Hox will take out his lockpicks and try to pick the lock on the door if it has one. "More gold, more gold..." Hox mutters to himself as he picks the lock.
This door has a similar locking mechanism and Hox can't quite remember how he got the last one to open. He is unsuccessful and the door remains locked.
Tracking: There are two wooden doors along the north wall. There is an iron door along the east wall. There is a stone door along the south wall.
"That's no trouble, Hox,"remarks Therien after the kobold's unsuccessful attempt to open the door. Looking to the east, the elf mutters, "The iron door..."
Therien walks toward the eastern wall and, with Bartle's words of caution still pressing on his thoughts, utilizes Mage Hand a third time, hoping to learn if the iron door is trapped or can be opened.
Walking the edge of the room to the east wall, Therien's mage hand faces similar results with the iron door; though it seems locked and does not move, there are no other ill effects.
OOC: Using Thieves' Tools is actually not at disadvantage if you aren't proficient, you just don't get the proficiency bonus, so I'll use the first roll.
Together, Hox and Therien work the ancient lock of the iron door and release the last tumbler with a familiar satisfying click. The door opens and causes a plume of dust to rise off the floor of the ancient corridor inside. The corridor turns to the north, but ends in a cave-in after 50 feet.
Tracking: There are two wooden doors along the north wall, aside from the door you entered through. 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.
If it seems to be free of traps, then he steps back 30' and attempts to use Mage Hand to open the door. If, however, the door is locked, then Therien gives the thieves' tools a go...
A close inspection of the door shows Therien that the handle is set with a trap that will trigger on touch, most likely releasing some sort of substance from a tube inside.
This post has potentially manipulated dice roll results.
Therien explains to Gruun and Hox that the door is rigged with a trap. Before making an attempt to disarm it, Therien takes a look at the other wooden door in the north wall...
"Well, it lacks creativity, but let me try Mage Hand once again," says Therien.
Having Hox and Gruun stand with him to the side of the wooden door, Therien directs the spectral hand to open the western door in the north wall. (Hox and Gruun can be as far away as the room will allow; Therien, of course, must stay within 30' of the door.) "Hopefully the trap targets only the area directly in front of the door."
Gruun: The corridor has well and truly caved in. It would probably take tendays of work to clear.
The party steps back and Therien's mage hand attempts to open the wooden door. On contact, a puff of noxious gass erupts from the door. The spectral hand continues its work undisturbed, but is unable to open the door. It seems that this door is locked as well.
With the Mage Hand spell still in effect, Therien proceeds to trigger the trap that's on the other wooden door as well. Then the elf will try to unlock both doors with Hox's thieves' tools...
Hox will take out his lockpicks and try to pick the lock on the door if it has one. "More gold, more gold..." Hox mutters to himself as he picks the lock.
Sleight of Hand: 11
This door has a similar locking mechanism and Hox can't quite remember how he got the last one to open. He is unsuccessful and the door remains locked.
Tracking:
There are two wooden doors along the north wall.
There is an iron door along the east wall.
There is a stone door along the south wall.
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"That's no trouble, Hox," remarks Therien after the kobold's unsuccessful attempt to open the door. Looking to the east, the elf mutters, "The iron door..."
Therien walks toward the eastern wall and, with Bartle's words of caution still pressing on his thoughts, utilizes Mage Hand a third time, hoping to learn if the iron door is trapped or can be opened.
Walking the edge of the room to the east wall, Therien's mage hand faces similar results with the iron door; though it seems locked and does not move, there are no other ill effects.
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Hox sees nothing happen when the magical hand touches the door and goes up to try his luck once more.
Sleight of Hand: 11
"Hox, may I give it a try?"
Therien, with Hox's thieves' tools in hand, makes an attempt at picking the lock to the iron door...
OOC: Using Thieves' Tools is actually not at disadvantage if you aren't proficient, you just don't get the proficiency bonus, so I'll use the first roll.
Together, Hox and Therien work the ancient lock of the iron door and release the last tumbler with a familiar satisfying click. The door opens and causes a plume of dust to rise off the floor of the ancient corridor inside. The corridor turns to the north, but ends in a cave-in after 50 feet.
Tracking:
There are two wooden doors along the north wall, aside from the door you entered through.
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.
See my profile for all my PbP threads!
"Interesting...the other side of the cave-in we saw earlier I wonder..."
Therien glances at the two doors in the north wall and approaches the one on the right (to the east). The elf studies the door up close for a bit...
If it seems to be free of traps, then he steps back 30' and attempts to use Mage Hand to open the door. If, however, the door is locked, then Therien gives the thieves' tools a go...
A close inspection of the door shows Therien that the handle is set with a trap that will trigger on touch, most likely releasing some sort of substance from a tube inside.
See my profile for all my PbP threads!
Therien explains to Gruun and Hox that the door is rigged with a trap. Before making an attempt to disarm it, Therien takes a look at the other wooden door in the north wall...
Hox takes the time to examine the pathway, see if there's any odd in there besides the dust.
Perception: 18
Therien Investigation (Advantage): 20
Therien:
The wood this door is made of seems to be of similar quality to the other wooden door along the wall, and you see a very similar trap setup.
Hox:
This corridor looks like it hasn't been seen by any eyes other than yours in centuries. Other than the cave-in, you see nothing here of note.
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Gruun studies the caved in hallway to see if he could clear a small path.
Investigation: 12
"Well, it lacks creativity, but let me try Mage Hand once again," says Therien.
Having Hox and Gruun stand with him to the side of the wooden door, Therien directs the spectral hand to open the western door in the north wall. (Hox and Gruun can be as far away as the room will allow; Therien, of course, must stay within 30' of the door.) "Hopefully the trap targets only the area directly in front of the door."
Gruun will stay back but within arm's reach of Therien to assisting in pulling him out of danger if anything goes wrong.
Gruun: The corridor has well and truly caved in. It would probably take tendays of work to clear.
The party steps back and Therien's mage hand attempts to open the wooden door. On contact, a puff of noxious gass erupts from the door. The spectral hand continues its work undisturbed, but is unable to open the door. It seems that this door is locked as well.
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With the Mage Hand spell still in effect, Therien proceeds to trigger the trap that's on the other wooden door as well. Then the elf will try to unlock both doors with Hox's thieves' tools...
The mage hand triggers a similar effect on the other wooden door. Therien finds less success attempting to pick their locks that have worn and rusted.
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"I've done all I can, Hox," remarks Therien as he hands the thieves' tools to the kobold. "Your turn for some magic."
Hox nods and takes out his dagger...then remembers what Therien means and takes out his lockpicks.
Sleight of Hand: 12