Orsal Hort |
"That is a cursed magical tome. Hope I trade it for some restorative magics to remove this constant buzz in my head." Orsal replies matter-of-factly. "If no one knows anything about the jar or can find another way out of here, let's turn around and follow our noses. I don't want to be in the haunted house forever." Orsal stows the jar if no one else wants to examine it.
Lord Thasmudyan |
Perception checks for party
Perception for Orsal Hort: Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Perception for Jesset: Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Perception for Vaelus: Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Perception for Tony: Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Perception for Kelwyn: Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Perception for Victoria: Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Jesset and Vaelus
Right after observing Orsal screaming, things get weird. Out of the corner of your eyes both of you notice shadows shifting as if something seems to be moving around you. The table seems to shift and rattle. All the chairs fall to the ground on their backs. The whispering comes back again but this time its a cacophony that seems sweep over you both like a wave. Out of the many voices talking at the same time you here a strange voice not to dissimilar from the one heard earlier it says ....I must feed....I MuUSt FEeed!! the voice then fades back into the cacophony. The talking continues for several more seconds and just as suddenly as the wave came over you it disappears as it fades you hear from somewhere a door slam and the voices stop. When you come out of it the chairs and the table are where they were before and upright.
Everyone else, both Jesset and Vaelus go slack jawed, their eyes seem to glaze over and they break out in sweat. For several minutes they stare at the table and they seem as if in a trance or very deep in thought. Neither of them seem in pain like Orsal was the moment before but something is clearly wrong with them. They suddenly snap out of it and both seemed spooked.
Tony Nedraid |
"OK THERE! Something happened again and I WANT TO KNOW WHAT IT WAS!" Tony exclaimed as he pointed at Jesset and Vaelus. He took a step back, enableing him to cover both with his crossbow.
Just in case.
Lord Thasmudyan |
Okay so you guys head back down the ladder on the 2nd floor is a door but it does not appear that it has opened or closed as the cobwebs are where they were before, Once all the way at the bottom you exit the tower and find yourselves back in the grimy room you fought the Rats in. Nothing seems different nor are any of the doors askew or in different positions than before. You peek out into the courtyard it appears no different and if fact the shimmering light from the Wall of Force can still be made out between the gatehouses.
Orsal Hort |
So there are no other ways out that we can perceive?
"Let's start scouring everywhere for secret doors, right? Orsal frames his order as a suggestion.
It's two minutes per square to take 20 on Perception. How many of us can get +25? We should check that many squares per 2 minutes.
Lord Thasmudyan |
That you can see no, your best guess is that the only way out would be through the gatehouse if the wall of force was not there. As to searching every square for a trap door, you could spend quite sometime doing that or you can check out the several doors in this room. There was one that led you to the western tower there is one opposite it under the ledge, there is another to the right of the ledge which you already searched and on further north in the room that has not been search as well as a curtain that hangs from the ceiling to the floor. there are two doors up on the ledge one you can guess easily leads to the tower you were just in and another on the landing jesset first came up. I will update the map here in a few so you can see what I mean.
Orsal Hort |
Can you just take us to the next unsearched door? I don't think anyone has a preference other than wanting to find the exit.
Tony Nedraid |
He carefully crossed the room to approach the Tower door and looked for traps.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
He carefully disabled any traps and opened any locks.
Disable Device: 1d20 + 11 ⇒ (19) + 11 = 30
Then he carefully turned the knob and thrust the door open, stepping aside for the heavies to barge through.
Lord Thasmudyan |
So to clarify you are going back through the door you just came out of? or the one up land beside the ledge? If the one up on the ledge you would have enough sense of direction to know that is the second level of the tower you just left. Across from the door underneath the ledge is a second door is that the one you meant?
Lord Thasmudyan |
You do not find locks or traps on the door. Similar to the prior door on this level you look inside within you find a room that contains three beds covered with silk sheets and pillows, now layered in grime, dust, and cobwebs. Silk draperies filthy with mildew and dirt line the walls. Between the draperies hang lewd, moldy paintings in wooden frames. You see brass braziers that once lit and likely heated this room, but today they lie dust-covered and overturned. The floors are carpeted with thick rugs, now worm-ridden and rotten. The room smells of mold and mildew.
Perception for Orsal Hort: Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Perception for Jesset: Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Perception for Vaelus: Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Perception for Tony: Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Perception for Kelwyn: Perception: 1d20 + 9 ⇒ (15) + 9 = 24
As you all step back out into the main room you all notice something that was not obvious before until you had walked to this corner of the room. The mildew-stained curtain that hangs adjacent to this door you just opened, seems to moving as if by a wind. The bottom seems to shift and dance slightly. At one point you notice what looks like a door way as the curtain shifts ever so slightly from the draft.
Tony Nedraid |
"Hey look at this!" Tony called out.
He carefully drew aside the curtain to expose the concealed doorway behind it and looked for traps.
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
Carefully disabled any traps and opened any locks.
Disable Device: 1d20 + 11 ⇒ (2) + 11 = 13
Then carefully tripped the catch and thrust the door open, stepping aside for the heavies to barge through.