Nighthawke is rolling with the punches, so to speak. She is also carrying a few extra items that brandy and stuff threw to her for safekeeping (I think, or did Stig take them all). She is keeping her senses about her and checking for anything sneaky .
Ok, so Virran and Brandywise move through the stone doorway and into a corridor (10 ft wide and 40 feet long). Thick dust covers the flagstones of this sombre hallway. The walls, you notice, are decorated with faux columns every ten feet, and the double doors at the west end are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
Listening, the hallway is silent. Only the general movement of your party can be heard, at softly at that.
You vaguely remember a conversation between Virran and Brandywise, where they mentioned seeing a pair of double doors at the west end of the corridor.
The party makes their way toward the double doors, listening for sounds of life. Small clouds of dust float along the ground where each foot step lands - it has been a long time since anyone has trodden this way. It is also, you realise, likely for a good reason. That thought leaves you feeling slightly alarmed and you stop. It is 15 feet to the doors. No noise from beyond the door can be heard at this distance; whether there is none or you simply cannot hear it, you are unsure.
(OOC: I am working on the previous marching order given by Naivara. Any changes, let me know. That leaves, Virran up front, unless someone wants to move past him.
Swift looks intently at the walls with the faux columns... wondering if the columns are purely descoration or whether they conceal something. She moves over to the nearest column and runs her fingertips over the surface before knocking softly to see if the columns sound hollow or solid. She looks closely at the columns to see if there are any visual clues.
Investigation: 14
insight: 20
She feels an eeriness in the setting that makes her shiver. After investigating the column area around her standing height, She unslings her bow and prepares an arrow to ease the feeling she has that something terrible is about to happen.
OOC... amazing insight roll. I bet swift just “insights” that they’re just columns without any specialness to them, in spite of the fantastic roll.
Studying them with great intensity, Swift quickly realises that these faux columns offer no structural stability and are purely aesthetic. They are indeed made of a similar stone as the walls, but you sense with certainty that their inclusion in the passage is to add to the sombre feel. They offer no other purpose, nor hide any hidden secrets. (OOC: great insight, though, although it was the investigation that was needed.)
Nighthawke is rolling with the punches, so to speak. She is also carrying a few extra items that brandy and stuff threw to her for safekeeping (I think, or did Stig take them all). She is keeping her senses about her and checking for anything sneaky .
Investigation:10
Perception:13
You have a similar feeling that something doesn't feel right about this corridor. Yet for all your observations, nothing seems out place. The floor ahead of you, like that behind was before you arrived, is covered in that same thick layer of dust.
Satisfied that the columns are merely a part of the architecture and not obviously hiding anything, Swift looks back the way the party has come. She observes their foot prints marring the dust.
The eerie feeling is still strong. She wonders about the dust. Is it like the columns... some sort of illusion to make an effect or to hide something:
How is this dust here?
Where did this dustiness come from? Perhaps it isn’t natural...
Is it a carefully crafted spell, set to hide the floor and a potential trap?
Swift stamps her foot lightly to see the dust eddies the foot stamp should make....
She slips the arrow into her bow hand, bends down and pinches a snip of dust to rub between her finger and thumb. She observes how it feels...
Satisfied that the columns are merely a part of the architecture and not obviously hiding anything, Swift looks back the way the party has come. She observes their foot prints marring the dust.
The eerie feeling is still strong. She wonders about the dust. Is it like the columns... some sort of illusion to make an effect or to hide something:
How is this dust here?
Where did this dustiness come from? Perhaps it isn’t natural...
Is it a carefully crafted spell, set to hide the floor and a potential trap?
Swift stamps her foot lightly to see the dust eddies the foot stamp should make....
She slips the arrow into her bow hand, bends down and pinches a snip of dust to rub between her finger and thumb. She observes how it feels...
Investigation: 21
Your analysis of the dust shows it to be natural, layers of dust formed from years of no passage since the manor's abandonment. While it has recently been occupied, this path is unused. Upon stamping your foot, the dust floats into the air and begins to settle again. Between the faux columns, running directly between them, is the faintest forming of a line.
Virran also at the double doors does a quick check for traps
8
"I think this area must be part of the old manor. I think the actual operation will be down below but might be worth having a quick look"
If the door seems clear of traps virran gently eases it open
At the same time that Swift notices the line between the columns, Virran makes to continue down the corridor. With no more of a step taken, Swift cries out as the line turns into a crack, and the crack opens into a pit - the floor between the four faux columns drops away into a 20 ft hole, except for narrow ledge against either wall.
@ Virran / Stig - Roll for Dexterity (acrobatics) Save to grab the ledge.
@ Everyone else - also roll a Dexterity (acrobatics) Save if you want to skirt around the ledge to the other side.
This post has potentially manipulated dice roll results.
9 - Aerobatics
Asmodean, with the confidence that only a natural performer demonstrates, skirts the edge of the newly formed hole. Of course trying to play his lute while he crosses appears a little more challenging than he expected.
This post has potentially manipulated dice roll results.
Swift thinks to herself “it seems lucky I was standing near the wall investigating the columns. I can't believe such a soft stamp to test the dust would cause this catastrophe.” She looks around to see who is standing or clinging to the ledge s on either side and look for those who have fallen along with the floor.
Swift heard Naivara's cry as the floor fell away and fears the outcome - that Naivara was not close enough to an edge of the corridor and has fallen with the floor. She notes Asmodean may not have as strong a grip on the ledge as he would like. Perhaps he too will fall. She looks around for Stig, but can’t yet see how he is faring with the fall of the floor. She hopes he has been able to get safely to a ledge.
Swift stashes the arrow she had ready, slings her bow and pulls out a rope. She hopes the rope will help her to pull those who have fallen back to the ledge or help those on the ledge she is on descend to the now lower floor, if the drop is too high to safely jump down. Perhaps when the dust settles some hidden stairs will be revealed, but probably not.
She wonders if this is a trap or a flaw in building that has become evident from the passage of time. She thinks hard to recall anything she may have heard about this manor. Perhaps some of the folk she met as she travelled to phandalin had shared stories about the manor.
This post has potentially manipulated dice roll results.
Virran acts reflexively and pushes off the falling floor to grab hold of a ledge, pulling himself safely up on the western side of the pit. Looking closer, you can now see that floor was weight-rigged to collapse and moving further along it is what caused it to give way... much to Swift's surprise as she stares at her 'super-feet'.
Naivara and Asmodean failed the acrobatics check, but you get one final chance. Roll a straight Dexterity save (Dex + modifier). 15+ is a save, otherwise the below is applied.
In a flurry of movement, Swift quickly sidles across the edge to join Virran. Naivara and Asmodean each take an opposite side of the hole. Midway, however, the lose their footing and drop the 20 feet into the pit. Naivara takes 3 and Asmodean takes 8damage from the fall. Fortuitously, the bard is heavier than the lute... which lands atop him unscathed.
@Stig and Night Hawke - assuming you are join them, roll when you get the chance: <10 means 2d6 bludgeoning damage.
Thankfully, Swift is quick to action and has a rope at the ready.
@Swift - try as you might, you recall little about the Tresendar Manor, and nothing to explain this pit.
(OOC: How will you do this? Is Swift strong enough to hold the rope?
Swift saYs to Virran... “Got any ideas on how to secure this rope if we need to go down to help them or if ‘down there’ looks a better option to up here? If they're ok, you will probably be strong enough to haul them up without any extra help, though I’ll do what I can to help get them up if we decide they're better up here... “
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Perception: 8
(Listening beyond Copper doors. Checking walls for other secret passages etc)
Health: 9
Nighthawke is rolling with the punches, so to speak. She is also carrying a few extra items that brandy and stuff threw to her for safekeeping (I think, or did Stig take them all). She is keeping her senses about her and checking for anything sneaky .
Investigation:10
Perception:13
You vaguely remember a conversation between Virran and Brandywise, where they mentioned seeing a pair of double doors at the west end of the corridor.
The party makes their way toward the double doors, listening for sounds of life. Small clouds of dust float along the ground where each foot step lands - it has been a long time since anyone has trodden this way. It is also, you realise, likely for a good reason. That thought leaves you feeling slightly alarmed and you stop. It is 15 feet to the doors. No noise from beyond the door can be heard at this distance; whether there is none or you simply cannot hear it, you are unsure.
(OOC: I am working on the previous marching order given by Naivara. Any changes, let me know. That leaves, Virran up front, unless someone wants to move past him.
Swift looks intently at the walls with the faux columns... wondering if the columns are purely descoration or whether they conceal something. She moves over to the nearest column and runs her fingertips over the surface before knocking softly to see if the columns sound hollow or solid. She looks closely at the columns to see if there are any visual clues.
Investigation: 14
insight: 20
She feels an eeriness in the setting that makes her shiver. After investigating the column area around her standing height, She unslings her bow and prepares an arrow to ease the feeling she has that something terrible is about to happen.
OOC... amazing insight roll. I bet swift just “insights” that they’re just columns without any specialness to them, in spite of the fantastic roll.
Studying them with great intensity, Swift quickly realises that these faux columns offer no structural stability and are purely aesthetic. They are indeed made of a similar stone as the walls, but you sense with certainty that their inclusion in the passage is to add to the sombre feel. They offer no other purpose, nor hide any hidden secrets. (OOC: great insight, though, although it was the investigation that was needed.)
You have a similar feeling that something doesn't feel right about this corridor. Yet for all your observations, nothing seems out place. The floor ahead of you, like that behind was before you arrived, is covered in that same thick layer of dust.
Satisfied that the columns are merely a part of the architecture and not obviously hiding anything, Swift looks back the way the party has come. She observes their foot prints marring the dust.
The eerie feeling is still strong. She wonders about the dust. Is it like the columns... some sort of illusion to make an effect or to hide something:
Swift stamps her foot lightly to see the dust eddies the foot stamp should make....
She slips the arrow into her bow hand, bends down and pinches a snip of dust to rub between her finger and thumb. She observes how it feels...
Investigation: 21
OOC ... another fantastic dice roll. I bet when battle comes the rolls wont be so good.
Virran also at the double doors does a quick check for traps
12
"I think this area must be part of the old manor. I think the actual operation will be down below but might be worth having a quick look"
If the door seems clear of traps virran gently eases it open
Your analysis of the dust shows it to be natural, layers of dust formed from years of no passage since the manor's abandonment. While it has recently been occupied, this path is unused. Upon stamping your foot, the dust floats into the air and begins to settle again. Between the faux columns, running directly between them, is the faintest forming of a line.
At the same time that Swift notices the line between the columns, Virran makes to continue down the corridor. With no more of a step taken, Swift cries out as the line turns into a crack, and the crack opens into a pit - the floor between the four faux columns drops away into a 20 ft hole, except for narrow ledge against either wall.
@ Virran / Stig - Roll for Dexterity (acrobatics) Save to grab the ledge.
@ Everyone else - also roll a Dexterity (acrobatics) Save if you want to skirt around the ledge to the other side.
Acrobatics 15
Acrobatics 6
Bleh
9 - Aerobatics
Asmodean, with the confidence that only a natural performer demonstrates, skirts the edge of the newly formed hole. Of course trying to play his lute while he crosses appears a little more challenging than he expected.
Dexterity: 22
Swift thinks to herself “it seems lucky I was standing near the wall investigating the columns. I can't believe such a soft stamp to test the dust would cause this catastrophe.” She looks around to see who is standing or clinging to the ledge s on either side and look for those who have fallen along with the floor.
Swift heard Naivara's cry as the floor fell away and fears the outcome - that Naivara was not close enough to an edge of the corridor and has fallen with the floor. She notes Asmodean may not have as strong a grip on the ledge as he would like. Perhaps he too will fall. She looks around for Stig, but can’t yet see how he is faring with the fall of the floor. She hopes he has been able to get safely to a ledge.
Swift stashes the arrow she had ready, slings her bow and pulls out a rope. She hopes the rope will help her to pull those who have fallen back to the ledge or help those on the ledge she is on descend to the now lower floor, if the drop is too high to safely jump down. Perhaps when the dust settles some hidden stairs will be revealed, but probably not.
She wonders if this is a trap or a flaw in building that has become evident from the passage of time. She thinks hard to recall anything she may have heard about this manor. Perhaps some of the folk she met as she travelled to phandalin had shared stories about the manor.
history check: 3
Virran acts reflexively and pushes off the falling floor to grab hold of a ledge, pulling himself safely up on the western side of the pit. Looking closer, you can now see that floor was weight-rigged to collapse and moving further along it is what caused it to give way... much to Swift's surprise as she stares at her 'super-feet'.
Naivara and Asmodean failed the acrobatics check, but you get one final chance. Roll a straight Dexterity save (Dex + modifier). 15+ is a save, otherwise the below is applied.
In a flurry of movement, Swift quickly sidles across the edge to join Virran. Naivara and Asmodean each take an opposite side of the hole. Midway, however, the lose their footing and drop the 20 feet into the pit. Naivara takes 3 and Asmodean takes 8 damage from the fall. Fortuitously, the bard is heavier than the lute... which lands atop him unscathed.
@Stig and Night Hawke - assuming you are join them, roll when you get the chance: <10 means 2d6 bludgeoning damage.
Thankfully, Swift is quick to action and has a rope at the ready.
@Swift - try as you might, you recall little about the Tresendar Manor, and nothing to explain this pit.
(OOC: How will you do this? Is Swift strong enough to hold the rope?
(OOC: Ouch! Asmodean fell hard for Naivara! Rolls are in the game's favour still, it seems.
Swift saYs to Virran... “Got any ideas on how to secure this rope if we need to go down to help them or if ‘down there’ looks a better option to up here? If they're ok, you will probably be strong enough to haul them up without any extra help, though I’ll do what I can to help get them up if we decide they're better up here... “