Doors and Hallway 5
Subject What the others found
Salix has nothing to add. (But Karl adds that he still doesn't get strobelight mail at work.)
From: Karl
Subject Rats
Ahhh, but we haven't *found* any rats.
From: Kevin
Subject Doors
OOC: Mark, quick question that Surin would know.
The door at the end of the hallway (or any of the doors that have entered into encounter areas) - is there an actual lock, or is it a handle that will not turn? i.e. is there something for Surin to pick if he wanted to or does it seem that the handle is there by itself. I am trying to compare these handles to the one that has the copper lock set that obviously is designed for a key.
Am I making myself clear, or have I confused things?
From: Mark
Subject Doors
There has not been a traditional lock set like door #6 has, but there has been a mechanism for keeping the door closed. For some reason it was not working on Door #8 and Surin has seen the set up several times and was a bit surprised when he could not get this one to operate.
From: Porter
Subject Rats
Ahhh, but have the rats found *us*?
*revels in the wisdom of reversing the order of words*
From: Ashley
Subject Rats
wax on, wax off.
From: Kevin
Subject Doors
Rats, foiled again (or was that *wax* paper?).
IC: Harp listens to Ranthir and Surin describe what they have seen. It supports what has been growing in the back of his head (OOC: other than the tumor that allows him to see the future - but that is another book). They will have do these rooms in order, and they will gain the keys that will allow them to go down the door in the center of the one wall.
OK, lets form up on Door 6 (OOC: Mark, the door between to the one we were just in and the one with the copper lock set). We only have a short amount of time that Ragnars protection will be good for and I want to take full advantage of that.
OOC: We will line up as normal for opening the 6th door, though given the history Harp is not expecting much immediately on the other side. We will then move down any hallway till we reach the next door and then have Surin listen after we all stop clanking around.
From: Porter
Subject Doors
"Sure thing. Let's go."
From: Mark
Subject Doors
When you say door 6 I am going to assume that you mean door #5 from the count I gave, since door #6 was the one with the copper lock set.
The doors start with door 0, which was the door the party entered the main room from. There are 12 other doors in the room, with door #6 having the copper lockset. Doors 1-4 have been opened and investigated so far. Door #8 has been opened and investigated but door at the end of the hallway was locked.
From: Kevin
Subject Doors
I did not know that there was a 0 door. The door to the right of the one we just exited the bettles and spectre - again, it is between that one and the one with the copper handle.
And now, here is Carole Maryl with what's behind Door Number 5!! Or, you can trade that in on what is behind Curtain Number 2. All that and more, after the break on Lets Make a Deal.
From: Porter
Subject Doors
I choose what's in the box!
From: Kevin
Subject Doors
Some times, Porter, you have to think outside the box.
From: Ashley
Subject Doors
TAKE THE MONEY!!! ONE DOLLAR!!!
Surin will go with whatever Harp wants, which at the moment means listening in on door 5.
From: Mark
Subject Hallway 5
At Surin's offer to go check door 5 Harp shakes his head. "We will go together. You and Mund can go a bit ahead of the rest of us, but we will go at the same time." Looking at the rest of the party, he watches as they nod in agreement. Mund claps Surin on the shoulder, almost knocking him of his feet "Come on little one, let's see what is in store for us next." With that the party sets off down the hallway.
Surin and Mund lead the party by about 40 feet, just enough separation that the noise of the armor that Harp and Ragnar are wearing does not interfere too much with Surin's listening at the door. Since the hallway is lit, Mund puts his torch away and has his shield and axe ready. The hallway is 140 feet long in a straight line and ends in a door, just like all the others. Surin motions Mund to stop about 15 feet from the door while the halfling moves the last few feet very slowly.
There is something just at the edges of his senses that is bothering Surin but he just can't figure out what it is. As he moves to place his ear on the door he hears a loud roar coming from the other side of the door (Listen check, DC?, 16+12=28, success). He also hears something that sound like angry shouting but he can not make out the language. As he is listen at the door a dull pain starts to build in his ear and move outward from there. He pulls his head away from the door and puts a hand on his ear. It is frigid to the touch.
OODM: Ok what happens now? New map attached.
From: Kevin
Subject Hallway 5
OOC: I don't know, get ready to make the world largest margarita?
IC: After hearing Surin's tale, Harp will say to the group "Well, there is nothing to gain by waiting. Mund, let you and I open the door and see what this thing is. Allistair, you just might get a chance to use that fireball spell of yours you have been itching to use.
OOC: Mark before Harp leaves the group, he will cast Bless on the whole group. It will last for 3 minutes, which should be more than enough. He and Mund will do their one guy opens, the other looks in (probably Mund opening, Harp looking since Harp has darkvision).
Harp just wants to move ahead. If someone has a suggestion to try something different (like having Salix or Allistair listen to the sound to see if they recognize it), I am cool with that. Harp will do the Bless before we try to open the door, and will get everyone covered by it.
From: Ashley
Subject Hallway 5
Surin rubs the feeling back into his ear, breathing quickly after hearing whatever it was behind that door. "Wait a minute, Harp. Whatever's in there near froze my ear off, and that was with a big wooden door between us. And whatever's in there that's making such a racket isn't as big as those roaches we fought earlier. I'm a bit concerned about the damage it might could do."
From: Josh
Subject Hallway 5
If we decide to open the door, Kal's casting scorching ray at the thing.
From: Josh
Subject Hallway 5
Also: Mark, when we decide to crash for the night, I'm changing Kal's spell list.
From: Porter
Subject Hallway 5
"Heh. Maybe Alley can warm up whatever's in that room with a fireball."
From: Kevin
Subject Hallway 5
"Surin, I agree, but we don't have much choice in the matter. If anyone else can guess at what this is, fine. If not, then Mund and I are going to take a quick look in the room, see if we can see what this thing is, and then see if any of you can come up with a plan to deal with it. I think Mund's idea about Allistair fireball spell will probably be right, but I want to know as much about the room and this thing as I can before we start. We don't know if it is the creature causing the cold, or if this place has made a room where a cold creature can survive. Lets take a look and then we will know more."
From: Porter
Subject Hallway 5
Mund is ready to open the door for Harp.