Jamadar |
Jamadar will help check the door for any obvious traps. Perception: 1d20 + 7 ⇒ (7) + 7 = 14
Disable device if needed for trap or lock: 1d20 + 10 ⇒ (6) + 10 = 16
Assuming they both find nothing, he greases the hinges with a few drops of oil from his flask and then opens it as quietly as possible.
Agromite Monshoon |
The gnome walks up to the door and cracks his knuckles, cringing at how loud the sound is in the still corridor. He works beside the elf to make sure the door is not trapped before the group opens it.
Perception vs Traps: 1d20 + 9 ⇒ (2) + 9 = 11
Disable if needed: 1d20 + 12 ⇒ (2) + 12 = 14 thanks, diceroller, I love you too...
Grumthar |
Ha!
WhtKnt |
Beyond the portal is a huge room, so large, in fact, that you cannot see walls beyond the one on which you entered. The room is deathly quiet.
Grumthar |
"Shall I send the dancing lights in and see what happens?", Grumthar whispers hoarsely. "Big rooms breed big trouble in places like this."
As exciting as this new adventure is, Grumthar cannot help but feel sorrow at the thought of possibly never leaving this place; especially since it means no more apricot doe filet with spiced potatoes from the Thirsty Ogre tavern.
Grumthar |
"Master Einar, it just occurred to me that a warrior of your stature could benefit from a more fitting weapon than a tree branch. Would you like to borrow my morningstar until you find a more suitable weapon? I should be fine with my magic and my dagger for the time being."
Shae Oakenshield |
Peering into the darkness, Shae is surprised that he can't see the other side of the room. He nods his head in approval of the sorcerer's idea. "Yes, hopefully that will draw out any creatures that are hiding in this large room."
Einar 'Kinslayer' Bjornson |
Einar looks suspiciously at Grumthar at first, then he nods his head and reaching the club out to Grumthar he says "Da I vould like to use your Godendag the good part is at 51 seconds handing the club to Grumthar he accepts the Morningstar and swinging It a couple of times he smiles "I vill return zis fine weapon when ve find others, da." he then watches with anticipation as Grumthar sends his dancing lights into the darkness.
Grumthar |
Grumthar nods approvingly as Einar gives the weapon a few mighty swings. I'm sure he's going to need it more than I...
With the approval of the healer and the damage soaker, Grumthar sends his dancing lights forth about 30' into the room.
As usual for Grumthar, this is the "roughly humanoid" shapped version of dancing lights
"Let's quite down and see if we can hear anything stir as I move the light about."
Does this improve our ability to see into the room at all? Do we here anything move about?
Perception: 1d20 ⇒ 5
WhtKnt |
In the dim circle at the periphery of the dancing lights, you can make out the walls of this chamber, about 60 feet apart. In each corner of the chamber stands a great pillar of stone. Nothing moves in the dead silence.
Grumthar |
Wow, did I just cast mythic dancing lights? I can see the whole dungeon level now. Whtknt, I think you disabled some fog of war and light level settings. ;-)
"We should make a tactical entry. Einar, Agro, Jamadar, Shae, myself, then Glade all move in ready to fight. Only go about 15' in or so in case we need to back out quick...", Grumthar whispers to the gang.
WhtKnt |
Hmmm. Don't think so. Everything looks to be intact. I dunno what is going on.
Grumthar |
Yeah, I logged back in this morning and everything was back to normal. Must have been some glitch in Roll20.
WhtKnt |
Well, at least you got to see how big it is, and this is section A (of A through P).
Grumthar |
Heh, well I have played through WLD about 8 or 9 years ago. So I have already some idea. I don't remember a lot of details save for a couple of memorable encounters, including the one that led to a TPK. We moved on after that to a Star Wars campaign.
Grumthar times his move with the others and enters in, ready to let a magic missile loose at the first sign of trouble.
WhtKnt |
Inside the room, everything is even quieter than outside. You can't even heard yourselves breathe.
No verbal communication is possible while in this room.
WhtKnt |
Grumthar |
Grumthar looks at Einar inquiringly while he continues to talk and no one can hear what he is saying. "No . one . can . hear . you . , Grumthar mouths slowly.
He then turns to Jamadar and shrugs. Pointing at his eyes and then around the room, Grumthar motions for the party to search around.
Perception(Search): 1d20 + 0 ⇒ (14) + 0 = 14
Jamadar |
Jamadar signals, pointing to the pillars. He creeps along one wall to the nearest pillar to examine it.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
If he doesn't find anything on that crappy roll he will try again to find aa switch or plate or writing before giving up.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
This pillar has writing on it that says I need glasses..
Einar 'Kinslayer' Bjornson |
Beginning to get annoyed that no one is answering, Einar turning his sees Grumthar mouthing something. "This one shared his weapon, he would not be intentionally annoying, there must be something magical going on." Seeing Jamadar signal and begin to move. Einar shrugs and smiles a carnivorous smile to Gruthar and follows Jamadar. As the near the pillar Einar looks at it carefully.
perception: 1d20 + 4 ⇒ (1) + 4 = 5 yep, it says glasses for everyone
Grumthar |
No one magically silences a room for no reason. Perhaps that reason has been lost throughout the years. I should retreat and check for magic as Jamadar has surely done.
Assuming nothing happens prior to this, Grumthar exits the room, casts Detect Magic, and returns back in to help focus his search.
Shae Oakenshield |
Shae follows the others into the room and notices how quiet it got. When he sees the others' mouths moving but no sound coming out, he seems a little confused. Are they whispering? He sticks his little finger into his ear to make sure nothing is clogging it. Hmm, must be magic. Why would someone do that in a large empty room like this. There must be something here. Don't want to get separated in here. No one would be able to hear if you are getting attacked.
He moves over to help Jamadar search. Frequently looking around for the others and making sure nothing is sneaking up on them.
perception(1st): 1d20 + 3 ⇒ (19) + 3 = 22 I'm following him, so this should be on first pillar he searched (SE?). Not sure if he updated map and has moved onto next(SW).
perception(2nd): 1d20 + 3 ⇒ (2) + 3 = 5
WhtKnt |
It's hard to see on the map, but there is a door on the wall directly opposite the way you came in.
A thorough search of the room reveals nothing beyond what you see. There appear to be no hidden doors, switches, or panels in or around the pillars (at least that you can find)
Grumthar |
Grumthar walks up to one of the pillars (the closest) and attempts to study it more carefully.
Perception: 1d20 + 0 ⇒ (8) + 0 = 8
Spellcraft: 1d20 + 5 ⇒ (8) + 5 = 13
If nothing is learned, Grumthar will touch a pillar.
Agromite Monshoon |
Agromite is very impressed that his longshanks companions have finally learned to move around without sounding like the bards at an orcish wedding festival....until he realizes that there is unnaturally no sound at all.
He stays to the side of the impetuous warrior while others check the pillars around the room. The waiting is the worst.....
WhtKnt |
Grumthar touches a pillar, but finds it solid and unyielding. The door seems to be an ordinary wooden door in the center of the west wall.
I'm working on something that, while not as visually stunning, may work better. Rather than display the entire dungeon, I will recreate small chunks of it and use those as the map.
Grumthar |
Heh, sounds good whtknt. Thanks for your effort in pulling all this together.
Grumthar |
Grumthar follows through as well, ready to unleash an orb of acid if needed.
WhtKnt |
The room beyond is even larger than the other, but at least sound travels in this one. You see the edge of a pillar to the north; presumably there are pillars in the other three corners as well. Nothing moves in the gloom.
Grumthar |
"I don't have a good feeling about this. Should we scout or move slowly as a group?"
I like the map reduction!
Einar 'Kinslayer' Bjornson |
another big empty room, it's good I'm a young man, this will take forever, at least we can hear each other turning to Grumthar, Einar waxes philosophical "Ver I am vrom experienced raiders Zay "Nie die Partei zu trennen" Many who grow very old svear by ziz! Zo let us stay togezer, Ya!" Einar points to the right with the moringstar, making a counter-clockwise pattern with his free hand.
Grumthar |
Nodding approvingly, Grumthar follows the group.
perception: 1d20 ⇒ 6
Einar 'Kinslayer' Bjornson |
Einar, moving in a counter clockwise fashion moves to the pillar in the north east corner and carefully looks at the pillar, then moving to the pillar in the north west corner he carefully looks at it, then moving toward the south west he notices the door, there is the door we will leave by after we look at all of these pillars, they do so look like the ones in the previous room continuing on to the south west corner he carefully inspects the pillar there then moving to the south east corner he carefully inspects the last pillar there. After he has looked at all three pillars he contemplates there similarities and differences.
Einar will take 20 (24) looking at each pillar, he has no knowledge checks so they will not be helpful, does he notice any similarities or differences between each of these and these as a group and the ones in the previous room as a group or individually?
WhtKnt |
These pillars seem to be almost identical to those in the previous room, excepting, of course, that they are not enchanted with silence spells. As you pass by the door on the opposite wall, you hear the faint sound of running water.