| Bump of the Kokiri Forest |
Perception (Bump): 1d20 + 6 ⇒ (16) + 6 = 22
Perception (Shiva): 1d20 + 2 ⇒ (11) + 2 = 13 Scent, low-light vision
Bump and Shiva might continue right behind the front-line... Since neither of us two can see on the dark, I'd say Brand should be ahead, or we should get a source of light
| Brand Hopespring |
Brand steps forward and looks about for traps and such.
Perception: 1d20 + 6 ⇒ (3) + 6 = 9
"There may be traps stay back from me a ways I don't need the torch. If I yell come running."
"A ways" = an in character statement which means close enough so you are still close.
| GM_IamZero000 |
Entering the darkened, lightless, ruins you follow a long empty hallway.
You come to a room large and open, large rows of potted plants and such seems to suggest this room is some kind of garden, light pours from the ceiling from outside, the room is noticably hotter and more humid, the air is thick. As you enter the door, shuts behind you and will not open. there is another door on the far end of the room.
will and fortitude saves.
Something feels odd in this room, the floor doesn't feel right...not cold like stone but as if your stepping on something. you hear the sound of stone sliding.
you get two will saves cause something seems off
| Brand Hopespring |
Will: 1d20 + 1 ⇒ (20) + 1 = 21
Will: 1d20 + 1 ⇒ (2) + 1 = 3
fort : 1d20 + 3 ⇒ (5) + 3 = 8
perception: 1d20 + 6 ⇒ (20) + 6 = 26
Brand daggers in hand turns to the sound of the stone, "Something or someone is here with us . . . Its a trap."
I guess its to late to check for traps. Going forward Brand likes to check Doors, new rooms and halls all call for checks.
| Bump of the Kokiri Forest |
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Fort: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Will: 1d20 + 4 ⇒ (4) + 4 = 8
Fort: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 2 ⇒ (4) + 2 = 6 Low-light Vision, Scent
What? What do you mean? - says Bump, pulling his companion behind him instinctively - I see another door ahead!
| Brand Hopespring |
So Brand doesn't warn anyone. Only Maria gets a shot at the spoiler perception.
| GM_IamZero000 |
After a few moments in the room, you begin to notice the rooms floor begin changing.
The room is actually much thicker with vegetation, thick with fungus. you can see the spores in the air.
in other words parts of the room was an illusion designed to keep, you in the long enough for the spores in the air to effect you.
the floor, is actually moving, below a dark pit. if you didnt see it you would have fallen, but you see it so you can jump.
so here's the deal we need to continue so if you haven't rolled the saves as asked i assume you failed. Bump, your the only one who passed.
Everyone begins falling asleep in the room and quickly fall unconscious among the foliage. Except Bump, your used to the wilds you resist the dangerous spores in the air. you have 1 full turn, you can make it to the door on the other side no problems, no checks. If you grab a companion you can still do it though you'll need to make acrobatics check. or if you have other ideas you can ask about those. though you have little time.
| Bump of the Kokiri Forest |
Bump looks around as people start dropping. The young human shakes his head, worried, and doesn't have much time to think at all. Finally, he decides to run to the other door, jump the pit and pull together someone with him. His first reflex would be to carry Shiva, but he knows better his companion won't be of much help. He ends up trying to carry Maria, hoping she can pull a trick from her kinetic powers.
Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25
| Brand Hopespring |
Wasn't my 21 will save high enough? Or did you roll it?
| GM_IamZero000 |
your will save was enough to see past the illusion so yeah i guess you would see past the illusion, and been able to warn people to a degree, those who failed would still see the illusion however, my bad. Still failed the fort save however and fell asleep.
| Brand Hopespring |
Brand goes to speak but slumps to the floor.
| GM_IamZero000 |
Bump grabs Maria throwing her over his shoulder. as he jumps the hole landing on the edge of the door frame. opening it and walking through.
That's the scene the rest of you see before slumping over on the floor.
group 1 is Bump and Maria. Group 2 is Shiva, Brand, and Rosalyn
You walk through the door, into a long corridor decending downward. the hallway floor is tiled, small holes line the walls. it is well lit with torches.
within 10 minutes of leaving the room Maria wakes up, with a slight cough.
what do you do?
You wake up not in the same room as before. in a large steel bar cage.
a young girl pale skin, short white hair, wearing dark purple clothing is chained to the far wall. it's Ashling, the person your looking for
The room looks like a torture room, various bloody implement, needles attached to vials of blood.
| Brand Hopespring |
Brand looks around.
perception: 1d20 + 6 ⇒ (4) + 6 = 10
Do we have our gear?
| Bump of the Kokiri Forest |
Glad to see you're fine. - says Bump, already reengaging his weapons to return - We have to go back. We fell into some sort of gas trap. That entire room was an illusion. I didn't know who to pull... So I pulled you, hoping you could help us deal with it somehow.
He looks back, thinking about his 'sister' companion.
We can't let them there. Maybe we could hold our breath for enough time to pull them out of there... Or maybe you have some trick to deal with inhaled poisons?
| Brand Hopespring |
Brand reaches for his daggers to make sure that they are there. He then goes to his pouch looking for thieves tools. He examines the cage checks for traps checks the lock.
perception detect traps on the lock: 1d20 + 6 ⇒ (11) + 6 = 17
Disable device if needed: 1d20 + 12 ⇒ (3) + 12 = 15
| Maria Tampere |
Maria nods at the suggestion to turn back, pushing off of Bump and hustling back to the door as he speaks.
When she gets within range, she gives a short hop of a jump and fires a small boulder at the door that slammed shut with a kick.
Kinetic Blast: 1d20 + 8 ⇒ (11) + 8 = 19
Flying Kick powered rock: 2d6 + 10 ⇒ (3, 3) + 10 = 16
"Trick? We hold our breath. Not much else I can do."
Maria's plan is to break the door down. Subtle, I know.
| GM_IamZero000 |
Brand finds no traps on the lock but you do notice it is a very expensive and well constructed lock. you can try something else or keep going with the lock though it will take more time to open as 13 is not enough to insta-pop it.
Maria you burst open the door, seeing the room mostly as it was though your companions are no where to be found, among the foliage now only on the walls and ceiling. The floor is cleared. with the exception you see it as it finishes moving.
| Brand Hopespring |
Is it something that taking 10 could accomplish? Cause that is the next step.
Brand redoubles his efforts slowly trying to work the lock.
| Lady Rosalyn Aanya_Luminuss |
She wake up not in the same room as before. in a large steel bar cage.
Seeing the young girl with pale skin and short white hair, wearing dark purple clothing chained to the far wall. She works out this must be Ashling, the person they where looking for.
Noting the room looks like a torture room, with various bloody implements, needles and attached to vials of blood.
She checks to see if she is Chained as well.
[i]"Pisssed Ashling... Ashling you awake?"[/b]
She says in a low voice.
She checks to see no other is looking on.
| Bump of the Kokiri Forest |
Bump limits himself to follow Maria, frustrated her powers don't give her any other edge and limit them to the suggestion he gave of holding their breath.
He moves inside, pulling a piece of cloth in front of his mouth, and starts trying to track where their companions could have gone.
Survival: 1d20 + 9 ⇒ (13) + 9 = 22
Shiva wakes up very confused, and her temper quickly threats to get her enraged by not seeing Bump - she barely manages to keep herself calm. She stays on her same spot, grinding her teeth towards Rosalyn as if not fully trusting anyone. The animal is clearly scared, and it maybe just makes her more dangerous.
| Brand Hopespring |
Brand looks at the cat speaking calmly, "Easy girl we will find Bump soon."
| GM_IamZero000 |
As you whisper to the girl Rosalyn, she moves only slighty. confirming she is alive but not awake.
It takes much longer than you planned but Brand eventually pops the cages lock. there's no telling when whoever did this will be back.
Bump finds no tracks at all in the room.
| Brand Hopespring |
Brand looks back at the others, "Time to go."
He then rushes to Ashling checking to see if she is conscious and remove her restraints.
| Bump of the Kokiri Forest |
I'm... Confused, Maria. - says the Brawler, as he stands up - Perhaps they were dragged out of here via some sort of magic? Or, perhaps, a hidden passage? I don't see any tracks, though, and it's very concerning!
Will take 20 to search for secret passages or doors
Shiva growls, not too loudly, but doesn't move from her spot. She knows Brand and Rosalyn, but the animal is too scared to get out of there - as much as she is curious about the whereabouts of Bump.
| Brand Hopespring |
"Yes trying to get you free."
Disable Device: 1d20 + 12 ⇒ (20) + 12 = 32
Fie on your locks
| GM_IamZero000 |
Maria and Bump quickly rush down the hallway, as you step one of the floor tiles sinks a little down. The corridor is roughly 120 feet long and a slowly descending slope. The floor is rough stone tiles. Reflex save you two
The lock is quickly popped, despite it's clear quality, the girl slumps to the floor rubbing her wrists.
Thanks, but none of us are safe right now. My mind is a little clouded, i can't think straight.
| Bump of the Kokiri Forest |
Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Shiva just lies in the floor, apparently sad.
| Brand Hopespring |
Brand begins searching for a way out.
Exits?
| GM_IamZero000 |
A large metal door sits nearby , left open ever so slightly,
You deftly dodge darts that smack against the wall falling to the floor. it brings to attention holes along the walls going along the corridor.
you step off the tile it returns to level alongside the others
do we keep charging down the hallway?