As you put the ring into the slot the wall in front of you starts sinking slowly into the floor with a heavy sound. Beyond the gate stone, the corridor widens to 10 feet and turns southward where steps lead down steeply to a corridor that goes west. After a few feets you encounter a wooden door that block your path.
I cast Detect Magic and use Divine Sense around the door.
investigation 13 I laugh loudly "Is being clear! Clearly is being trap!"
I also poke the silver coins with my spear. If nothing happens, I'll take a couple handfuls for trap detection 100 sp). "You can be having the monies guys. I am not needing more than a leetle bit."
cast Cure Wounds to top everybody off at full health.
If everything is fine, I'll take a long rest to recover spells.
You don't see any magic coming from anywhere in the corridor. The door looks like the other ones: it's wooden, it has a handle, and can both be pushed and pulled. The corridor around you is made of solid stone.
You can take a long rest if everyone's ok with doing it as usual.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
If the group wants another rest, Lumiere will keep on watch (she's only 1 ki point down, but knows that if people are sleeping, she can take an early watch and go to sleep later in case things attack).
You prepare your things to pass the night in the dungeon. Lumiere stays awake for a bit and during the night she hears strange sounds of claws and stone coming from the hallways, but she isn't able to get the exact location of the noise. Then she goes to sleep as well. Other than that the night passes uneventful.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
You see yourself getting dragged towards the pit but you are able to oppose the force dragging you in, and you find your feet barely touching the ground before the drop. You managed not to fall. In front of you there's a pit and after it, 10 feet of corridor. Then another door identical to the one you just opened.
The check was just for Falmo and no, you wouldn't have had advantage because it wasn't an attack.
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
Lumiere will happily light the way back to the chapel to attempt this.
As you put the ring into the slot the wall in front of you starts sinking slowly into the floor with a heavy sound. Beyond the gate stone, the corridor widens to 10 feet and turns southward where steps lead down steeply to a corridor that goes west. After a few feets you encounter a wooden door that block your path.
"A path lies ahead." Lumiere says, as she holds her lantern out again, ready to inspect the passageway and the door.
Investigation: 19
Perception: 19
I cast Detect Magic and use Divine Sense around the door.
investigation 13 I laugh loudly "Is being clear! Clearly is being trap!"
I also poke the silver coins with my spear. If nothing happens, I'll take a couple handfuls for trap detection 100 sp). "You can be having the monies guys. I am not needing more than a leetle bit."
cast Cure Wounds to top everybody off at full health.
If everything is fine, I'll take a long rest to recover spells.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
You don't see any magic coming from anywhere in the corridor. The door looks like the other ones: it's wooden, it has a handle, and can both be pushed and pulled. The corridor around you is made of solid stone.
You can take a long rest if everyone's ok with doing it as usual.
I’m fine with taking a long rest.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
If the group wants another rest, Lumiere will keep on watch (she's only 1 ki point down, but knows that if people are sleeping, she can take an early watch and go to sleep later in case things attack).
You prepare your things to pass the night in the dungeon. Lumiere stays awake for a bit and during the night she hears strange sounds of claws and stone coming from the hallways, but she isn't able to get the exact location of the noise. Then she goes to sleep as well. Other than that the night passes uneventful.
You have recovered all your spells and HP.
Falmo will eat some travel rations, and then examine the door that blocks the way forward: 20 or 17
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
It looks like there isn't anything out of the ordinary about the door.
Falmo will very carefully open it. He will dodge before doing so.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
As soon as you touch the door it opens violently and a magical force pulls you inwards inside the room and towards a pit.
Roll me a Dexterity saving throw.
(I have would have advantage because of dodge, right?)
24
If Jerigg is next to me, I would also get I think a +3 bonus.
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(Is this for all of us, or just Falmo?)
Dexterity Saving Throw: 30
If it's for all of us:
Dex: 22
You see yourself getting dragged towards the pit but you are able to oppose the force dragging you in, and you find your feet barely touching the ground before the drop. You managed not to fall. In front of you there's a pit and after it, 10 feet of corridor. Then another door identical to the one you just opened.
The check was just for Falmo and no, you wouldn't have had advantage because it wasn't an attack.
(Dodge gives advantage to Dex saving throws though . . .)
How deep is the pit? And how far does it extend?
Check out my Extended signature here
Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
Currently DMing: Princes of the Apocalypse, Out of the Abyss, Coliseum of Conquest—The Arena (Sometimes)
(My bad, I stopped reading before I got to that point, sorry :/)
You look into the pit and you see that it's 10 feet deep, with metal spikes at the end.
Ubogri follows Falmo.
"You trying to be making stress or making joke? Bah, maybe everybody just tired live..."
If the pits are like the ones at the entrance, we should check the bottom.
I carefully probe around the pit with my spear and throw 5 sp into it. "There is being treasure on the bottom!"
Investigation on Pit 15
I use Mage Hand to open the next door.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale