Lisglen, Holger and Finnur go down the stairs and turn left, closing the party's ranks, which had already begun to carefully move north down the dark, damp corridor. A closer study of the walls and ceiling does not reveal any markings whatsoever: just plain, cold and slightly moist stone.
As they move on, they see the hallway continues north for 30 feet and then turns left (west). At the junction, they peer into the eastern passageway: after 20 feet a crossing can be seen.
Chapter 2: Into the Dungeon
Re: Chapter 2: Into the Dungeon
"Well gentlemen, I suggest we go north." proposes Lisglen.
Lisglen lvl 2 Human Cleric HP 7/10 XP 2860/3000
Re: Chapter 2: Into the Dungeon
Dahl nods at Lisglen, then motions with his head at Albin to the north. Shield clenched and spear probing before him, Dahl leads the way up the corridor to the west turn.
Re: Chapter 2: Into the Dungeon
The party moves up to the corner to the north and Dahl is the first to see that there is a closed door at the end of the hallway that runs west for 30 feet. There is nothing abnormal about the hallway and so the party carefully moves up to the door: it turns out to be of iron-bound oak and doesn't seem to be locked in any way.
Re: Chapter 2: Into the Dungeon
Memphisto whispers, "Let me place an ear to the door..."
Re: Chapter 2: Into the Dungeon
Memphisto moves to the door and places his left ear on it while the others hold their breath in absolute silence... Nothing. No sound but his own heartbeat is to be heard.
Re: Chapter 2: Into the Dungeon
"Why don't you simply open the door?" suggests Lisglen to Dahl while holding his staff in a defensive stance, just in case.
Lisglen lvl 2 Human Cleric HP 7/10 XP 2860/3000
Re: Chapter 2: Into the Dungeon
Memphisto's eyes narrow, "Everything around us has the potential to kill us. If we can gain even a slight advantage, I will no pass up the chance to do so."kwll wrote:"Why don't you simply open the door?" suggests Lisglen to Dahl while holding his staff in a defensive stance, just in case.
Re: Chapter 2: Into the Dungeon
Dahl puts his hand on the door handle. It's cool to the touch and can be pushed down effortlessly and without a sound. The door is somewhat swollen with damp and seems to be stuck. Dahl puts his shoulder against it and gives a firm push: the door gives way...
The door opens up into a 40 by 40 feet room. The walls are covered with thousands upon thousands of tesserae in shades of black, green and gold. Unsettling patterns seem to writhe and shift across the surface. Dahl gets an uneasy feeling looking at the mosaics and Albin, standing beside him, seems a little pale around the nose as he gazes at the walls.
Lisglen, standing just behind them, suddenly has to catch Memphisto who, even though having caught a mere glimpse of the room's interior, has a much more violent reaction to seeing the mosaics: a feeling of sickness strikes upon him and he drops to his hands and knees...
Mechanics:
The door opens up into a 40 by 40 feet room. The walls are covered with thousands upon thousands of tesserae in shades of black, green and gold. Unsettling patterns seem to writhe and shift across the surface. Dahl gets an uneasy feeling looking at the mosaics and Albin, standing beside him, seems a little pale around the nose as he gazes at the walls.
Lisglen, standing just behind them, suddenly has to catch Memphisto who, even though having caught a mere glimpse of the room's interior, has a much more violent reaction to seeing the mosaics: a feeling of sickness strikes upon him and he drops to his hands and knees...
Mechanics:
- Dahl: open door... 1d6 - 1 = 2 => SUCCESS
- Memphisto: saving throw... 1d20 + 5 = 16 => SUCCESS
The bonus of +5 is thanks to having caught only a glimpse of the mosaics