You all double back and go through the other door in the cellar room. Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
In the middle of the room, the stone tiles lining the floor seem to be loose. There are secure ledges on the left and right of them, but it appears that the floor is designed to break away if anything or anyone steps on them. You do not hear/see anything else
This post has potentially manipulated dice roll results.
Acrobatics: 13
(Edit: I added the wrong modifier - should've been +4 instead of +2, so the final roll is an 8. Still...I suspect Grum notices the loose tiles, points it out to everyone, then promptly falls through the floor himself.)
As you all cross one by one, Grum gets a little overconfident and steps just an inch off the ledge, and the floor immediately caves, the breakaway timber and stone tiles crashing about 20ft down into a deep pit of dirt, Malthazar similarly caught on the end.
You both manage to catch yourselves, Grum falling but catching himself on the ledge and Malthaza'ar jumping at the last second across to the other side. Where the loose stones once were now sits a 10x10ft pit that you've all managed to successfully get across after helping pull Grum up. The large door ahead of you all opens as you come near it, revealing another chamber.
Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. Inside this 20x30ft room there is a door to the back left and another on the rightwards wall.
Callie nods, openly glad that the bandits haven't been harmed or killed in cold blood.
"Looks like a problem solved to me, are we ready to move?"
"I'm ready, lets head back."
You all double back and go through the other door in the cellar room. Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
Grum is once again on alert as they make their way, either for signs of Redbrands, or for anything significant in the hallway.
Perception: 24
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationIn the middle of the room, the stone tiles lining the floor seem to be loose. There are secure ledges on the left and right of them, but it appears that the floor is designed to break away if anything or anyone steps on them. You do not hear/see anything else
Callie watches Grum stare intently into the corridor. Though unsure why, she is a little wary of the statue up ahead, and the hall itself.
"See anything important, Grum? I can't say I like the look of that angel..."
(Oh wow. I guess always check for traps!)
Grum points it out to the rest of the party, and will use the secure ledges to get across to the door.
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationI need everyone to make a Dexterity check as they cross :)
(Would an Acrobatics check work for this? Or just flat Dexterity?)
(Oh, yes Acrobatics please)
Acrobatics: 8
Callie Acrobatics: 10
Acrobatics: 11
Acrobatics: 13
(Edit: I added the wrong modifier - should've been +4 instead of +2, so the final roll is an 8. Still...I suspect Grum notices the loose tiles, points it out to everyone, then promptly falls through the floor himself.)
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationAcrobatics: 7
<Squelch> will cast guidance on Malth before she crosses.
Acrobatics:13 and from guidance 3
(oof,)
As you all cross one by one, Grum gets a little overconfident and steps just an inch off the ledge, and the floor immediately caves, the breakaway timber and stone tiles crashing about 20ft down into a deep pit of dirt, Malthazar similarly caught on the end.
I need you both to make a Dexterity saving throw
Grum's DEX saving throw: 24
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationDex saving throw: 7
(Nice!)
You both manage to catch yourselves, Grum falling but catching himself on the ledge and Malthaza'ar jumping at the last second across to the other side. Where the loose stones once were now sits a 10x10ft pit that you've all managed to successfully get across after helping pull Grum up. The large door ahead of you all opens as you come near it, revealing another chamber.
Three large stone sarcophagi stand within this dusty crypt, and propped up against each sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. Inside this 20x30ft room there is a door to the back left and another on the rightwards wall.