Taking his crowbar to the door, Kaladin manages to pry it open, overcoming whatever was causing it to stick shut in the first place. Opening the door reveals a short corridor. The walls directly ahead have been engraved with strange symbols (none of you recognize them as a language you understand). The corridor immediately turns to the left and goes only a short ways to end at the other door (the locked one)
Kaladin will investigate the walls of the two connected doors with the crowbar or the hammer to pound against the walls and listening foa hollow sound (trying to use my strength +3 or perception +4 instead of investigation -1. I will roll the investigation and let the DM decide if I can use one of the other two.) Investigation 18. If I don't find anything I will join Vule in room 3.
Kaladin moves through the door into the short corridor, searching the walls for any sign of hidden exits. As he nears the second door, he notices a long, thin section of wall that appears to hide some form of trap. From the look of it, he guesses it's probably a scythe trap similar to the one Macketho triggered earlier.
While kaladin searches the corridor, Vule heads back to the southeast room and heads to the southern door. After a few minutes of fumbling he manages to find the iron door set in the wall where it's always been, but can't tell whether there are any locks or traps.
Kaladin pokes around with the stick a bit and after a few moments, a scythe blade swings out of a hidden compartment in the wall. Kaladin is unable to pull the pole back in time and the scythe cuts right through the center of it, breaking it in half (Leaving you 2 5' poles. Its a 2 for 1 deal!)
(Also, how do you actually carry a 10' pole while trekking through a dungeon and getting into fights? Seems like it'd get in the way :P. The joys of d&d)
Vule opens the door (the southern door in room 3) to reveal a large square room, over a hundred feet on a side. A well lies in the southeast corner, and several iron blobs are scattered throughout the room. From where he stands behind the door, two more exits fromt he room are visible, a portcullis near the center of the western wall and a door in the western side of the southern wall. A pair of ogres sitting in the center of the room stand and turn your direction as it hears the door squeak open.
(I'll try to get a map posted when I have more time later. But evreyone roll intiative. I'm assuming everyone else is with vule and kaladin. The ogres are about 55 feet away from where Vule is standing in the doorway)
Depending on what Vuna finds, Kaladin will try to pry the door open with the crowbar. Strength check 18
The door looks to be made of some kind of bone, and doesn't look like it would stand up long to a warhammer.
Seeing his team inspect it, and the, struggling to lift it, Macketho attack’s it with his mace.
Attack: 24 Damage: 7
Taking his crowbar to the door, Kaladin manages to pry it open, overcoming whatever was causing it to stick shut in the first place. Opening the door reveals a short corridor. The walls directly ahead have been engraved with strange symbols (none of you recognize them as a language you understand). The corridor immediately turns to the left and goes only a short ways to end at the other door (the locked one)
(So dead end?)
(Basically. TECHNICALLY not a dead end, cause there's a door at each end of the corridor! :P)
Ok Vule is going to check out the door going south from room 3, looking first for traps or locks.
Investigation 4...well I'm not sure I even found the door
Kaladin will investigate the walls of the two connected doors with the crowbar or the hammer to pound against the walls and listening foa hollow sound (trying to use my strength +3 or perception +4 instead of investigation -1. I will roll the investigation and let the DM decide if I can use one of the other two.) Investigation 18. If I don't find anything I will join Vule in room 3.
Kaladin moves through the door into the short corridor, searching the walls for any sign of hidden exits. As he nears the second door, he notices a long, thin section of wall that appears to hide some form of trap. From the look of it, he guesses it's probably a scythe trap similar to the one Macketho triggered earlier.
While kaladin searches the corridor, Vule heads back to the southeast room and heads to the southern door. After a few minutes of fumbling he manages to find the iron door set in the wall where it's always been, but can't tell whether there are any locks or traps.
Kaladin will get his 10' pole out and see if I can sent off the trap without getting caught in it.
Kaladin pokes around with the stick a bit and after a few moments, a scythe blade swings out of a hidden compartment in the wall. Kaladin is unable to pull the pole back in time and the scythe cuts right through the center of it, breaking it in half (Leaving you 2 5' poles. Its a 2 for 1 deal!)
Attack: 17 Damage: 16
(Also, how do you actually carry a 10' pole while trekking through a dungeon and getting into fights? Seems like it'd get in the way :P. The joys of d&d)
"Well that didn't go well" Kaladin will pack the 2 5' poles and join the others in room 3
"So. Onwards? "
(What are you doing? Vule checked a door for traps, but no one has said whether you wanted to go through that door, or try a different one, or what)
Well, if I've got an untrapped unlocked door, I'm going to open it and look before going in.
Vule opens the door (the southern door in room 3) to reveal a large square room, over a hundred feet on a side. A well lies in the southeast corner, and several iron blobs are scattered throughout the room. From where he stands behind the door, two more exits fromt he room are visible, a portcullis near the center of the western wall and a door in the western side of the southern wall. A pair of ogres sitting in the center of the room stand and turn your direction as it hears the door squeak open.
(I'll try to get a map posted when I have more time later. But evreyone roll intiative. I'm assuming everyone else is with vule and kaladin. The ogres are about 55 feet away from where Vule is standing in the doorway)
Ogres initaitve: 7
Kaladin's initiative 3
Initiative 4
16
intiative for Sam
Paladin - warforged - orange