OOC:
Turanel2 says:
I'll light my torch and lead the way.
htech, how do you want to handle checking for traps? Can we do something like a passive perception w/advantage? As opposed to saying check for traps every 10 feet. Obviously we have been warned that there are traps to find and I have the trap master trait, so
Zyra is definately on high alert. Just don't want to get the story bogged down with constant checks... what do you think?
Sure. I’ll use your character’s traits to determine if they notice anything suspicious without the need for a roll. If a trap is nearby and your character might detect it, I’ll hint at something unusual in the description. A wire, scratches, etc.
Traps only trigger if your character’s described actions would set them off—for example, stepping on a pressure plate, opening a door or a trapped chest. If you suspect a trap, you can attempt to understand and disable it using an appropriate Test, and that’s when we’ll roll. Moreover, if you describe your character examining the right thing in the right way, they might notice the underlying mechanism and avoid triggering it entirely—sometimes without even needing a roll.
Later in the dungeon or over extended time, we’ll also introduce rolls for resource depletion, such as torches burning out.
As you descend the stone stairs, the air grows cool and dry. You arrive in
an octagonal chamber, its floor laid with cracked blue tiles dulled by age. The walls gleam faintly, sheathed in timeworn polished marble.
Three towering statues of bronze dwarves stand sentry—each nearly ten feet tall. One looms to the west, another to the east, and the third dominates the northern wall. The eastern and western dwarves clutch axes and stout shields; the northern one grips a pair of heavy axes above his head, poised as if mid-battle.
Two iron-bound oak
doors rest in the
northeast and
northwest corners, heavy and imposing.