OOC: Not to rain on the Hox parade (16 wasn't enough anyway), but picking locks with Thieves' Tools takes a base DEX check (+ proficiency bonus), as opposed to sleight of hand.
Hox has as much of a struggle with the door's locking mechanism. Try as he might, the lock won't budge.
This post has potentially manipulated dice roll results.
(Shoot, just so used to using sleight of hand on Hox.)
Hox nods and walks up to the other wooden door. For some reason, he knocks on the door a few times before waiting and then using the lockpicks on the door.
"Open them with violence...or find a key somewhere within this place..." muses Therien aloud. Halfheartedly, he looks around the room, hoping for some clue about what to do next.
Then, making eye contact with Bartle, he says, "Have you ANY knowledge of this place? Or these doors?"
"I am hungry, and my feet continue to drip blood. Lets settle down for a quick meal next to the cave in. Then we can either try to open the doors again or break them down."
Lets do a short rest for 20-30 minutes. Then Hox can try the doors again or I'll break them down.
Bartle crosses his arms, seemingly put off by the question. "Do I have any knowledge of this place? Of course I have some knowledge of this place, I placed Bob here, and I know what lies in the Vault. However, if I knew the inner workings of every door and trap inside these chambers I wouldn't have had to hire you all for help, hmm? Though if I may offer some sage advice, I would beckon you to look more closely for that which you cannot see. For example, that statue in the entrance had a lever inside its maw that surely would have opened an entrance of some sort. That stone door to the south is probably the same stone door that lay near the statue. Those who hid the Vault in here surely would not leave an obvious opening to find it," he guffaws.
"Yes, yes, Gruun tired, Gruun rest, then Gruun smash. Every hour that passes may be an hour too late to open the Vault, remember. I believe that we still have time, but the passage of time is difficult to track in these tunnels, yes. Who knows how long it will take us to find our way through, hmm?" Bartle's chins wiggle as he explains.
OOC: Keep in mind a short rest must be at least an hour long to gain the benefits of recovery.
The party rests and catches their breath for an uncomfortable hour within the diamond-filled cavern. Bartle spends most of the time fiddling with the large ruby and muttering something about "damned faeries".
OOC: For clarification, the statue mentioned was the one with the yawning maw back where you defeated Bob, allegedly outside the locked stone door at the south wall. The party has received the benefits of a short rest and may roll hit dice (Therien's recovery has been added and his temp HP has expired).
OOC: CON modifier is added for each hit die, so 35 total for Gruun. Hox and Gruun's sheets have been updated to reflect the short rest.
Action is on the party, let's do this!
Tracking: There are two wooden doors along the north wall, aside from the door you entered through. Both are locked. There is an iron door along the east wall, which leads to a cave-in. There is a stone door along the south wall, which is locked. This massive room is filled with piles and piles of fist-sized diamonds
This post has potentially manipulated dice roll results.
"Not for very long, but anything on the other side will be awakened from the dead by the time I get it open. Bartle, is there a door you would suggested over the other?"
Gruun milks the handle of his Greataxe while looking between the doors. Their rest has renewed his thirst for battle.
If Bartle suggests a door Gruun will move against it, if not whichever is closest.
Athletics: 20 or Attack: 7 Damage: 13 whichever you prefer
OOC: Base STR check to bust open the door, or an attack + damage roll is more fitting for an actual attack with a weapon against it. I'll assume both for Gruun for this turn.
"You're the experts," Bartle offers, as helpful as ever. "Your guess is as good as mine."
Hox attempts once more to pick the locks on the wooden doors. The westernmost door is as troublesome as the first attempt. Trying the other wooden door, Hox hears a loud click as if the lock has been released, but when he pulls the pick out, finds that it has become cracked and damaged. (OOC: Future uses will be at disadvantage until the Thieves' Tools can be repaired)
Gruun winds up, throwing his might against the westernmost door, but it remains sturdy on its hinges. Then, with a grunt, Gruun's greataxe sinks into the wood grain with an overhead chop. Splinters float through the air and the door sags inward, but still attached to its hinges and locked. Surely the door could not withstand much more from the barbarian's greataxe.
OOC: Not to rain on the Hox parade (16 wasn't enough anyway), but picking locks with Thieves' Tools takes a base DEX check (+ proficiency bonus), as opposed to sleight of hand.
Hox has as much of a struggle with the door's locking mechanism. Try as he might, the lock won't budge.
See my profile for all my PbP threads!
"Give that second wooden door a try, Hox," Therien says. "If that doesn't work, then we may need to let Gruun swing away with his axe."
(Shoot, just so used to using sleight of hand on Hox.)
Hox nods and walks up to the other wooden door. For some reason, he knocks on the door a few times before waiting and then using the lockpicks on the door.
Thieves tools: 22
Gruun goes to the still locked wooden door and will begin tapping it different places to try and find a weak point if he needs to break it down.
Investigation16
Hox faces the same difficulty with the other wooden door while Gruun inspects the door to find that its make is unfamiliar to him.
See my profile for all my PbP threads!
"Open them with violence...or find a key somewhere within this place..." muses Therien aloud. Halfheartedly, he looks around the room, hoping for some clue about what to do next.
Then, making eye contact with Bartle, he says, "Have you ANY knowledge of this place? Or these doors?"
"I am hungry, and my feet continue to drip blood. Lets settle down for a quick meal next to the cave in. Then we can either try to open the doors again or break them down."
Lets do a short rest for 20-30 minutes. Then Hox can try the doors again or I'll break them down.
Bartle crosses his arms, seemingly put off by the question. "Do I have any knowledge of this place? Of course I have some knowledge of this place, I placed Bob here, and I know what lies in the Vault. However, if I knew the inner workings of every door and trap inside these chambers I wouldn't have had to hire you all for help, hmm? Though if I may offer some sage advice, I would beckon you to look more closely for that which you cannot see. For example, that statue in the entrance had a lever inside its maw that surely would have opened an entrance of some sort. That stone door to the south is probably the same stone door that lay near the statue. Those who hid the Vault in here surely would not leave an obvious opening to find it," he guffaws.
"Yes, yes, Gruun tired, Gruun rest, then Gruun smash. Every hour that passes may be an hour too late to open the Vault, remember. I believe that we still have time, but the passage of time is difficult to track in these tunnels, yes. Who knows how long it will take us to find our way through, hmm?" Bartle's chins wiggle as he explains.
OOC: Keep in mind a short rest must be at least an hour long to gain the benefits of recovery.
See my profile for all my PbP threads!
"Curious," he remarks. "Very well then. Gruun will rest. As will I. Thank you, Bartle."
Therien is down on hit points as well. If the short rest can be assumed, he'll use two hit dice regaining 9 hit points.
The party rests and catches their breath for an uncomfortable hour within the diamond-filled cavern. Bartle spends most of the time fiddling with the large ruby and muttering something about "damned faeries".
OOC: For clarification, the statue mentioned was the one with the yawning maw back where you defeated Bob, allegedly outside the locked stone door at the south wall. The party has received the benefits of a short rest and may roll hit dice (Therien's recovery has been added and his temp HP has expired).
See my profile for all my PbP threads!
Hox Hit dice: 3
29
Do I add my CON modifer per dice or just once?
OOC: CON modifier is added for each hit die, so 35 total for Gruun. Hox and Gruun's sheets have been updated to reflect the short rest.
Action is on the party, let's do this!
Tracking:
There are two wooden doors along the north wall, aside from the door you entered through. Both are locked.
There is an iron door along the east wall, which leads to a cave-in.
There is a stone door along the south wall, which is locked.
This massive room is filled with piles and piles of fist-sized diamonds
See my profile for all my PbP threads!
"What do you think, Gruun?" asks Therien. "Does either of these wooden doors stand a chance against your axe?"
"Not for very long, but anything on the other side will be awakened from the dead by the time I get it open. Bartle, is there a door you would suggested over the other?"
Gruun milks the handle of his Greataxe while looking between the doors. Their rest has renewed his thirst for battle.
If Bartle suggests a door Gruun will move against it, if not whichever is closest.
Athletics: 20 or Attack: 7 Damage: 13 whichever you prefer
Hox will try his luck once more on the doors.
1st door: 13
2nd door: 14
OOC: Base STR check to bust open the door, or an attack + damage roll is more fitting for an actual attack with a weapon against it. I'll assume both for Gruun for this turn.
"You're the experts," Bartle offers, as helpful as ever. "Your guess is as good as mine."
Hox attempts once more to pick the locks on the wooden doors. The westernmost door is as troublesome as the first attempt. Trying the other wooden door, Hox hears a loud click as if the lock has been released, but when he pulls the pick out, finds that it has become cracked and damaged. (OOC: Future uses will be at disadvantage until the Thieves' Tools can be repaired)
Gruun winds up, throwing his might against the westernmost door, but it remains sturdy on its hinges. Then, with a grunt, Gruun's greataxe sinks into the wood grain with an overhead chop. Splinters float through the air and the door sags inward, but still attached to its hinges and locked. Surely the door could not withstand much more from the barbarian's greataxe.
See my profile for all my PbP threads!
Therien feels a strange sense of suspense regarding the possibility of continuing past the door that Gruun is destroying. "One more swing..."
Gruun will give it another shove and then finish it with the Greataxe as needed.
Athletics: 20 or Attack: 9 Damage: 8
The wood splinters slightly as Gruun slams into it once more, then falls open with a loud crack when his axe split it down the middle.
The dust settles, revealing another 10-foot wide corridor that immediately turns to the west for about 30 feet before forking to the north and south.
See my profile for all my PbP threads!