I'll carefully examine the goggles we found, and if Urist is nearby, have him also inspect them. I'm looking for any extraordinary / magical properties, hidden enchantments, and a possible use for them. And I'll stick close with the group, only walking where someone else has walked before, and being sure to heed the chalk X's. Also be ready to cast feather fall, should another pit open up.
And I'll update our map a bit, and reflect the new knowledge of the hallway we are in.
Seeing as Urist apparently has nothing to do, the two of you bunker down and get to work on figuring out what the goggles do.
[14] After several minutes of intense investigation, you deduce that they are goggles of day! What do goggles of the day do? Search me, It's from Libris Mortis. Excuse me for one second while I search the internet.
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Ah, here we go.
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Okay then, scratch that. They're actually goggles of night, and have always been goggles of night and are probably from Eastasia. If you're wondering what they do, well... they're basically night-vision goggles. Anyways Gramjir pockets it, because he's the only one with a free inventory space right now.
GNHS will see if he can detect the triggers/disable the pit traps, and if successful, search for more. After picking the rope back up, of course.
Ahem, search the floor, walls and ceiling of the corridor past the third pit trap for more traps very cautiously, for about another thirty feet, not straying too far from the group. If I encounter a trap/something interesting, strenuously insist no one mess with anything until I've inspected it quite thoroughly.
Mark out the pits with my chalk so that everyone can see them. Proceed down the hall slowly, double checking after Hans with my pole before he moves forward. Mark out any traps we find with my chalk.
I'm going to be frank with you. Three rogues searching the entire area top to bottom is more than this section of the dungeon can handle, so let's skip ahead until you reach the end of the corridor, okay? If you want, I can mark the location of the pit-traps you've disabled on the map. Once Lich180 posts it, of course.
Overall the corridor is 130 feet in length, most of it very boring and filled with pits. At the very end is a fearsome looking relief.
A fork of the red tile path leads directly to a leering devil face set in the mosaic at the corridor’s end. The devil’s mouth gapes wide and empty—in fact it is dead black, emitting no hint of light and allowing none entry.
The devil itself is a deep green colour, though the inside of its mouth is completely and incredibly black, not even reflecting the glare of your torches. Whatever it is, it has to be magical.
Now what about the other fork, might you ask? Well, I've got you covered.
A section of the red tile path leads into a mist-filled stone archway. Three large stones are embedded in the arch. Each has a different hue—yellow on the lower left, bluish at the top of the arch, and orange on the lower right.
The stones in the archway are dull in hue, looking more like a cheap quartz than sapphires or some other colour-appropriate gem. The archway itself is made of the same greyish stone as the rest of the dungeon, and the mists contained within it are so thick that you can't see through them.
Name: Tybar Whurthic
Player: Azthor
Gender: Male
Class: Fighter
HP: 3/3
Items: mining equipment, waterskins (water), rations, torch
Name: Midna
Player: Solifuge
Gender: Female
Class: Ranger (Fighter)
Race: Dwarf
HP: 3/3
Weapons: Brace of Handaxes, Round Metal Shield
Armour: Ringmail, Saffron-Yellow Cloak
Items: Trained Raven (Rupert), Rope with Grappling Hook (50ft), Climbing Kit, Flint/Steel, Torches, Wineskin (Strong Brandy)
Name: Kadzar II (Son of Kadzar)
Player: Kadzar
Gender: Male
Class: Fighter
HP: 3/3
Weapons: Vegetable Knife (Knife), Pot Lid (Shield)
Armour: Iron Scale Apron, Iron Chef's Hat
Items: Pot, Ladle, Soup Mix, Cord of Firewood, Flint and Steel, Torches
Name: Redd T. Shir
Player: OREOSOME
Gender: Female
Class: Rogue
HP: 2/2
Weapons: Rapier/Crossbow (30 bolts)
Armour: Leather Armour
Items: Rations for 2 weeks, torch
Name: Kazard McDermeth
Player: Zako
Gender: Male
Class: Rogue
HP: 2/2
Weapons: Short Sword/Crossbow (30 bolts)
Armour: Studded Leather
Items: Rope, Pouch of chalk sticks, 10 foot pole, lockpicks
Name: Generic Nameless Hooded Stranger
Player: Doomblade187
Gender: Male
Class: Rogue
HP: 2/2
Weapons: Short Sword/Crossbow (30 bolts)
Items: Lockpicks, Rations, Rope, Ten-Foot Pole
Name: Hans
Player: Hanslanda
Gender: Male
Class: Rogue
HP: 2/2
Weapons: Short Sword/Short Bow (30 arrows)
Armour: Studded Leather
Items: grappling hook with rope attached, lockpicking/assorted thievery kit, rations
Name: Urist Mcderm
Player: killerhellhound
Gender: male
Class: mage
HP: 1/1
Weapons: Sacrificial Dagger/Wizards Staff (20 charges)
Armour: Robe and Hat
Spells: Detect Magic, Heal, Dispel, Lightning Bolt, Fire Wall
Items: spellbook of summoning, 1 week of food and bedroll
Name: Gramjir
Player: Lich180
Gender: male
Class: mage
HP: 1/1
Weapons: Silver Mace/Wizards Staff (20 charges)
Armour: Silver Chainmail
Spells: Cure Wounds, Dispel Magic, Frostbolt, Ethereal Walk, Feather Fall
Items: Food/Drink for a week, Goggles of NightI'm considering making a character (A mage, if you must ask) and joining this. Thing is, though, I'm considering making one of his spells something I call Wild Magic, which would basically be rolling on this table and accepting the result no matter how much it could screw things up. Does anybody have any serious objections to this?
No one seems to care, so go for it.
It's a good thing that the rest of the dungeon doesn't rely on random-ass pit traps, but I'm probably going to bump up the difficulty for traps anyways.