| qwerty71 |
for some reason it was showing no updates for me
Irelia destroys the creature with her disrupt spell.
Much of the gear in this chamber has been burned. Next to the fire is a scorched key. Near the fire is a burnt body. The party sees a glint of metal in the fire itself. The smoke from the fire makes the room very cloudy and after a while begins to burn the back of your throats. You realize staying in this room longer than necessary will be hazardous to your health.
| Irelia Surtova |
"That could have gone very wrong very quickly if we had no magic at our disposal. Let's grab whatever is valuable and leave this room."
With that Irelia moves towards the exit of the room, leaving the others to gather the valuables.
Necress Nyx
|
Necress grabs the scorched key next to the fire.
Seeing the glint of metal in the fire, she takes a bone club she has been carrying and uses it to move some logs until she can retrieve whatever is in the fire. She does all this in haste in an effort to get out of the room quickly.
Wanderlei Silva
|
Wanderlei drives to see through the smoke and flames, to identify whats in the area, then bolts ASAP
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
| qwerty71 |
Necress manages to get the dagger out of the fire and the party quickly leaves the smokey room.
Assuming the party does detect magic and spellcraft on the dagger they discover it is a +1 dagger.
Wanderlei Silva
|
Thank you Irelia. You're right, without your magic, things could have really gotten ugly... I guess there are some uses for magic The dwarf says begrudgingly.
Anyway, let's go and explore the western part of this place. Maybe we'll stumble across that crazy guy's sister.
assuming everyone is good with that,
Silva will move west and actively detect traps.
Necress Nyx
|
"Well that's what you get for resisting my help!" Necress says to the air.
"Now rot here for eternity for all I care!" she yells, then joins the others in the west hallway.
| qwerty71 |
Silva leads the group towards an unexplored area on the map. A single pillar in the center of the room supports this wide, domed chamber. The pillar is surrounded by a pit, but a stone bridge crosses the pit on the south side. Dozens of arrows jut from holes in the pillar, facing every direction.
Wanderlei Silva
|
No that wasn't the right fire. Anyway, that pillar looks pretty important.Silva says to Tametomo.
Wanderlei hammers an Iron Piton into the wall, ties about 100 feet of rope around himselfs and walks to the southern side.
He then looks across the bridge and around the room searching for levers and buttons.
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
He sighs for a moment and then turns around and addresses the party. I'm probably the most acrobatic person here. If there's any reason to go that pillar, I'll cross the bridge. You can hold the rope and haul me up. Otherwise, lets try this door to the south
If he sees anything of interest he'll try to slowly cross the bridge and move to the pillar. If not, he'll direct everyone to the door on the south side.
| Irelia Surtova |
anyone have a new character for Silva? :p
Irelia looks a little bored from behind and mentions. "There was another passage you know? "
-Posted with Wayfinder
Wanderlei Silva
|
Am I being too overbearing? Or too slow? This is like my third PBP game, so I'm getting used to it.
I guess we can explore the other passage. By all means, lead the way. The exasperated Dwarf says.
Rye
|
No problem with overbearing or slow.....but this might not have been the best move to walk into a room which has the feel of a trap with arrows pointing everywhere though...but we'll see what happens
Rye stands ready to pull Wanderlei back in case something bad happens
| qwerty71 |
Silva makes it to the center of the room and nothing happens. He notices a door to the south and discovers it is locked. Near the west door he sees a tower shield on the ground with many arrows knocked into it. The shield appears old.
Tametomo Buruzuai
|
Doh! >_< I thought it was the right fire, well, I role-played perfectly my PC without willing it. Sorry about that. :)
Tametomo nods at the dwarf, still reflecting on that information.
Wanderlei Silva
|
I had faith in my reflexes... Although I'm not out of the woods yet.
The door to south is locked Silva says to everyone. There is an old tower shield with numerous arrows in it near the western door. Can anyone use a tower shield?
Silva then does his best to scan the area for traps.
Perception: 1d20 + 10 ⇒ (17) + 10 = 27
-2 if Stonecunning doesn't apply here.
| qwerty71 |
Silva notices there is a trap on the pillar n the center of the room that when activated shoots out arrows in every direction. He also notices that for some reason the pillar is loaded with blunt arrows.
Wanderlei Silva
|
This looks like a trap the villagers might have set up for us. One of them might still be here Wanderlei says, pointing out how the arrows are all dulled.
I'm going to check the west door and figure out whats going on. I can't use it, but I'm going to check if there's anything underneath that tower shield
With that, Silva ambles over to the tower shield and flips it over. If he spots nothing, he'll try to open the door to the west.
Wanderlei Silva
|
Wanderlei yanks open the door leading west.
| qwerty71 |
Silva inspects the western door and discovers the door can be opened from the western side (other side f the door). Necress discovers the southern door is indeed locked.
| Irelia Surtova |
Irelia yawns pointedly.
"I told you we should have taken the other path from the start..."
Wanderlei Silva
|
I'm down. P.S. sorry for lack of posts. Real life stresses have been running me ragged.
| qwerty71 |
under the impression the party goes back to the entrance where they fought the skeletons and goes west through the closed door in the upper left part of the map?
In the center of this room is a large pool of clear water, fed by a fountain on the wall above it. The fountain has a stone statue of a weeping maiden holding the slain body of Kassen, but his head has been broken o" and is nowhere to be seen. A voice booms out from the darkness, saying, “Magic is the key.” The voice slowly fades, leaving a dreadful silence.
Chella Heireen
|
Chella stays silent for a while after the voice spoke, a little bit surprised. "Roldare talked about the fact that we will need to go for a swim if I remember right", she then says. "Perhaps, it is here?"
Necress Nyx
|
Having not heard the voice, Necress stands in confusion, unsure what her companions are discussing.
She does look around the room for anything her eyes might catch.
perception (deaf): 1d20 + 6 ⇒ (18) + 6 = 24
| Irelia Surtova |
"Well if magic is the key, the key might be magic. Stand back." Irelia says and casts a cantrip that makes her detect magical aura's. She looks around the room and in the pool. If she see's one she will direct her party members on it.
| qwerty71 |
Having not heard the voice, Necress stands in confusion, unsure what her companions are discussing.
that made me spill my drink
Irelia casts detect magic and surmises there is a faint magic source in the pool.
Wanderlei Silva
|
Wanderlei grunts at the mention of more magic.
| qwerty71 |
The pool of water appears deep although it is difficult to determine how deep since the pool is very dark. The darkness negates seeing the bottom of the pool. The magic detected is at the bottom of the pool.