Stepping out of the tunnel to your right, lighting the lantern, you see the chamber you are in is nearly a perfect fifteen foot cube the walls are wet, there is condensation and mineral stalactites and stalagmites and a door hanging cockeyed diagonally from you. ((Rough terrain between the tunnel and the door.))
Yian quietly looks around the chamber carefully, her eyes reflective like a cats in the gloom, she gently rests her hand on Ydri's back absently, assuming she doesn't see anything she moves forwards and takes cover behind a stalagmite, ready to be sneaky across the chamber.
Perception (Passive 18): 13
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Sienna Fulgurflash, Bard 3- Child of the Stormy Sea - Alycron West Marches
This post has potentially manipulated dice roll results.
Silenus looks over at Yian taking cover behind a stalagmite and that makes him look around for trouble.
He moves to cross the room quietly but doesn't try to hide. He figures holding a lantern probably gives away his position anyway but no need to draw attention from other tunnels and chambers either.
Stealth: 9
While he does, he keeps an eye up above too to make sure nothing is lurking in the stalactites on the ceiling.
It seems travel through this room was typically across the ceiling to the door.
Beyond the door, there is a slight set of steps down from the door well. There is a reflection off a sheen, a smooth layer flowing from the third step.
(DM Question - is there a pretty clear path from the entrance of this room across to the door - say if someone were to jump? Ultimately, Rinn is looking to us the jump spell to make a long jump (with 10ft of movement before that to get the longest range) to traverse the room and attempt to land above the third step with what I imagine looks to be a liquid seeping from the third step.)
(( @SpieltJoos - While there isn't a clear path through the initial room, beyond the one noted on the ceiling, the descending stairs and obsidian sheen surface are just beyond the door of this room.
Out there, with Silenus' lantern you all can get a rough glimpse of stone columns and more mineral deposits. ))
With the comments from the dwarf about the heat and moisture and the glimpse around this initial room and what can be seen of the hall beyond with the lantern, Robwin quickly works out that mineral rich heated water has been in these areas a very long time.
Silenus continues forward when he doesn’t see anyone hiding his in wait for them.
He’ll do his best to avoid stepping in any water but otherwise he will continue out into the hallway, keeping a look out for any loose rocks and trip wires.
Being careful, working your way around the broken door you find that the third step down from this room's door frame continues out into a dark viscous liquid.
Robwin tries to carefully make it across to Silenus. He puts a hand on his new friend’s shoulder. “Be wary…”, he says.
He uses prestidigitation to conjure a small non-magical trinket: something resembling a metallic, feathered, iridescent, fishing lure of some kind. And before it pops out of existence again ((6 to 12 seconds / end of next turn)) he lets it plop into the water, watching to see if anything immediately happens or if all is still quiet…
If it’s all quiet, he’d nod to Silenus that it seems okay to proceed. He would follow but close at hand.
This post has potentially manipulated dice roll results.
If nothing happens to Robwin's trinket, Silenus will bend down, holding the lamp close to the surface of the liquid. If it doesn't suddenly become Black Pudding or Gray Ooze he pokes a finger into it and investigates further to try and identify what it is.
This post has potentially manipulated dice roll results.
Seeing as the water seems safe enough to pass through, Rinn will follow, a little behind, with bow in hand. As he moves, he keeps his eyes out for any possible enemies and anything that may be of value (Perception: 21).
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(( Yes, correct, @Thoradin.
The team is two levels below the throne hall where the PCs faced the ghoulish fiends.
At least, that's what the Dwarfs believe. ))
Stepping out of the tunnel to your right, lighting the lantern, you see the chamber you are in is nearly a perfect fifteen foot cube the walls are wet, there is condensation and mineral stalactites and stalagmites and a door hanging cockeyed diagonally from you. ((Rough terrain between the tunnel and the door.))
Yian quietly looks around the chamber carefully, her eyes reflective like a cats in the gloom, she gently rests her hand on Ydri's back absently, assuming she doesn't see anything she moves forwards and takes cover behind a stalagmite, ready to be sneaky across the chamber.
Perception (Passive 18): 13
Sienna Fulgurflash, Bard 3 - Child of the Stormy Sea - Alycron West Marches
Yian Do'Garon, Ranger 5 - Dragonfriend
Silenus looks over at Yian taking cover behind a stalagmite and that makes him look around for trouble.
He moves to cross the room quietly but doesn't try to hide. He figures holding a lantern probably gives away his position anyway but no need to draw attention from other tunnels and chambers either.
Stealth: 9
While he does, he keeps an eye up above too to make sure nothing is lurking in the stalactites on the ceiling.
Perception: 9
Yian and Silenus get a good view of the room.
It seems travel through this room was typically across the ceiling to the door.
Beyond the door, there is a slight set of steps down from the door well. There is a reflection off a sheen, a smooth layer flowing from the third step.
(( For Passive perception DC13, it's liquid. Below, it's probably obsidian. ))
Robwin heads forward a little looking at all the crystals, liquids, and rock formations trying to work out what’s going on here in these rooms.
Investigation: 9 (originally 10, passive 17)
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
(DM Question - is there a pretty clear path from the entrance of this room across to the door - say if someone were to jump? Ultimately, Rinn is looking to us the jump spell to make a long jump (with 10ft of movement before that to get the longest range) to traverse the room and attempt to land above the third step with what I imagine looks to be a liquid seeping from the third step.)
(( @SpieltJoos - While there isn't a clear path through the initial room, beyond the one noted on the ceiling, the descending stairs and obsidian sheen surface are just beyond the door of this room.
Out there, with Silenus' lantern you all can get a rough glimpse of stone columns and more mineral deposits. ))
With the comments from the dwarf about the heat and moisture and the glimpse around this initial room and what can be seen of the hall beyond with the lantern, Robwin quickly works out that mineral rich heated water has been in these areas a very long time.
Silenus continues forward when he doesn’t see anyone hiding his in wait for them.
He’ll do his best to avoid stepping in any water but otherwise he will continue out into the hallway, keeping a look out for any loose rocks and trip wires.
Perception: 16
Silenus:
Being careful, working your way around the broken door you find that the third step down from this room's door frame continues out into a dark viscous liquid.
Do you step down into it?
Robwin tries to carefully make it across to Silenus. He puts a hand on his new friend’s shoulder. “Be wary…”, he says.
He uses prestidigitation to conjure a small non-magical trinket: something resembling a metallic, feathered, iridescent, fishing lure of some kind. And before it pops out of existence again ((6 to 12 seconds / end of next turn)) he lets it plop into the water, watching to see if anything immediately happens or if all is still quiet…
If it’s all quiet, he’d nod to Silenus that it seems okay to proceed. He would follow but close at hand.
GILLAIN OF ATHKATLA - Human Paladin - Into the Mists PHILLIP THE GRUNG - Grung Eldritch Knight - Tomb of Annihilation
ROBWIN WINDROBE - High Elf Wizard - Dragon of Icespire Peak EVE DARKSHORE - Tiefling Warlock - Rime of the Frost Maiden
ASH OF THE FIRE - Tabaxi Rogue - Ghosts of Marshswamp LIA STARBORN - Aasimar Bard - Out of the Abyss
If nothing happens to Robwin's trinket, Silenus will bend down, holding the lamp close to the surface of the liquid. If it doesn't suddenly become Black Pudding or Gray Ooze he pokes a finger into it and investigates further to try and identify what it is.
Perception to notice any danger: 4
Investigation to figure out the liquid: 16
The trinket suffers no ill effects.
Running your finger through the liquid, you realize it's slightly heavy very warm and alkaline water; mostly.
Silenus holds his finger up and then looks back at the water.
"Whoa. Might totally be a hot spring around here," Silenus says. "It's not hurty at least."
He takes a step forward if the water isn't deep and keeps moving.
You find a solid floor about eighteen inches below the surface. (Not an issue for the tall satyr.) The basic liquid does slightly burn.
Silenus shakes the liquid off his finger as he steps through the water quickly, looking for dry ground ahead.
"Reminds me of when I tussled with a gnarly water weird in a laundry," Silenus says as he moves forward. "Burns like the soap they used there."
((If it's alkaline enough to cause damage he'll retreat, but if it's just uncomfortable, he'll keep going forward))
(( The latter, uncomfortable, but not causing damage. Probably wouldn't be good for your eyes, swallowed or in open wounds. ))
As Silenus begins moving forward, what's the party doing?
Seeing as the water seems safe enough to pass through, Rinn will follow, a little behind, with bow in hand. As he moves, he keeps his eyes out for any possible enemies and anything that may be of value (Perception: 21).