you an uncomfortable feeling. It's definitely within a Liche's power to do something like that. You can't help but wonder... did you stumble directly into his lair? As you're considering this, you approach the north wall. It's definitely not lizardfolk made. And its definitely not natural. You've never seen anything quite like it.
Indeed - so well, that you manage to recover the blades from the slits. They'd make for interesting thrown weapons. But otherwise you can't see an immediate purpose to them.
Did you want to try to disarm the second trap? It's a matter of snipping the trip wire without applying so much pressure to it as to trigger it. If done while prone, it should mean it won't hurt you even if it goes off. Most likely anyway. Of course, you'll be momentarily vulnerable to anything that suddenly charges down the corridor, but at the moment it seems empty.
As if reading your thoughts on this, Feydon draws his bow. He's seen the trip wire now, as Dawn pointed it out. "I'll cover for you..." he offers.
Geren drops down to disarm the tripwire.
12
Geren snips the wire, and nothing happens, signifying that its been disarmed without going off. Two holes in the upper walls on both sides suggest that if it had gone off something would have either shot out or stabbed out at you, but at the level of your chest and head. As you're standing, Dawn notes that she see's another - you both see it in fact at about the same time. 15 feet ahead - and identical trap to the one you just disarmed. Dawn sees something else beyond that as well, but its hard to say what.
As you're considering moving further down the hall, you note that the end seems to be coming into sight as well. THere's definitely more water down there. As if to comfirm this, there's a a splashing noise, followed by a growl.
"Croc" Feydon says, whispering.
Jory, frustrated that no one is going through with the making camp idea, comes back into the cave. He starts to call down to everyone in the corridor - luckily, Hefna is standing nearby, and kicks him swiftly in the balls. He takes one point of damage, and keels over, gasping in pain.
"Shush" Hnefa says, looking down at him. Nodding his understanding, he continues to groan quietly for a minute before getting back up..
“Well if we are pushing in we could sleep in the tunnel or head back out and bunker down outside….Whatever you all want is fine with Ole Eltra”