James moves into the entrance, scouting ahead. He makes not a sound as he steps inside the narrow passageway, stooping to avoid hitting his head on the ceiling that is no more than four feet high, his eyes adjusting to the darkness. The passage slopes down into the earth, the walls, floor and ceiling crudely cobbled and covered with moss.
At the end of the passage, a rectangular chamber appears, its ceiling rising again to a comfortable height. Smooth stonework covers the room, and three fireplaces are cut into the northeast wall. Kettle holders, knife racks, and counter tops cover the remaining walls, none more than two feet from the ground. A smell of rot and filth fills this room, despite its neat appearance. Two doors are visible; one on the other side of the room, and one in the southwest wall. From what you remember, the dining room is up ahead, and the other door leads to a storage room.
Just before stepping into the room, James notices a well-hidden tripwire in the doorway. Following the wire with his eyes, he quickly discovers a slightly moving bag hanging by the door, ready to release its contents onto anyone entering triggering the wire.
The others follow James at a slight distance, the dwarves having little trouble with the low ceiling. Magdalena finds it increasingly difficult to find her way in the darkness, brushing her head against the ceiling once despite being careful.
OOC:
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The trap can be circumvented by stepping over the wire, or can be disabled with a DC12 dexterity or thieves' tools check.
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