Resfaen looks back to make sure everyone is ready and then start to lead the group down the left tunnel, then dimming her blade to provide bright light in a 10' radius and dim light an additional 10' she will proceed forward, cautiously.
The party move into the strangely dark tunnel but quick to realized the darkness wasn't natural as they move down the tunnel to find themselves unable to see more then 10ft ahead or behind, even with the light from the axe, but as soon as they realize it, they emerge from the tunnel like a threshold keeping the darkness a bay. They come into a open square room with a iron door with a frame, handle and keyhole in the middle of it facing the party. To the left and right are corridors that no one can see pass.
The door is cool to the touch in this very hot climate. Marking the corridor is the numbers 1 to the left and 2 to the right.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Putting his ear to the door way, Onyx hear nothing. even when he moves to other side of the doorway, putting his ear to the door, he hears nothing.
The Door is literally just a door, its not within a wall, it's about 5ft from the wall and the two tunnels labelled 1 and 2 in common, facing the tunnel they racing came from.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Onyx looks left and right at the two tunnels and the back at the door: “I got the feeling that this is something like the mansion, some kind of inter dimensional gate. Should we check it out?”
Exmaining the door, Salys is able to determine it's made of Cold Iron, exmaining why it's still cold in this hot enviroment. Exmaining from side to side, front to back, Salys cautionous tries the doorknob and find a click as it opens to reveal the empty wall behind the door. It seems to be just a prank.
Cautionouly moving down the left tunnel labelled 1, they are engulfed in darkness as soon as they enter the theshold of darkness, Looking back after stepping in, they dont see the room they were in just a step ago. Copntinuing down a few steps, they finds themselves in a room with three branching tunnels labeled 3, 4 & 5. on the opposite wall. Between the wall and the party is a large floating seemingly sleeping figure every adventuer has seen images of, a beholder. It slkowly spins in place with it's eyes closed, taking up at least half of the room on it's own.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
The party backs away from the sleeping Beholder, returning once more to the room with the Cold Iron Door which is closed once more. Moving down the tunnel marked with 2, the party emerges from the darkness to find a stone cave clearing with 2 more tunnel labelled 6 and 7. Lining the wall leading to the tunnels are several bullseye lanterns of various state of use.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
4 lanterns total, two looks usable, one has a cracked lense and one has a few visible cracks in the metal casing and missing it's len.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
This post has potentially manipulated dice roll results.
"OK so our choices are a sleeping beholder and a room with 4 lanterns in it. Why do I have the feeling the beholders would be the better choice. Oh and some weird door that seems to go nowhere" Resfaen sighs and grips her axe harder as she eyes the room for any traps.
Resfaen find nothing dangerous in the room. Resfaen does see a few more hooks on the walls for more lanterns.
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
Curious to see if his hunch is accurate, Salys will take and light one of the lanterns and move back into the dark hall, seeing if the lantern has any effect on the darkness,
The light from the lanterns are consumed by the darkness like the light from Resfaen's radiant axe. (no change to darknes)
Rollback Post to RevisionRollBack
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls - Overchannel Steel Wind Strike for the Win against Demogorgon Silas - Level 11 Human Cleric (War Domain) - Tomb of Annihilation Done
“Maybe the lanterns are as important as the door... let’s move on for now. Does anyone of you got an idea how to get past a beholder without dying?”
Onyx moves towards one of the exits, but stop and turn around to turn on all the lanterns, even the broken ones. If nothing happens i move towards exit 6.
I’ll go second again.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Resfaen looks back to make sure everyone is ready and then start to lead the group down the left tunnel, then dimming her blade to provide bright light in a 10' radius and dim light an additional 10' she will proceed forward, cautiously.
Perception: 23
The party move into the strangely dark tunnel but quick to realized the darkness wasn't natural as they move down the tunnel to find themselves unable to see more then 10ft ahead or behind, even with the light from the axe, but as soon as they realize it, they emerge from the tunnel like a threshold keeping the darkness a bay. They come into a open square room with a iron door with a frame, handle and keyhole in the middle of it facing the party. To the left and right are corridors that no one can see pass.
The door is cool to the touch in this very hot climate. Marking the corridor is the numbers 1 to the left and 2 to the right.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneCan i hear anything from behind the door? 9 perception
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Putting his ear to the door way, Onyx hear nothing. even when he moves to other side of the doorway, putting his ear to the door, he hears nothing.
The Door is literally just a door, its not within a wall, it's about 5ft from the wall and the two tunnels labelled 1 and 2 in common, facing the tunnel they racing came from.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneOnyx looks left and right at the two tunnels and the back at the door: “I got the feeling that this is something like the mansion, some kind of inter dimensional gate. Should we check it out?”
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll][OOC: Sigh, is this how this year is going to start out - In case people missed it, I posted using a character from a different thread.]
"The door disturbs me, I suggest we try the left tunnel." Resfaen states.
Salys spends some time trying to check the door over, trying to determine if it is indeed an interdimensional gate, or just a prank.
Investigation/Arcana, same modifier: 23 + guidance 1
Exmaining the door, Salys is able to determine it's made of Cold Iron, exmaining why it's still cold in this hot enviroment. Exmaining from side to side, front to back, Salys cautionous tries the doorknob and find a click as it opens to reveal the empty wall behind the door. It seems to be just a prank.
Cautionouly moving down the left tunnel labelled 1, they are engulfed in darkness as soon as they enter the theshold of darkness, Looking back after stepping in, they dont see the room they were in just a step ago. Copntinuing down a few steps, they finds themselves in a room with three branching tunnels labeled 3, 4 & 5. on the opposite wall. Between the wall and the party is a large floating seemingly sleeping figure every adventuer has seen images of, a beholder. It slkowly spins in place with it's eyes closed, taking up at least half of the room on it's own.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneOnyx stops dead in his tracks and stops the people behind him and signals everyone to slowly back up into the last room.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Gotch, catching a glimpse of the creature ahead, allows himself to be nudged back the way they came.
The party backs away from the sleeping Beholder, returning once more to the room with the Cold Iron Door which is closed once more. Moving down the tunnel marked with 2, the party emerges from the darkness to find a stone cave clearing with 2 more tunnel labelled 6 and 7. Lining the wall leading to the tunnels are several bullseye lanterns of various state of use.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneHow many lanterns are there?
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]4 lanterns total, two looks usable, one has a cracked lense and one has a few visible cracks in the metal casing and missing it's len.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDone"OK so our choices are a sleeping beholder and a room with 4 lanterns in it. Why do I have the feeling the beholders would be the better choice. Oh and some weird door that seems to go nowhere" Resfaen sighs and grips her axe harder as she eyes the room for any traps.
Perception: 15
Resfaen find nothing dangerous in the room. Resfaen does see a few more hooks on the walls for more lanterns.
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDoneCurious to see if his hunch is accurate, Salys will take and light one of the lanterns and move back into the dark hall, seeing if the lantern has any effect on the darkness,
The light from the lanterns are consumed by the darkness like the light from Resfaen's radiant axe. (no change to darknes)
Kirin - Level 15 High Elf Wizard (Evocation) - Zorg's Lost Souls- Overchannel Steel Wind Strike for the Win against DemogorgonSilas - Level 11 Human Cleric (War Domain) - Tomb of AnnihilationDone“Maybe the lanterns are as important as the door... let’s move on for now. Does anyone of you got an idea how to get past a beholder without dying?”
Onyx moves towards one of the exits, but stop and turn around to turn on all the lanterns, even the broken ones. If nothing happens i move towards exit 6.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]"If it stays sleeping, then just sneak past." Gotch says with a shrug. "If it wakes, well then run." He follows on towards 6.