Several large crude stone spikes are in the center of the room. They are large enough to walk between. The room's ceiling must be 20 feet high. The floor has a thick layer of dust, and cobwebs clog the upper corners. The room is littered with the remains of previous adventurers, presumably those who fell from above and did not have the time to avoid the large spikes on the way down; maggot ridden corpses in rotting armor are strewn about in various horrible positions. The walls also appear to be painted with some primitive frescoes, depicting images. Any commoner familiar with the legend, would recognize the images on the walls as a rough depiction of the Battle of Broken Lance. A door is set in each of the four walls of the room...
Last Edit: Oct 25, 2017 22:04:19 GMT -5 by seandon4
Telfur lights another torch from the one Iulius is holding and has a quick look at the corpses. He has it in the back of his mind that there might be a shield he could salvage from the wreckage and this would be a sensible addition to his array of delving paraphernalia.[OOC: This is on the assumption that you, oh GM, would allow him to fight with pickaxe one-handed so he could handle a shield as well? Back in the day, I used to apply the cumulative ST rule to this so it's okay as long as the PC has a total ST equal to or greater than ST needed for pickaxe + shield]. Then he moves on to look at the doors, particularly he is interested in whether they open into the room or not.
Funbunkle will listed carefully at all four doors. If they are all silent he will slowly test each to see if it can be opened and which way. If there is any door that is openable he will refrain from opening it up until others are prepared.
After Telfur inspects the corpses, he and the others move on to inspecting the doors. Each door is ornately worked-in silver. And each has a single crystal doorknob in the center. There is also a different complex runic symbol on each door... though the symbols are all unrecognizable to everyone in the room. It is difficult to tell if the doors open in or out, but anyone's suspicion might indicate that they open into the rooms beyond. Funbunkle hears silence from the doors. Then as he tests each door, he finds that they are all locked...
[OOC: darrght please see the Out of Character Lounge for discussion on improvised shields]
"Well fellows, which door shall we try? North, east, south or west they all appear as likely as not to lead to the king's tomb. For my part, I think east is the direction I'd head in." Telfur looks at his companions in expectation of a quick decision.
'My mother always said "if in doubt head south". But thinking about it, I'm not sure what good that ever did her. Yes, let's go east, shall we.' Lazarus giggles nervously then coughs on the dust which the delvers are disturbing.
With a few old adventuring tools taken from the bottom of his pack, Dumfis quietly attempts the lock. Though the lock is not particularly complicated, it is nevertheless stubborn and does not open...
[L2 Sr on DEX, Dumfis Lockpick [6,3]+10 = 19 [Miss]] [Dumfis gets 18 AP]
After placing his hand on the door, and with a bit of luck and concentration, the talented little hobblin rogue can hear the internal workings of the lock sliding and turning within, and then ... with a *click* it seems to unlock.
[L1 SR on LK, Lazarus knock knock luck [2, 2]+[4,2]+17 = 27 [Pass]] [Lazarus gets 10 AP for SR and 2 AP for the casting]
[OOC: tpplease subtract 2 POW from Lazarus's sheet. Dumfis gets 18 AP and Lazarus get 12 AP (assuming I calculated that right). Please add to your sheets.]
[OOC: How does everyone proceed through the east door?]
Last Edit: Oct 29, 2017 15:07:26 GMT -5 by seandon4