I have no knowledge checks"wow, it's so gorgeous up here, it tells a story, oh how grand it must've been before the crash. What should we do now xing?" Can we see a hallway or door to go trough, like do the footsteps lead anywhere useful and are they big or different sizes? perception:1d20 + 4 ⇒ (11) + 4 = 15
Ooolala :D When Akasha realizes that your hand is still on her thigh, and now you're pointedly talking about how soft her skin is a faint blush creeps up her neck. "I don't do anything special. Excuse me." She stands up and begins gathering her things before heading to the door to glance out. "He's not in the next room."
Silian has a sly smile on his face and his eyebrow is raised as he watches the interaction between you and Akasha. Vannevar slips past Akasha and disappears from view. He comes back a moment later and says that the hall is clear.
Ayumi:
There is a hall leading off to the right of the room.
Xing, knowledge skills are trained only and there is a different skill for each knowledge subheading, i.e. arcana and nature. You don't have any knowledge skills listed, so you can't make the roll. When you do have a knowledge skill, however, be sure to add the subheading in parenthesis next to the word knowledge in your roll so that I know what information type it is you're trying to ascertain.
The hall wraps around in an arc before stopping at a closed door.
"Ok well let's see what here." eyes glow. Small words spoke under breath Detect Magic If no magic I step to the right of the door and try to open it. If there is magic I step to the left and try to open the door.
No magic detectedSince the building is inverted, the door is also upside down making it a little difficult to reach but as Xing stands up on her tiptoes she is able to push the door open. It swings open with relative ease and reveals what was once a bedchamber. The furniture now lays in smashed piles. It is hard to see where the footprints lead to amongst all the debris. There are two closed doors, one directly across from where you are and one to the left.
"hey xing, see if you can hear anything on the other side of the left door then the one across the room, I have you covered."going to search room or any trinkets or jewelry that might have been left behind even broke peicesperception:1d20 + 4 ⇒ (11) + 4 = 15
Walk carefully to the door across the room listening close the door perceprion:1d20 + 6 ⇒ (18) + 6 = 24. Then to the other door perceprion:1d20 + 6 ⇒ (10) + 6 = 16.
Silian rolls his eyes. "You fanatics really know how to impress,[b]" He says in the Common tongue. [b]"I was hired to find an object, not save damsels... as there are more of you than there are of me, do what you must, at least with an end to her screaming I might be able to get more rest this evening." Silian stands with his blade at the ready, but does not advance, wondering what in the Hells is going on.
They pay you no mind at all, the man with the dagger raises the blade above the woman and plunges it into her chest. She stops struggling a moment later, her eyes taking on a glazed look as blood pools around her body and dribbles from her mouth. The man who just murdered her now collects her blood in a ritual bowl before raising it above his head.
Suddenly the room grows incredibly bright and you hear a loud popping sound followed by thousands of smaller cracking sounds. A deep groan comes up from the building itself, the man continues to chant but the others seem less keen to die as they turn and run for the exit. The file out past you and just as you think that they will surely acknowledge you now, one figure shoves another to get through the door you stand near and when he falls, he passes through your body as if you weren't there at all.
The room begins to tremble and tilt. More loud cracking and popping, louder than any thunder you've heard and then you see it, the first crack in the wall spreading out like a spiderweb. The statue of the angel rocks forward and then crashes to the ground, shattering to pieces. Even you cannot maintain your footing as you are thrown about the room. You hear a final loud, long screech... and then you are falling.
I'll pause you here until Balthazar and Lianna catch up.
Ayumi & Xing:
Please check the discussion board and then either confirm or change your destination.
You will not be allowed to join the group at this time. If you open that door, your game play will be paused until everyone is finished with their dream sequence. Basically that means you won't be able to do anything at all until I'm ready to move forward. I hadn't anticipated that you guys would skip straight ahead, I figured you would have wandered around Colrac Hall and looked at things more while I finished with the others.
For the sake of not sitting around doing nothing we will go through other door and explore."Ok let's go." Walk across room carefully to the door pushes it open.
The door leads to a closet, and in the closet is the one thing in this room that looks to have survived the fall of the tower--or perhaps it was placed here since. A slightly banged up blackened steel chest sits in the closet floor. It is marked with the sigil of House Vadalis.
Balthazar:
I realize that I used the term stone earlier but it was just a slip, you're still in the glass tower so it's not stone, it's glass. The bomb hits the glass and explodes, sending chunks of glass through the room, somehow you manage to avoid being hit by any of them. A part of your mind knows, that with as thick as these glass walls are, your bomb shouldn't have even been able to do that much damage. As the smoke and dust clears, you see that you've indeed created an opening. It is rather odd--perhaps unfortunate--that the opening does not lead into the room you just spent the night in, but instead to a staircase that shouldn't possibly be able to be there.
Fortitude:1d20 + 2 ⇒ (13) + 2 = 15 Why would you even have things in this world that can one hit your players? If we would't Of made these roll's we would of both died in one seconded to a trap.
It's not my world, I didn't create the game nor the module. I'm running an AP, the AP is scaled in certain areas for 1st level players. This wasn't one of the things it adjusted. Most players, especially those with gaming experience would at least make a perception roll before trying to move a chest they found in an hostile environment. You would have had to have been knocked down to -12 hp in order to actually die, Ayumi -15. Even if a 6 had been rolled on all 3 dice for a total possible of 18, neither of you would have died. You would have been knocked unconscious and been dying, but then had the opportunity to make Constitution rolls in order to stabilize with a loss of 1 hp per failed roll. Which means you would have had to fail 9 DC10 Constitution checks before actually dying. Once you stabilized, you would not have continued to lose hp and could have been revived when the others found you.
The chest remains where it was, and you sustain no lasting damage from the shock.
Look around at the chest Perception:1d20 + 6 ⇒ (4) + 6 = 10. Eyes glow slightly angry, Words wispered under breath Dectect Magic. "Wonder why this was left here"
Without knowledge (arcana) you can't tell exactly what type of magic is in use, and your perception check isn't high enough to reveal anything new. However, you do see that it is obviously magic, and I will even go as far as to tell you that it is still active.
Are you sure? There are other rooms below in Colrac Hall that you can explore. You could dig around in this room more, sift through the debris and see if there is anything of value remaining.
OK click on the link below to see the map. The places that are blacked out are areas that you haven't entered yet. Those that aren't are places that you've either been, or passed close enough near to see inside somewhat.
Lmfao Balthazar opens the door and finds... another staircase. Leading down.
Perception DC13 for Balthazar:
You definitely hear chanting, you definitely see flickering light, and you're definitely sure that the staircase should be upside down like the rest of the building but it isn't.
The chanting doesn't change in the slightest. You throw a bomb at the third wall and it has the same effect as the first bomb. The glass cracks and shatters, sending shards across the room. Somehow you manage to avoid being hit by them and when the dust clears, it reveals an identical staircase in every respect. Clearly this place is trying to lead you somewhere. One exit remains, by all respects it should lead you back into the hallway that curves around to the kennels. Nothing right now is behaving as it should, though, and you begin to be afraid that if you open that door you'll only find another staircase.
After a few moments of stubborn waiting, Balthazar begins to fall into a trance of sorts. Even though his bottom stays rooted to the floor, he feels as if his mind has stood up and is headed towards the staircase. Will Save DC18 to resist being pulled fully into the vision. Or you can choose to allow it.