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A Tide arrises......


haldir
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As Anny opens the small door & equally small passageway winds it's way beyond, the end of is dissappearing beyond any darkvision or light source. The tunnel thou see is dry, even having that musty smell in it as well. The only way to navigate the passageway will be by crawling on all fours.

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The party makes it's way through the small tunnel. Heleger with your darkvision you can see the tunnel is dry & has been worked by hand, it appears also to be dwarven work as well. Also your dwarvish contruction senses notice the tunnel is going upwards ever so slightly.

 

Crawling on all fours makes the journey seem to take forever but after awhile you come to a dead end. You can see there are 2 latches on the side of the wall, showing that there is a hidden door in this wall.

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Kavik calls back over his shoulder down the line.

 

"Anny, don't suppose you could squeeze yourself up here to take a look at these latches could you? Seems there's probably an exit door at the end of this corridor, but they never bothered to label."

 

"There's two latches here. If we can't check to see if they are rigged, someone just pick one and we can simply pray it's the right one as I pull."

 

[OOC] I am just envisioning a really bad version of operator here, where the message is passed down the line and when it finally reaches Anny, sounds more like: "If you weren't too fat to squeeze up here the whole party wouldn't die in the fireball trap I am about to trigger" [/OOC]

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"Oo are ye callin' fat, ye stinkin' broad-arsed blaggard!", Arwin retorts to whoever is crawling ahead of her. "Lemme up there fer a look lest somebody gets us all kilt."

 

With some squeezing and elbowing she makes her way forward to have a look at the latches. First she takes a look for traps, though she suspects there would be none on the doors exiting a secret tunnel. If she finds any, she will try her best to disable them. If there is no evidence of traps, she will try to work out exactly how this door is opened.

 

 

Search (18 +5) 23 - looking for traps

Disable Device (12 +3) 15

Search (18 +5) 23 - Searching for opening mechanism

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Anny

 

You squeeze your way through everyone (the fit is very tight, let just say you & whoever is your path are very very close friends right about now). Your not sure why the smugglers would build such a small tunnel. You think the former bandits,pirates, whatever the zombie things were, you & the rest of the party fought & killed was the former inhabitants. There was no small person among them!!

 

As you get to the door you see the latches are just simple pull & secure bars. After sizing up the bars & around them, you see there is no trap to them & it appears that all you have to do is pull back on the bars & the door is unsecured.

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"No traps 'ere... least none I can see.", Arwin assures the others as she examines the door. "Seems odd this tunnel's so small. This ain't no hasty digs. Them that built it was either very small... or maybe just wanted it small enough ter keep the real big things from passin' through. ..... Back up an' gimme some room wouldya?"

 

Placing her dagger between her teeth, Arwin opens the door.

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Heleger gives Anny room to open the door, and he can't help but think about her words. "Cood be hafflins," he mutters. "Oor gooblins." He takes a quick look at the tunnels and shakes his head. "Nah, too nice fer gooblins," he says. When the door is open, he awaits his turn and goes on through with the rest of the group.

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Anny & the rest of the group

 

You push on the stone door after pulling back the bars which were a bit hard to open but that is due to age & they weren't oiled. The first thing that hits you is the fresh air but there is a strong scent of of burning incense in the air. As you all file out of the small door you all give yourself a stretch. You are in a small room with no windows. There is one door. There is certain stillness in the air as well. Like you were in church or something similar.

 

Yarrin takes in a deep breath of air. "Ahhhhh nothing like surface air to raise the spirits" he says quietly, not wanting to disturb what might behind the door.

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The features of this room do appear to be what you'd find on the surface. As the walls are normal (not wet with humidity), the temp feels normal. The room is dark but with Kavik's light & people that can see in the dark. In all aspects this appears to be a normal room you'd find in say a house in Sasserine. Your dwarven mining sense did indicate the tunnel arced upwards as well.

 

Also there are no other object in this room (which is about 10 x 15 size). Just the door at the end of the room (ie the 10 foot wall) & of course the secret door on your end.

 

"I'm not sure, but from the looks of it we're back in Sasserine." Yarrin says in a whisper to you Heleger. "Where thou, that is the question. We should be on our gaurd. Procan guide us." Yarrin says as he hold his holy symbol & utters a short prayer to his patron deity. (GM note: Craig will be back, he just in the midst of a ISP change)

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Arwin take it upon herself to move quietly to the door and have a listen. Still she keeps her dagger ready. She hopes to detect whether there is anybody in the room..if possible how many, and if lucky to hear at least some of what is being said.

 

Move Silently (18 +3) 21

Listen (6 +3) 9

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Anny

 

You sneak over to the door without disturbing any of the dust on the floor. You cup your hands to the door ever so quietly & put your ear onto your hands & listen for anything beyond the wooden door.

 

Nothing, it's almost as if the sound was at peace is so quite outside.

 

Kavik, noticing you don't detect anything say "Be alert thou, never know where we might be" as he locks a bolt into his crossbow.

 

Yarrin follows him, being human & having no way to see in the dark, he stays close to the ranger & his magical light.

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Arwin gives a quick waving-off gesture toward the others behind her and holds up one finger as if to say she needs one moment more. Then she examines the door, first taking note of whether it opens inward to the small room she is in or outward into the next room. Then she looks over how the door is opened.

 

Is the door opened by latch, bar, knob, bolt? Is there a keyhole? Is there even a lock? She also would be looking for traps, though not taking terribly long to do so.

 

Spot (6 +5) = 11

 

You can make an extra spot check or two for her if the situation dictates

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