Tunnels
Be sure to read and follow the guidelines for our forums.
We both have sturdy boots, so we should otherwise be safe from the glass. And if there were gaseous effects, we'd been hit through the portcullis. (I would think.)
Then we can come back and hit the west door.
Then we can come back and hit the west door.
Blornvid manages to free the portcullis mechanism and together you barely lift the heavy iron bars before wedging the door pieces to securely hold it up a couple of feet. Crawling under you look around the room. Other that the shattered glass, shattered bottles(?), there is nothing of note. You check the far door before opening it and verify your location. You take a few moments to measure and update the map.
You return to Valpip with the news of another ladder and he sets off to secure the top of it with some guards.
Rolls
Blornvid: Test DC: 4 - Adv - (3d6)
(162) = 9
Team Effort DC 4 - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (3) = 3
We crawl back under the portcullis and check the door. If all seems clear, we open the door.
In case we need a roll for the check, here we go ...
Well that sucked. It sucked so bad, maybe Skeeve accidentally created a new trap just so he could trigger it with his bad luck ...
Rolls
Skeeve: Check west door in room 10. - (2d6)
(11) = 2
You check the door but by now have come to assume these older basic doors are not usually the problem.
After a cursory look you open the door to the next room. A forge with a few smoldering embers in it and an anvil sit in the North-East corner of the room. Someone has scrawled "Beware the light" on the North wall.
Give me some rolls or specific directions.
If I keep rolling for you I might accidentally start rolling 1d3 :p :)
Rolls
Really focused on searching forge and/or room - (2d6)
(56) = 11
Rolls
Skeeve: Detect magic - (2d6)
(13) = 4
Also, are there any doors or other openings in the room?
Rolls
Focused on examining the anvil - (2d6)
(22) = 4
Skeeve says, Let's head back to the north west room [Room 4] and try one of the regular doors. We have three doors in that room to check out.
Rolls
Skeeve: Checking sturdy door - (2d6)
(46) = 10