As far as Ian can tell, the doors in front of him don't appear to be hanging on hinges at all - they're built straight into the wall.
Meanwhile, Falshen opens the doors in the NW corner, and discovers a smaller hall beyond. At the south end of this chamber, expertly carved stairs climb upward. The north wall bears a 20-foot-square fresco that depicts dwarves battling goblins.
[After everyone else has taken their actions and is ready to proceed (and assuming nothing happens to require him to fight or flee)...]
Falshen will make his way stealthily toward the stairs, climbing just enough to peer around the corner of the first landing (the bottom left corner of the stairs in V3 of the above map) and make sure no threats are hidden there. He will pause at that landing and wait for the party. He will keep his eyes peeled for traps on and around the stairs.
Irma takes out his hammer and looks at the door, he mutters to himself ,"If all you have is a hammer...." He looks intently at the door and back at his hammer.
Akai quickly pads through the open doors and takes a minute to admire the fresco ("Ahh... glorious battle, indeed!"). The minute stretches on as he becomes lost in every detail of the fresco. He no longer has interest in any other pursuit.
Climbing the stairs, Falshen finds himself at the NW corner of a high hall running N to S. Three pillars running the length of the hall are carved to resemble warhammers, with their square heads pressed against the floor. The west wall bears a cracked mosaic that depicts a dwarf smith at a forge, crafting dwarves out of black metal and diamonds. Three archways in the east wall lead to crumbling bridges that span the entrance foyer (area V2) and end in front of adamantine doors.
Falshen will creep down the hall between the western wall and the pillars. He will keep his head on a swivel, eyes peeled for danger, treasure, or anything which may stand out to a trickster rogue. If he makes it to the southern end of the hall, he will return along the route between pillars and bridges, examining the bridges as he goes.
Ian and Irma believe that the north and south bridges look dangerously unstable, and the middle bridge has a gap in it that would require a moderately athletic leap to clear.
Falshen detects a hint of movement behind the cracks of the mosaic in the western wall, and in the southwestern corner he discerns the outline of what might be a hidden door.
Ian grimaces at the state of the bridges then reconvenes with the others and says,
“Best not take the bridges on the ends and I am loathe to jump the middle bridge; I am an artist not an acrobat. Perhaps Irma could risk the leap as the resident athlete of the group?”
As far as Ian can tell, the doors in front of him don't appear to be hanging on hinges at all - they're built straight into the wall.
Meanwhile, Falshen opens the doors in the NW corner, and discovers a smaller hall beyond. At the south end of this chamber, expertly carved stairs climb upward. The north wall bears a 20-foot-square fresco that depicts dwarves battling goblins.
[After everyone else has taken their actions and is ready to proceed (and assuming nothing happens to require him to fight or flee)...]
Falshen will make his way stealthily toward the stairs, climbing just enough to peer around the corner of the first landing (the bottom left corner of the stairs in V3 of the above map) and make sure no threats are hidden there. He will pause at that landing and wait for the party. He will keep his eyes peeled for traps on and around the stairs.
After being frustrated with his hingeless door, Ian follows Falshen ready to give support as needed.
Irma takes out his hammer and looks at the door, he mutters to himself ,"If all you have is a hammer...." He looks intently at the door and back at his hammer.
Akai quickly pads through the open doors and takes a minute to admire the fresco ("Ahh... glorious battle, indeed!"). The minute stretches on as he becomes lost in every detail of the fresco. He no longer has interest in any other pursuit.
Climbing the stairs, Falshen finds himself at the NW corner of a high hall running N to S. Three pillars running the length of the hall are carved to resemble warhammers, with their square heads pressed against the floor. The west wall bears a cracked mosaic that depicts a dwarf smith at a forge, crafting dwarves out of black metal and diamonds. Three archways in the east wall lead to crumbling bridges that span the entrance foyer (area V2) and end in front of adamantine doors.
Irma follows Falshen, he looks intently at the crumbling bridges to see if he could discern their integrity.
Falshen will creep down the hall between the western wall and the pillars. He will keep his head on a swivel, eyes peeled for danger, treasure, or anything which may stand out to a trickster rogue. If he makes it to the southern end of the hall, he will return along the route between pillars and bridges, examining the bridges as he goes.
Ian will follow Falshen and join Irma in examining the integrity of the bridges.
Falshen, please give me a Perception check.
Ian and Irma, please give me Investigation checks.
Perception check: 23
Irma investigates! 21
Ian and Irma believe that the north and south bridges look dangerously unstable, and the middle bridge has a gap in it that would require a moderately athletic leap to clear.
Falshen detects a hint of movement behind the cracks of the mosaic in the western wall, and in the southwestern corner he discerns the outline of what might be a hidden door.
Ian grimaces at the state of the bridges then reconvenes with the others and says,
“Best not take the bridges on the ends and I am loathe to jump the middle bridge; I am an artist not an acrobat. Perhaps Irma could risk the leap as the resident athlete of the group?”
Irma walks to the middle bridge and looks at it appraisingly, he takes off his shield and warhammer and stretches. "Does not look too bad."
Ian wishes Irma well,
”You got this!”
Ian uses bardic inspiration on Irma.
Irma will use the inspiration. Irma make ready to jump. He unrolls rope from his pack and holds one end and prepares to jump.
Athletics: 22
add in inspiration roll 6
Irma gracefully executes a heroic leap, and lands on the eastern side of the middle bridge.
Irma stands up steady from his jump and looks over with the rope in hand. "Tie the other end to something sturdy and I'll do the same on my end."