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Post by (George) 3.5./ ZEM ( 4.0) on Nov 11, 2013 6:02:27 GMT -5
I check the two bodies to see if they have any keys on them. [dice=20]+12= 17 [rand=234360685339197527893306382466108733818264910951349857411929406226]
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Post by at on Nov 11, 2013 9:58:59 GMT -5
"If there are no hinges on the outside then the doors open inwards, and would be simple enough to bar or wedge closed from the inside" observes Barbatos.
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Post by rhinobullet on Nov 11, 2013 10:38:27 GMT -5
Vetch looks at the doors and then gives them a push.
Dungeoneering roll: [dice=20] +8, total: 25[rand=82334871554558736833842654193555878863999727697249839611748555923]
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Post by harknail on Nov 12, 2013 19:45:05 GMT -5
The doors don't appear to be locked, just massive.
Need STR check DC 16 to open them.
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Post by rhinobullet on Nov 12, 2013 21:17:08 GMT -5
Vetch pushes against the doors with all his strength.
[dice=20] +4 strength (19)[rand=921169954644144364764339469822395994875572303989200331760464463]
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 13, 2013 3:53:30 GMT -5
I cover door with my holy symbol out, just in case things come through the door, i wanted to be ready.
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Post by harknail on Nov 15, 2013 2:32:41 GMT -5
Vetch easily pushes the doors open. There is some grinding of stone on stone but isn't overly loud. Inside is a 10 wide passage that goes 10 feet into the cliff before it becomes a stone staircase going upwards.
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Post by (George) 3.5./ ZEM ( 4.0) on Nov 15, 2013 3:04:28 GMT -5
whispering to the others, ok look for any traps or ward spells, if there are none guys, i think it best to sneak in if we can. Try and keep light to a minimum for they may see our torches. so best we use magical lights if we got them and keep them as dim as we can.
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Post by at on Nov 15, 2013 4:25:45 GMT -5
Barbatos nods, creating a dim magical light ahead of the group as not to cast shadows.
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Post by rhinobullet on Nov 15, 2013 7:59:46 GMT -5
Vetch nods grimly, draws his swords, and then stealthily creeps down the hall, watching for traps and looking for markings as he goes. He will stop at the base of the staircase and listen/look up the stairs before proceeding.
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Post by harknail on Nov 16, 2013 16:58:41 GMT -5
The corridor looks clear. Looking up the stairs vetch can see that the stairs go up 20 feet. Just past the top of the stairs Vetch can see light coming from the light. There is some sand on the stairs more at the top of the stairs than the bottom, but not enough to make the stairs slick.
Between sunlight from below and the light from above it would safe to climb the stairs without aditionally light. Those with low light vision would have no problem at all.
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Post by rhinobullet on Nov 17, 2013 17:51:12 GMT -5
Vetch will begin to carefuly and quietly ascend the stairs. If possible, he will peek over the top of the last stair to see what he can see.
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Post by harknail on Nov 25, 2013 1:16:12 GMT -5
The flat part ends with the opening on the left, so Vetch goes to the left wall and continues up till he can peak around the corner. The sandy floored chamber slopes upward to two sets of double doors, where three gnolls stand guard. Empty burial alcoves line the side walls. Wall torches near the alcoves lights the entire room brightly. Vetch notices that the back wall of these alcoves is lighter -- a telltale sign of a sliding panel or secret door. A deep but narrow crevasse stretches across the floor in front of you. It would be easy to step across and offers no impairment to movement. Vetch sees that the Gnolls are alert, but they don't seem to have noticed him yet. They are wearing leather armor but have no visible weapons. Map (updates as positions change)
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Post by rhinobullet on Nov 25, 2013 9:56:05 GMT -5
Vetch will creep back to the group and relate what he has seen. Once he tells the group what he has seen he looks at them and says (quietly)"Any suggestions? I can use my armor to get inside the room without being seen, though I don't know if they can smell me. The room worries me, as it is wide open. What do you think?"
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Post by at on Nov 25, 2013 13:16:26 GMT -5
Barbatos considers Vetches description, "the alcoves may conceal traps or archers, should the wall close behind or some barrier rise from the crevasse there would be few places to hide"
Watching the stairs carefully ready to back away should a Gnoll move to investigate Barbatos runs the half orcs words through in his mind, something was wrong here ... "we are in a forest, why is the floor here covered in sand?"
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Post by harknail on Nov 25, 2013 13:24:16 GMT -5
Actually it's more savanna, grasslands with scattered trees. But either way sand is out of place
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Post by at on Nov 25, 2013 16:05:54 GMT -5
"Vetch, look for patterns in the sand - it may conceal something"
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Post by rhinobullet on Nov 25, 2013 21:12:54 GMT -5
Vetch nods at the wizard and quietly creeps back up the stairs. He will look closely at the floor, looking for patterns, and possibly for other traps.
Passive perception 19
Dungeoneering roll: [dice=20] +8 for a total of 28[rand=9949304932763572674980610742234899155722810654327644739233241132]
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Post by harknail on Nov 26, 2013 17:21:54 GMT -5
Examining the sand, Vetch concludes that it's not thick enough to impair movement. It seems to be a bit thicker at the sides of the room than in the middle, and the sand all but ends at the crevasse. On this side of the crevasse is a little bit of sand scattered on the floor, but past the crevasse the floor is completely covered in sand.
The pattern is consistent with sand being displaced by people (or gnolls) moving in and out, sending some sand into the crevasse and tracking some beyond the crevasse and down the steps. Or there could be something else going on.
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Post by rhinobullet on Nov 27, 2013 10:13:56 GMT -5
Vetch slides back down the steps and tells the party "I can't see any traps, and it looks like the sand has been walked through by the gnolls, but I can't be certain. There are three gnolls at the end of the room, and it will be hard to get the jump on them, even without any traps."
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