You all make your way inside, Grub staying close to your side Reggarn. The cave snakes inward beneath the Shield Hall until it eventually comes to an end with a set of heavy stone doors set into the rockface before you. The doors are tall and well made with intricate runes carved into their surface.
Randrak looks around the end of the cave peering into the darkness to see if there is anything hidden there. After that, he walks up close towards the doors, and without touching them he listens through the doors.
(Perception: 18)
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Randrak you hear a muffled rumbling sound from behind the doors.
Mercwri you hear the same but sense nothing unusual about the doors themselves. A thorough investigation tells you that they are not trapped, but they are locked.
"The door holds no danger," Haddie whispers, "...but the hall of spears beyond will poke us full of holes if we aren't quick and careful."
This post has potentially manipulated dice roll results.
Mercwri will smile back and pull out his new +2 tool. « I haven’t been able to try these out yet so, we’ll see how things work. » He steps up to the door and carefully checks for any ´surprises’ and then attempts to unlock the doors.
DEX 16
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
Welcome back to Stonebound. The party stand before the secret underground entrance to the Shield Hall. Imposters have supplanted the Ambassador Kriel and the High Lord of Duragath (who has crowned himself king) with the intent of starting a civil war in the city ahead of the goblin invasion. You have been hired by the true High Lord of the city to sneak into the Shield Hall and remove the fake ambassador in what ever way you deem fit.
You stand now with your guide, a young female gnome named Haddie and Mercwri has unlocked the entrance but has not yet opened it. You hear the heavy sound of machinery in the room beyond.
(I know it has been a while so DM me any particular questions etc. And thank you all for coming back to the game!)
Randrak you open the doors and a dimly lit corridor stretches out before you. At the far end you see a winding stairway rising upward. You can hear the mechanical sounds more clearly now and they seem to be emanating from the walls either side.
This post has potentially manipulated dice roll results.
20. Investigation Mercwri will grin unabashedly, « Aye, there be times when I am good, let us hope this is one of those times, eh! » So saying he will check for traps in a most diligent and thorough manner.
15. DEX
I did not add anything for ‘Guidance ‘
Rollback Post to RevisionRollBack
Panic is a mechanism that strengthens the gene pool.
Randrak grunts, "I have a feeling the way to normally disarm any traps down there are at the other end. We will have to keep our wits about us if it cannot be disarm them on this side."
Rollback Post to RevisionRollBack
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Mercwri you make a thorough study of the corridor and can see that stepping on the floor will trigger the mechanisms beyond the walls (and because you rolled so high) you perceive the nature of this trap. Standing on the floor of the corridor will cause gates to drop from the ceiling at either end trapping the party within and from the marks on the floor you deduce that the walls will then close in crushing the occupants.
However, as Randrak predicted you see no way of disarming the trap at this end of the corridor.
Randrak shrugs his shoulders, "Yes, I think we should be best be off. There is no reason to wait around, I don't think."
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
You all make your way inside, Grub staying close to your side Reggarn. The cave snakes inward beneath the Shield Hall until it eventually comes to an end with a set of heavy stone doors set into the rockface before you. The doors are tall and well made with intricate runes carved into their surface.
DM - Caves of the Kobold Slave Masters
Randrak looks around the end of the cave peering into the darkness to see if there is anything hidden there. After that, he walks up close towards the doors, and without touching them he listens through the doors.
(Perception: 18)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Mercwri will 'sniff' out the doors. Perception 4
Then he will, with utmost caution, check out the doors. Investigation 23
"I hope we kin all make it out alive, this looks like a rather gloomy place to pass on, no?"
Panic is a mechanism that strengthens the gene pool.
Reggarn will supplant himself between the doors and grub, prepared to take the brunt of any attack.
Randrak you hear a muffled rumbling sound from behind the doors.
Mercwri you hear the same but sense nothing unusual about the doors themselves. A thorough investigation tells you that they are not trapped, but they are locked.
"The door holds no danger," Haddie whispers, "...but the hall of spears beyond will poke us full of holes if we aren't quick and careful."
DM - Caves of the Kobold Slave Masters
Randrak turns to Haddie, "Wait, you already aware of the traps running through this entrance?"
He then places a hand to his forehead, "I did not realise that!"
He then takes a few steps back away from the doors to look at them properly.
"So, you wouldn't happen to know how to get these doors open would you?"
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
((Sorry, already wrote this once and it apparently did not post))
Haddie gives a quick smile and gestures toward Mercwri, "Well I suppose one of you could try to pick it?"
She stands back and watches expectantly.
DM - Caves of the Kobold Slave Masters
Mercwri will smile back and pull out his new +2 tool. « I haven’t been able to try these out yet so, we’ll see how things work. » He steps up to the door and carefully checks for any ´surprises’ and then attempts to unlock the doors.
DEX 16
Panic is a mechanism that strengthens the gene pool.
Welcome back to Stonebound. The party stand before the secret underground entrance to the Shield Hall. Imposters have supplanted the Ambassador Kriel and the High Lord of Duragath (who has crowned himself king) with the intent of starting a civil war in the city ahead of the goblin invasion. You have been hired by the true High Lord of the city to sneak into the Shield Hall and remove the fake ambassador in what ever way you deem fit.
You stand now with your guide, a young female gnome named Haddie and Mercwri has unlocked the entrance but has not yet opened it. You hear the heavy sound of machinery in the room beyond.
(I know it has been a while so DM me any particular questions etc. And thank you all for coming back to the game!)
DM - Caves of the Kobold Slave Masters
After Mercwri successfully unlocks the doors, Randrak steps beside him.
"Maybe I should be the one to open those doors, just in case something is waiting for us on the other side."
Then, once Mercwri has stepped out of harm's way, Randrak will push the doors open.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Randrak you open the doors and a dimly lit corridor stretches out before you. At the far end you see a winding stairway rising upward. You can hear the mechanical sounds more clearly now and they seem to be emanating from the walls either side.
DM - Caves of the Kobold Slave Masters
Randrak turns to Haddie, "Do you know of any traps that might down this way?"
He will then try to determine if she is lying or not.
(Insight: 7)
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Haddie shrugs. "I know the way in, beyond that... I've never been down here meself."
She peers forward into the dim corridor, "I expect it's trapped."
Randrak, she seems honest enough about this at least.
DM - Caves of the Kobold Slave Masters
“It certainly sounds mechanical. If we could only find the trigger, or some part of the mechanism at least…”
Mercwri has been invaluable finding and disabling traps before, so she gives him a hopeful look.
She might even be able to aid, having a soft spot for tinkering.
(Will cast Guidance on whoever will look for the traps and try to disable them)
Alanis |lvl 3| |gnome artificer| (Stonebound)
20. Investigation
Mercwri will grin unabashedly, « Aye, there be times when I am good, let us hope this is one of those times, eh! » So saying he will check for traps in a most diligent and thorough manner.
15. DEX
I did not add anything for ‘Guidance ‘
Panic is a mechanism that strengthens the gene pool.
OCC We might want to save that?
Panic is a mechanism that strengthens the gene pool.
Randrak grunts, "I have a feeling the way to normally disarm any traps down there are at the other end. We will have to keep our wits about us if it cannot be disarm them on this side."
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Ooc: no worries, it’s a cantrip 😁 But I like to only cast it when it is as clear as it is now someone’s gotta be skilled in the next minute.
Alanis |lvl 3| |gnome artificer| (Stonebound)
(Nice rolling)
Mercwri you make a thorough study of the corridor and can see that stepping on the floor will trigger the mechanisms beyond the walls (and because you rolled so high) you perceive the nature of this trap. Standing on the floor of the corridor will cause gates to drop from the ceiling at either end trapping the party within and from the marks on the floor you deduce that the walls will then close in crushing the occupants.
However, as Randrak predicted you see no way of disarming the trap at this end of the corridor.
DM - Caves of the Kobold Slave Masters