[LPF] Tower of the Black Pearl (DM: Deuce Traveler)


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Garadh nods to Thuk. "This looks dangerous," he says. "Do we know how to open the doors from the other side? Still, there must be a way to do it, or no one would have built this in the first place - and since the tide is rising, our time is limited. So let's do it."
 



The heroes easily make the top landing of the stairs before the large double doors slam shut and seal once more. In the main chamber the party can see and hear the rushing of water pouring from holes in the ceiling at an alarming rate, though the party is so far dry.

The stairs themselves terminate at a short landing. A rusty iron door stands to the north, but before it rests an armored skeleton, impaled on a long, iron spear. As you approach, the spear withdraws into the wall with a hiss, dropping the skeleton to the floor with a clattering from the new pile of bones.

You try the door, but it is locked! You seem to be trapped!
 

"GAH! Whose idea was this!" Thuk yells in frustration. Frantically, he starts looking around for some way to bypass the trap and open the door.

Perception: 1d20+4=12
 

Thuk searches the area of the stairs, but comes up with little other than the lock on the door looks pretty simple and he doubts it would be hard to pick. Unfortunately, no one here knows how to do such work.

Perhaps if others looked around...
 


Lightfeather is the one to notice that the hinges on the door are quite rusted. In fact, a few determined kicks may be enough to break the rusted hinges, which in turn will make it easier to rip out the door.

The water level has now reached the first few stairs below and is increasing at an alarming rate.

OOC: Because of the poorly rusted hinges, a DC 20 Strength check is required to bust down the door. Each character can get one try a round.

Round 1 is over. You are now on Round 2. Because you lack a thief and are mostly melee fighters, breaking down the door is your best bet unless someone else has something in their bag of tricks.
 

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