Tribim |
northeast is as good as any direction Trib shrugs his shoulders and heads to the northwest corridor, holding his illuminating sword out in front, he proceeds down the corridor cautiously "Works for me, yeah"
trib will take 10 (23/26) as he explores the corridor
drbuzzard |
As you enter the area to the northwest, a glowing green monk rises from the floor and shouts "Always floss after every meal, brushing is not enough!" in a deep and ominous voice. Then it disappears back into the floor as fast as it came out.
Yep, wacky 1st ed feel.
There is nothing else noteworthy in the area, except a door leading to the west.
Tribim |
"well that was bloody well odd, floss an brush what?" Trib toddles to the door leading west and inspects it for traps and locks
taking 20 (33/36) on perception on the door
Tribim |
seems clear enough Trib turns to the party and tells them "Tha door seems ta be clear, shall we lines up in our usual fashion, yeah" Trib will line up behind Maria
Tribim |
no need to get nervous Trib looks up as the larger humanoids start talking about the location in the building and the possibility of being lost. Stopping to think for a moment Trib interjects. "Not ta worry chaps, I gots a mind like a steel traps" tapping his forehead with the index finger on his sword hand. "I knows right where we are's and exactly how ta get backs, so lets keep movin' forward, yeah.'
drbuzzard |
There is also the extremely weird shapes of rooms on this map which would make blacking out spaces you haven't seen extremely tedious. You're just going to have to live without a large map.
I'll assume you open the door. It opens into a very large courtyard within the Monastery proper.
Perpetual night rules the courtyard and the moon holds silver sway. Because there is not even ambient sunlight, the stars over the courtyard are thick and bright. Planets glow red and gold against the field of night. Moonlight seems to echo from the stones, glimmering like foxfire from every surface. There is always a cold breeze in the courtyard, no matter the season. The wind jangles through dozens of bronze chimes that hang from the eaves all around. Doorways and dark windows glare like black eyes. There is a crawling feeling of unseen presences, watching from every stone.
The courtyard is not empty. Tall grass stands almost four feet high, except where a stone path crosses the courtyard east to southwest, ending in a large pair of doors on the southwestern angle wall. There are two fountains in the courtyard. The east end of the courtyard is taken up by the remains of a garden. There is a cemetery against the south wall, directly across from the Gates of Fear, dominated by a large, stone crypt. A statue of great size looms over the center of the garden.
You have entered the courtyard from the SE corner.
Maria van Berchove |
"Then you are wise, Mr. Falco."
Maria detects Magic over the courtyard.
Aid Another Perception Roll: 1d20 + 7 ⇒ (5) + 7 = 12
She grants a +2 to Archaemedes roll, taking it to 30.
Tribim |
never have liked gardens, well at least there is a crypt to explore Trib, resisting the urge to jump up and down to see over the grass, just calmly and coolly asks, "Do ya's see anything other than tha couple o' fountains an tha crypt out over tha grass? Are we gonna visit the tombs er head back in tha building?"
Maria van Berchove |
"Let's get back to the building. We can always check the courtyard later."
Let's take the Northeast door on this room.
Tribim |
guess wer're not going to the crypt Trib takes a quick look around the room.
take 10 (23/26)on percepton, is there another door?
Klor Kragsson |
hey all, getting things back together. I am on the back-up Laptop (AKA the wife's laptop). I think I may be able to get almost all of the data off my crashed hard drive. managed to use my extra Hero Lab licence for the laptop. now to start shopping for a decent computer so my wife can get her laptop back.
Maria van Berchove |
Any doors in the new room?
I think Klor has an "automatic" check for "unusual" constructions, which can detect secret doors.
Maria van Berchove |
Then we move to finish with the south door of this room.
Tribim |
as the long shanks run from room to room willy-nilly Trib attempts to keep up with them, he stops at the edge of the puddle looking at it intently, feeling the need to void his bladder.
perception: 1d20 + 13 ⇒ (10) + 13 = 23
Maria van Berchove |
How deep is the puddle? Can we tell?
Maria gets a silver coin out, casts light on it, and throws it in front of the double doors, with the hope it sinks in the pubble in front of the doors and they can check the dept of the water there.
And also make anything in the water react to it. Fishing, anyone?
Tribim |
"Oy, 'airs a ring in tha puddle, seems only to be a couple of inches deep, are we goin 'at way or not. yeah"
Maria van Berchove |
Maria cuts herself with her nail, letting a drop of blood out.
"Ancestors, please watch over me."
She uses her Sacrifical Boon to gain a +1 in the next roll she makes.
She wades in to the puddle and tries to grab the ring.
Sacrifical Boon (Sp) As an immediate action, you can sacrifice 1 hit point in exchange for a +1 sacred bonus on the next damage roll, saving throw, or skill check you make. This bonus only applies as long as you use it by or during your next turn - otherwise both your sacrificed hit point and the bonus are wasted. You can use this ability 9 times per day.
Tribim |
huh, didn't see that coming Medic!
Archaemedes Falco |
Thats a new one on me.. Never seen water stop a detect magic before. I suppose this is a weird 1st ed version so.. Regardless I doubt that would have changed what happened lol..
Maria van Berchove |
Maria tries to identify the ring.
Spellcraft Check: 1d20 + 11 ⇒ (16) + 11 = 27
She thanks Phillip.
"Thank you very much Mr. Adey."
Tribim |
well she did earn it looking at Maria, "Well done, Missy, now are we goin' through tha double doors?" If so Trib will line up behind Maria in there standard formation for breaching.