(Oh, OK, glad I didn't start typing stuff for the ring then!)
The mage hand pushes against the stone to no effect. It doesn't release another trap or seem to move in any way. (It can only carry 10 lbs so I'm assuming it can't push with more than that force too)
After seeing the mage hand doesn't seem to be doing much of anything Estes inspects the rectangle. It is a door. Or at least as far as you can tell. The cracks the mushrooms are growing from seem deep into the stone. Thinking on it a bit more you realize that having a trap here in the middle of a long tunnel doesn't make much sense unless their was a way to get to the paralyzed creatures quickly. Unfortunately you can't see any type of mechanism to open it.
With the ring activated (You don't need a check for it) you can see several things. First is that there is a locking mechanism made of iron on the other side of the door. It looks to be in pretty rough shape after who knows how many centuries of rust. You can also see the passageway behind the door. It extends back about 5 ft and there's a small room to the left (about 15x15) that looks to be an access area for reloading the poison trap. Beyond that the passage extends beyond your range of vision.
(Unfortunately mage hand cant pass though solid objects, like most spells it follows the line of effect rule unless otherwise noted that it can become incorporeal and do so. So now we get to something I hadn't considered with the xray ring. Could you cast a new hand on the other side of the door? I still don't think that would work: A spell's effect expands in straight lines from the point of Origin. If no unblocked straight line extends from the point of Origin to a location within the area of effect, that location isn't included in the spell's area. The door is blocking that so even though you can technically see beyond it you can't cast through it)
So there's a way I've started to handle checks in my home games and I think it's a good way to do it here as well. With so many people it's tedious having everyone do checks. So 2 checks with advantage for whatever you're trying to do. It works on the assumption that at any given time 2 people in the party just aren't skilled to help in a given situation, be it strength or wisdom or whatever. It my home games it's seemed to balance out pretty well.
So 2 different people can give me SRT checks with advantage to force the door. It's DC13 because of it's state of decay.
Vail shoulders into the stone and with a grinding and groaning sound of metal on rock the door falls into the passage beyond with a slight puff of dust.
(Vail, you can now see what was explained earlier to Saada with the xray ring. (realizing I probably should have put that in a spoiler)
There is one difference you notice. It's darker. There's no fungus growing here.
"nice work Vail! It looks pretty dark in there, do you guys want to travel under cover with the Darkvision goggles or would you guys prefer I light things up a bit?"
”I guess being a big dumb idiot pays off sometimes. Look that was incredibly loud, if there’s someone over there I hardly think the light is going to alert them we’re here. It might make it easier to see the traps?”
(Just so you're aware. The goggles will work fine but as per rules of dark-vision in total darkness you're all seeing as if in dim light in shades of gray. "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." It's totally up to you guys if you want other light)
Inside the passage beyond the door you find that the 15X15' room used to access the trap has 2 vials of poison in it. Presumably to re-load the trap. Inspecting the trap and area itself more you see that the trap itself looks like it didn't function properly. There should have been more openings in the ceiling that dropped poison but over time dust and debris had built up blocking the holes the poison was supposed to drop through. There isn't anything else of interest in the room.
The passageway continues on fairly straight and level for about 50' and you can see it end. About halfway down the passage on the right side is a small door.
For later study and inspection Estes will take a couple vials, wrapping them slightly in a spare shirt and securely stowing in his bag. "Guess we need to check out the door and see where this goes."
“You gonna keep that for studying? I’ll tell you, it makes you seize up and you can’t move. It’s sctually pretty dangerous....make sure that shit doesn’t leak on you.”
he shrugs at Estes, confused as if he wants to throw his life away.
”Look here’s the deal. I still can’t see very well when it’s pitch black with these goggles on. We know the areas trapped already, it just makes sense to focus on keeping our eyes sharp. If we alert something slumbering down here.... well that’s a future us problem.”
Using the ring Saada? Sorry, I didn't see that post before I posted about the help.
I'll update in a few minutes when i get back to my computer.
That's what happens when you wear a helmet your whole life!
My house rules
OOC: She pretty much told everyone to stand back while she used Mage Hand to press the rectangle.
(Oh, OK, glad I didn't start typing stuff for the ring then!)
The mage hand pushes against the stone to no effect. It doesn't release another trap or seem to move in any way. (It can only carry 10 lbs so I'm assuming it can't push with more than that force too)
After seeing the mage hand doesn't seem to be doing much of anything Estes inspects the rectangle. It is a door. Or at least as far as you can tell. The cracks the mushrooms are growing from seem deep into the stone. Thinking on it a bit more you realize that having a trap here in the middle of a long tunnel doesn't make much sense unless their was a way to get to the paralyzed creatures quickly. Unfortunately you can't see any type of mechanism to open it.
That's what happens when you wear a helmet your whole life!
My house rules
"A door I think"
"A door? Hmm."
Saada at the ring on her finger. "Let's test your limits, shall we. Yah."
With the ring activated, Saada investigates the door.
Investigation: 11
OOC: What does she see?
With the ring activated (You don't need a check for it) you can see several things. First is that there is a locking mechanism made of iron on the other side of the door. It looks to be in pretty rough shape after who knows how many centuries of rust. You can also see the passageway behind the door. It extends back about 5 ft and there's a small room to the left (about 15x15) that looks to be an access area for reloading the poison trap. Beyond that the passage extends beyond your range of vision.
That's what happens when you wear a helmet your whole life!
My house rules
Saada will relay what she saw, and attempt to manipulate the locking mechanism using Mage Hand.
(Unfortunately mage hand cant pass though solid objects, like most spells it follows the line of effect rule unless otherwise noted that it can become incorporeal and do so. So now we get to something I hadn't considered with the xray ring. Could you cast a new hand on the other side of the door? I still don't think that would work: A spell's effect expands in straight lines from the point of Origin. If no unblocked straight line extends from the point of Origin to a location within the area of effect, that location isn't included in the spell's area. The door is blocking that so even though you can technically see beyond it you can't cast through it)
That's what happens when you wear a helmet your whole life!
My house rules
"The lock is old and rusted? It may give with force."
OOC: Worth a shot.
Saada grunts in frustration as the hand fail to materialize on the other side of the door.
"Anyone got any bright ideas? I'd rather not walk through the trap filled tunnel if there is a safer route."
So there's a way I've started to handle checks in my home games and I think it's a good way to do it here as well. With so many people it's tedious having everyone do checks. So 2 checks with advantage for whatever you're trying to do. It works on the assumption that at any given time 2 people in the party just aren't skilled to help in a given situation, be it strength or wisdom or whatever. It my home games it's seemed to balance out pretty well.
So 2 different people can give me SRT checks with advantage to force the door. It's DC13 because of it's state of decay.
That's what happens when you wear a helmet your whole life!
My house rules
“Let me give this a shot.”
vail sheaths his sword and moves to the door. He gives it a slight push and feels it move with some pressure and steps back to give it a hard shove.
strength 18
advantage 7
Vail shoulders into the stone and with a grinding and groaning sound of metal on rock the door falls into the passage beyond with a slight puff of dust.
(Vail, you can now see what was explained earlier to Saada with the xray ring. (realizing I probably should have put that in a spoiler)
There is one difference you notice. It's darker. There's no fungus growing here.
That's what happens when you wear a helmet your whole life!
My house rules
"nice work Vail! It looks pretty dark in there, do you guys want to travel under cover with the Darkvision goggles or would you guys prefer I light things up a bit?"
Vail nods, and dusts the dirt off his shoulder.
”I guess being a big dumb idiot pays off sometimes. Look that was incredibly loud, if there’s someone over there I hardly think the light is going to alert them we’re here. It might make it easier to see the traps?”
"Man if I wasn't too busy staring at shrooms, you guys know i could have knocked that door down right?"
“Alright Tauriel, I’ll give you the next feat of strength. I’m tired anyway...”
(Just so you're aware. The goggles will work fine but as per rules of dark-vision in total darkness you're all seeing as if in dim light in shades of gray. "You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray." It's totally up to you guys if you want other light)
Inside the passage beyond the door you find that the 15X15' room used to access the trap has 2 vials of poison in it. Presumably to re-load the trap. Inspecting the trap and area itself more you see that the trap itself looks like it didn't function properly. There should have been more openings in the ceiling that dropped poison but over time dust and debris had built up blocking the holes the poison was supposed to drop through. There isn't anything else of interest in the room.
The passageway continues on fairly straight and level for about 50' and you can see it end. About halfway down the passage on the right side is a small door.
That's what happens when you wear a helmet your whole life!
My house rules
For later study and inspection Estes will take a couple vials, wrapping them slightly in a spare shirt and securely stowing in his bag. "Guess we need to check out the door and see where this goes."
“You gonna keep that for studying? I’ll tell you, it makes you seize up and you can’t move. It’s sctually pretty dangerous....make sure that shit doesn’t leak on you.”
he shrugs at Estes, confused as if he wants to throw his life away.
”Look here’s the deal. I still can’t see very well when it’s pitch black with these goggles on. We know the areas trapped already, it just makes sense to focus on keeping our eyes sharp. If we alert something slumbering down here.... well that’s a future us problem.”
”I say you light my blade, Tordal. I’m ready.”