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When you decide to open the door...
The walls, floors, and ceiling of this half-moon-shaped room are covered in hundreds of mirrors of all shapes and sizes, some still intact, but most broken. To the north is a beige stone door built into the wall; the southern wall sports two milk-white stone doors of a similar design.

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Narvik glances into a mirror as the group enters the room and stops briefly, as if he had witnessed some sort of sight or movement. That was... spooky is the word that comes to mind. Narvik will look to the others, Did you see that?

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Perception: 1d20 + 8 ⇒ (9) + 8 = 17
"No, what did you see?"

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perception: 1d20 + 5 ⇒ (8) + 5 = 13
Tarrow brings his crossbow up to fire but cannot find a target, he flips from left to right, back to front scanning for a target, crossbow held up in the ready position.
For the first time you hear Tarrow's voice waiver, just a bit.."What? What? I don't see it? C'mon, where is it?....They're coming outta the walls. They're coming outta the g*ddamn walls. Let's book!" No google-- name that movie quote.

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Perception: 1d20 - 2 ⇒ (13) - 2 = 11
Pribam cannot actually reach a DC that high.
Pribam is distracted by his thoughts regarding the presence of a creature from the First World here in the keep's basement. The fact that he has never had a positive interaction with one of the fey confirms what the educators in the Third Thronestep Youth Educational Facility told him, that "the only good pixie is a dead pixie."

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"What? What? I don't see it? C'mon, where is it?....They're coming outta the walls. They're coming outta the g*ddamn walls. Let's book!" No google-- name that movie quote.
Aliens?

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No, it was "they're coming out of the goddamn walls" that did it.

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Eyes of a hawk, Armun has...
Perception: 1d20 + 7 ⇒ (5) + 7 = 12
Though not this time
"I don't see anything beyond the reflections of the mirrors. Shall we give this room a quick search, and then figure out a direction?"

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Narvik scratches his forehead. I would have swore I saw an elven woman standing in the background of every mirror in the room. She was old and frail but still beautiful in spite of her age. She wore a light green robe with an ornate jade headpeace. Suddenly her fact changed to that of a demon and then vanished as quickly as it appeared.
The half orc looks at the rest of the party. Perhaps I need some rest or refreshment. A lot has happened this day.

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Armun, having not noticed what Narvik saw, will proceed into the room and search around the room for anything interesting.
Take 20 Perception: 27

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After a few moments in the southern room, Armun comes up empty. There are a few doors though

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"Alright, this room looks clear. Let's form up and try one of the doors. Say, the door to west. I'm ready."

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"I'm with you Armun, Let's form up on the southwestern door and get out of this room, all these mirror give me an uneasy feeling. Reminds of a tale about a barbarian king..."
Tarrow will check for traps and if none, open the south western door.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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you open the door...(opening the whole room even though you can't see it all).
This lengthy hallway winds around a circular set of chambers accessible via two doors on the south side of the circle. More stone doors line the outer wall of this tunnel, one of which appears to be stuck open and has various chunks of debris littered around it. Illumination seems to come from far away, floating shafts of variously colored light.

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Should we try the open door? Seems something has been this way. Narvik notes the debris on the floor. More hobgoblins, perhaps?

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Tarrow will enter the room
Tarrow opens the door, all looks clear, he steps into the room dun, dun, dun, DUNNN motions the party forward and moves toward the door that is ajar with light coming out of it.

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As soon as Tarrow enters the room, he realizes that gravity is different. He begins floating around, and there is no down.
Kn: Planes please.

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Pribam wonders what he knows about this strange phenomenon.
Knowledge (planes): 1d20 + 11 ⇒ (12) + 11 = 23

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Armun applies his brain to the planes...
Knowledge Planes: 1d20 + 8 ⇒ (11) + 8 = 19

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Armun and Pribam realize that this room has subjective directional gravity.
The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

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"What's happening!!!! Whoa!"

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Armun will explain the gravity to the group. "Moving around is a mental exercise, since there's a gravity, but it's up to you a bit how it works. If you want to walk in, just imagine that 'down' is near your feet. You can change that by re-imagining which direction is down for you. It takes some focus though, and will pull you the same as if you were falling, so... be careful."

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Tarrow, after listening to Armun explain the situation, tries to imagine down.
Wisdom Check: 1d20 + 2 ⇒ (6) + 2 = 8
Fails..
Tries again..
Wisdom Check: 1d20 + 8 ⇒ (9) + 8 = 17
Succeeds..
"Ok, that was weird."
Tarrow thinks about all the ways this could go wrong, and scans the area, also looking up at the ceiling.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6

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Pribam enters the room. When he does, he imagines "down" is toward the ceiling for an instant, then immediately that the far wall is down. Just before he reaches the far wall, he imagines that the floor is down.
In other words, Pribam tries to float across the room to the wall opposite the door and to land there with his feet on the floor.

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Wisdom check #1: 1d20 - 2 ⇒ (10) - 2 = 8 to go up
Wisdom check #2: 1d20 - 2 ⇒ (20) - 2 = 18 to go across (or with +6 to go up if the first check failed)
Wisdom check #3: 1d20 - 2 ⇒ (19) - 2 = 17 to stop (or with +6 to go up if the first check failed or to stop going up if the second check failed)

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Wisdom check #4: 1d20 - 2 ⇒ (2) - 2 = 0 to try to go across again
Wisdom check #5: 1d20 - 2 ⇒ (7) - 2 = 5 to stop on the far side of the room (or with +6 if the check to go across failed)
Wisdom check #6: 1d20 - 2 ⇒ (5) - 2 = 3 with +6 to stop on the far side of the room if the first check to go across failed and the second check succeeded, or with +6 to go across if the second check to go across failed

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Pribam just keeps trying until he gets back down, then gives up on "flying" using subjective directional gravity.
Wisdom Check #7: 1d20 - 2 + 6 ⇒ (4) - 2 + 6 = 8 ...fails
Wisdom Check #8: 1d20 - 2 + 6 ⇒ (4) - 2 + 6 = 8 ...fails
Wisdom Check #9: 1d20 - 2 + 6 ⇒ (5) - 2 + 6 = 9 ...fails
Wisdom Check #10: 1d20 - 2 + 6 ⇒ (19) - 2 + 6 = 23 ...succeeds
Pribam blushes at the fact it took him 10 rounds to float up and back down again. He thinks to himself that such public embarrassment may be part of his punishment for failing to keep Vos alive.

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So mechanically speaking, If you guys decide to fight something in here, you will only be allowed to go in straight lines. Still need to make the checks. Will make things like a 5ft fall weird. I suggest not having 5ft falls and that the room is the same height so we don't have to do 3D combats. Thoughts? I'm open to suggestions.

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"Gentlemen, if it comes to an attack in this room, I suggest we draw the enemy into the stairwell where we need not worry about the subjective directional gravity. Some of you may find it as difficult to control as I have."
Why only straight lines (which is tough in a circular room)? Once we've established down as the direction from which gravity pulls us, shouldn't we be able to walk normally?

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I think once we set a gravity direction all combat rules work the same. If a PC (like me) sets gravity orientated like the previous rooms, combats operates as normal. It's only when gravity is orientated in a different directions things get fun. And because PC fall/fly 150 feet/round I think it would be pretty easy to resolve.

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Narvik has stayed in the other room while the others play with the strange gravity effect. So, where are we going? Narvik asks before attempting to move in the correct direction.

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"Let's head over to the door that is ajar and light is coming out of it."
Tarrow has already decided down is in the same direction as the previous room, AND succeeded at his wisdom save, so he 'simply' walks over to the door and peers around it for trap and through it to the next room.
perception: 1d20 + 5 ⇒ (20) + 5 = 25

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I mentioned straight lines because I understood it that gravity can go in only 1 direction each turn. I don't mean N/S/E/W, just going in 1 direction (7:00 on clock). However, reading Tarrow's comment makes me change my mind. Lets just say if you make your initial gravity check, you can fall to the floor and walk as normal. Yes, I just changed my mind completely within the same post. Stop arguing with myself self.
Tarrow: are you searching the door? (can you move your token please?)
Everyone else, when you come in, make your wisdom check & perceptions please.

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Armun follows Tarrow, bow ready.
Wisdom Check: 1d20 - 1 ⇒ (6) - 1 = 5
Which fails, so he tries again
Wisdom Check: 1d20 + 5 ⇒ (12) + 5 = 17

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Rene: Which one of the doors is open? That's the one we're heading towards.

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Wisdom: 1d20 ⇒ 15
Wisdom: 1d20 + 6 ⇒ (2) + 6 = 8
Wisdom: 1d20 + 6 ⇒ (18) + 6 = 24
Perception: 1d20 + 8 ⇒ (6) + 8 = 14

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I have moved my token to the closest door, in character I am attempting to move toward the door that is ajar with the light coming through it. Yes I an searching the door.
walks over to the door and peers around it for trap and through it to the next room.
perception: 1d20 + 5 ⇒ (20) + 5 = 25.

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The door that is ajar is at 2 o'clock.
As Tarrow moves around this weird hallway, something approaches.
Kn: Arcana on what it is.

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Pondering the arcane, Armun recalls...
Knowledge Arcana: 1d20 + 8 ⇒ (3) + 8 = 11

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Armun remembers nothing, but...more info.
Several water-dripping tentacles sprout from this four-eyed fish's belly, while long fins protrude from its back.
It seems to be floating in the room.

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Tarrow does not speak Aquan.
Tarrow raises his cross bow and says "Stay back, stay back."
Then to the party "Does anyone speak fish."
If the creature moves forward at all, Tarrow unloads.