Field of Daisies (a Harnic RPG)

From where you were standing, they only looked like passages. Upon investigation, they turned out to be small chambers. The first has a few stalagtites and stalagmites. There are a few rich copper veins in the walls. The second one is smaller, and has a pretty funky oder. Like poo, only much fouler. Some matted down straw is in there.

You can see a third passageway or alcove further down on the left. And the passage you’re in keeps going.

“This might be the creature’s den. Hopefully, it will quite following us once we pass its home. Let’s stay in the main passage but check the passage on the left as we pass it.”

Brunis:

Sounds good to me.

The third passage turns out to be just a small alcove. The passage continues on.

Symon, you notice something a little odd about the alcove.

“Hold on a second I’m going to check out the alcove it seems a bit odd.”

Symon heads into the alcove and starts searching around.

Does it smell or sound weird, by any chance?

Can I see anything in there, or on the walls?

The sounds and smells seem normal in that you can’t verbalize anything out of the ordinary, but something just seems… OFF. This one little section of wall is just a bit different than everything else you’ve seen here.

And about 18 inches from the floor, there are a bunch of tiny scratch marks on the wall.

Symon is going to try and push on that off section of wall and take a closer look at those scratch marks.

Pushing on the wall does nothing.

The scratches look like little claw marks.

“There is something off with this section of wall and there seem to be some scratch marks near it, It might be a hidden passage does anyone have an idea how I might open it?”

Symon gets out his dagger and tries scratching in the same spot as the claw marks

Scratching does little except to dull the tip of your dagger.

You notice a hairline seam between the wall and the floor.

“Look around for a knob or something that looks like it’s been manipulated.”

Nope.

"Maybe this is an exit only, escape hatch type thing. Do we mind if people know we’re here? If not we can always try knocking or calling for Jurdam he was the guy who may have mined this place maybe it’s his home.”

I’ll search around the odd section of wall as well.

You are able to determine the entire outline of the door. The seams on the sides seem to be, in ech case, two pieces of stone flush up against each other. The top and the bottom both seem like they are set in recessed slots.

The workmanship is like nothing you’ve ever seen.

Now that we know it’s a door, Symon is going to specifically search for some way to open it.

“Ingmar the earlier writing was in your home tongue do you know anything that might be useful?”

“Let Ingmar takes a look- perhaps this requires the delicate eye of a toymakerrr, no?
Bork bork bork!
Here, you watch for the liddle lizard while Ingmar takes a look.”

Can he figure out anything about the mechanics of the door or anything unusual about it?

“What we need is summa those shroomies right about now…”

Since the top and the bottom are in slots, it might be able to move in those directions. It certainly can’t move left or right.

“I don’t believe we have the equipment to open the door right now, perhaps we should continue looking for the child and the come back.”