CanadienneBacon
Explorer
At Fulgrim's and Guran's suggestion, Meriene steps into the hallway stretching west-east and takes a quick glance around. She notes that, 45 feet to the east at the end of the west-east hallway is perhaps an opening of some sort without a door on the north side of the hallway. While Meriene pauses to note the location of the opening at the far eastern end of the hallway, Fulgrim continues listening and constructing a mental map.
Guran's ears prick at what might be faint scuttling somewhere beyond the west-east hallway, but whatever it is is distant and hard to detect from inside the antechamber. No one else hears anything.
At Guran's request for more light, Colden takes a moment to remove a torch and tinderbox from his pack. Two lit torches improve visibility in the dark passageway. Once Colden has the new torch lit and has stowed his gear, Eldon moves into the hallway and begins searching for locked doors and traps. Before Meriene can check the door on the north to what the group suspects may be a second antechamber, Eldon darts forward. At the northern antechamber door (Door 3), Eldon eyes the sturdy oak door, notes the intact steel reinforcements on the door, and finally delicately runs his fingers over the door frame. Satisfied by his visual and tactile inspection, the Halfling tests the knob and finds the door is unlocked. Similar inspections of Doors 1, 2, and 4 reveal doors that appear to be untrapped and unlocked.
[sblock=Eldon]So, I had to educate myself on how one picks locks and finds traps in 5e. I hope I've done it correctly. It's a Wisdom (Perception) check to find a trap or a secret door, and Dexterity to pick a lock or disable a trap. Eldon's Wisdom of 8 means his ability check to find a secret door or a trap would go at -1, save that he gets a +2 proficiency bonus for some things (Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, and Stealth...none of which are at issue here while Eldon is searching for secret doors and traps). Eldon's +2 proficiency bonus would, however, turn into a +4 bonus if he were called upon to use Thieves' Tools (to pick a lock or disable a trap, I surmise). So...I get Wisdom (Perception) -1 to find traps and secret doors, and Dexterity +7 if Eldon uses his tools to pick a locked door or disable a trap. Oh, I also note that Eldon is Lucky and gets to re-roll a 1 on an attack, ability check, or save. Let me know what I fubar'ed on that.[/sblock]
Shrugging, Eldon steps aside and permits Meriene access to the unlocked Door 3. Meriene opens the door and peers into the dark haunt of the northern antechamber. In the northeast corner of the room stands a three foot tall stone pedestal, upon which is a large book. The book is open, intact, and not covered in dust. Even in the dim shadows cast by the residual light of Guran's and Colden's torches, Meriene can see that the lower third of the walls in the northern antechamber are covered in dried mud, as is the stone floor. In this respect, the room is similar to the antechamber through which the party entered Stonefast. There are no tapestries hanging on either wall.
Guran's ears prick at what might be faint scuttling somewhere beyond the west-east hallway, but whatever it is is distant and hard to detect from inside the antechamber. No one else hears anything.
At Guran's request for more light, Colden takes a moment to remove a torch and tinderbox from his pack. Two lit torches improve visibility in the dark passageway. Once Colden has the new torch lit and has stowed his gear, Eldon moves into the hallway and begins searching for locked doors and traps. Before Meriene can check the door on the north to what the group suspects may be a second antechamber, Eldon darts forward. At the northern antechamber door (Door 3), Eldon eyes the sturdy oak door, notes the intact steel reinforcements on the door, and finally delicately runs his fingers over the door frame. Satisfied by his visual and tactile inspection, the Halfling tests the knob and finds the door is unlocked. Similar inspections of Doors 1, 2, and 4 reveal doors that appear to be untrapped and unlocked.
[sblock=Eldon]So, I had to educate myself on how one picks locks and finds traps in 5e. I hope I've done it correctly. It's a Wisdom (Perception) check to find a trap or a secret door, and Dexterity to pick a lock or disable a trap. Eldon's Wisdom of 8 means his ability check to find a secret door or a trap would go at -1, save that he gets a +2 proficiency bonus for some things (Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, and Stealth...none of which are at issue here while Eldon is searching for secret doors and traps). Eldon's +2 proficiency bonus would, however, turn into a +4 bonus if he were called upon to use Thieves' Tools (to pick a lock or disable a trap, I surmise). So...I get Wisdom (Perception) -1 to find traps and secret doors, and Dexterity +7 if Eldon uses his tools to pick a locked door or disable a trap. Oh, I also note that Eldon is Lucky and gets to re-roll a 1 on an attack, ability check, or save. Let me know what I fubar'ed on that.[/sblock]
Shrugging, Eldon steps aside and permits Meriene access to the unlocked Door 3. Meriene opens the door and peers into the dark haunt of the northern antechamber. In the northeast corner of the room stands a three foot tall stone pedestal, upon which is a large book. The book is open, intact, and not covered in dust. Even in the dim shadows cast by the residual light of Guran's and Colden's torches, Meriene can see that the lower third of the walls in the northern antechamber are covered in dried mud, as is the stone floor. In this respect, the room is similar to the antechamber through which the party entered Stonefast. There are no tapestries hanging on either wall.

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