| Trihedron |
Fort Save: 1d20 + 7 - 2 ⇒ (9) + 7 - 2 = 14
Phew... Done :D
| Tamis Thimble |
Yes, I will take that cloak. Not wearing one at the moment, and the +5 to stealth would be invaluable. Assuming no one else wants it, if someone else does we can RP the conversation on who gets it.
Tamis looks over at Abrosh coughing and wheezing and chuckles a little bit. "Poor gnome, looks like the smell finally got to you eh?"
Fort: 1d20 + 9 ⇒ (9) + 9 = 18
"I vote we go for the staircase down. I don't feel like being ambushed by more of those wererats, and it appears as if they have a pretty good knowledge of this place. Plus I doubt the person we're looking for is down any of those tunnels."
| bob the bard |
FORT: 1d20 + 1 ⇒ (14) + 1 = 15
"still not as bad as a Ork armpit"
| Trihedron |
"I hesitate in following the stairs, but the truth is that any path we chose will leave other avenues behind, from which we can be ambushed, so I agree with you sister" - Trihedron comments - "I will close the march, and keep an eye on the tunnel behind us. Let us get moving" - she adds.
| bob the bard |
"If we choose to rest we should find a place we can easily defend."
| Trihedron |
Bump, do we go downstairs, or you guys want a break first?
| Trihedron |
Agreed. Lets take a break and recover.
| Tamis Thimble |
Then back to the ghast room it is.
Tamis looks down the stairs, the adrenaline fading from the prior fight
"Perhaps rest would be a better idea..."
| Trihedron |
Rest uneventful? If not, Trihedron only sleeps for 2 hours due to her ring of sustenance - she can sleep during first watch, then watch the rest of the night - alone or with someone else. Go!
| DM Bigrin |
The rest period passed without event. A few hours in, a shuffling noise can be heard in the hallway beyond the false wall, but nothing challenged the door. After the requisite time, you each prepare yourselves and cautiously venture out. The stench of the air appears to be reduced, or maybe you are simply getting used to it. Either way, you managed to venture out and scout out the area. Something had come in while you were resting and cleaned up most of the rat corpses. Nothing was left, not even bones or scraps of fur.
The ambush spot was also clear of most of the corpses, though a few remained. Those that did had very little soft tissue left on the bones, and scrape marks on the bones were very reminiscent of those left by human teeth. Even the wererats had fallen victim to the local scavengers.
The stairway down started wide, but soon narrowed to where only three could walk shoulder to shoulder, or two of Evangline. The stairs opened into a wide hallway, with two doors apparent immediately ahead. The northern door has been scratched and hacked with a handaxe, which is still embedded in the hard wood.
| Trihedron |
Ok, I'll push to move this.
Trihedron inches carefully along up to the corner and peeks into the area beyond.
Moving to AX:21, after inspecting the stairs for traps.
Perception: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30
| Abroshqualmie |
Abrish recreates his light pebble, and casts resistance on himself every time it fades and follows as is the standard now
| Trihedron |
Moving across the hallway, Trihedron checks the northern door first for sounds or any other signs.
Taking 20 for 34 (or 36 if the door is made of stone)
| DM Bigrin |
Moving out into the entryway, it is clear that in addition to the doors immediately to the west, the northern hallway also has a door. To the south, the hallway extends into the darkness.
As Trihedron moved carefully across the room, she found a loose floor tile. She paused, wondering what kind of trap this could be. After a few moments of inspection, she lifted the tile to find a shallow hole carved into the stone beneath. The hole contained a bowl of very stagnant water, and a mostly rotten haunch of meat from some large creature.
Turning her attention to the northern door on the western wall, she found a key stuck in the door's lock. No matter how she turned it, the key would not come out of the lock.
| Trihedron |
Finding the shallow hole in the floor, Trihedron calls her companion's attention to it - "Can anyone make anything of this? Why would it be here?" - she asks them.
Someone with Knowledge (Nature) could check? I could use Survival if it makes any sense:
Survival: 1d20 + 12 ⇒ (7) + 12 = 19
Trying the key on the door, the dwarven woman is puzzled as it simply will not come out - "Strange..." - she ponders, looking back to the others with a shrug - "Magic?"
DM Bigrin, the key turns, right?
| Wesley Furfoot |
Wesley looks at the jammed key.
"Can anyone bypass the lock with some tools? I once worked with some hobbits who were good opening doors."
| Tamis Thimble |
"I can give it a shot Wesley" Tamis replies, inspecting the door.
Disable Device: 1d20 + 15 ⇒ (9) + 15 = 24
| Trihedron |
"We may soon find out" - Trihedron pipes in, moving up to the next corner, eyes wary of what may lie in wait.
Moving to AS:13
Perception: 1d20 + 14 ⇒ (15) + 14 = 29<-(+2 bonus to Perception vs unusual stonework. Free check within 10 feet)
| Wesley Furfoot |
Wesley produces a scroll and reads quickly, the magic infuses the advanced scout.
Protection from evil on Trihedron for 10 rounds
| Tamis Thimble |
Tamis quickly and quitely skirts up alongside her sister. We've been ambushed far to much already for me to let you do this alone.
| Trihedron |
With a nod to her sister, and the others a tad back, Trihedron again starts on the move, senses fully alert.
Can we assume Trihedron regularly takes 10 (can be done right?): 10 + 14 = 24<-(+2 bonus to Perception vs unusual stonework. Free check within 10 feet)
Just suggesting the above on 'regular tunnels' for the sake of expediency and moving the game along - if there are specific features, Trihedron will likely be more careful ;)
| DM Bigrin |
Trihedron and Tamis moved forward on the point, and both twigged to something not quite right on the wall to the north. It was only a matter of a few moments for them to start talking in soft tones about the section of stone that didn't quite line up with the rest of the wall.
Secret door on North wall, at AP11