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Post by Attilius on Jul 6, 2021 11:07:14 GMT -12
The giant waits...
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Post by Coden Rokos (Jesse H.) on Jul 6, 2021 11:14:07 GMT -12
... as does the albino...
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The Test
Jul 6, 2021 11:16:20 GMT -12
via mobile
Post by ascieszl on Jul 6, 2021 11:16:20 GMT -12
As does the Elf... 😉
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Post by DM Bob on Jul 6, 2021 13:56:30 GMT -12
Eventually the passage is found, opening up into the odd bedroom containing a relatively stable table and chairs. The next secret passage (holy crap are there normal doors worth using here?) also shows no traps or tricks. The passage branches both left and right, and kinda snakes about, perhaps about the boundaries of the rooms and existing walls. The left most path leads to a dead end you can see. The right hairpins - like a hallway between the acid spider lair and the bedroom you just walked through. It also seems like it dead ends. The way it is built? Makes one think there may be peepholes about, a sinister voyeur trap of a home. Probably lovely if you could properly clean up the joint. Map to follow shortly. darksunsouthtablelands.obsidianportal.com/maps/128028
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The Test
Jul 6, 2021 19:44:14 GMT -12
via mobile
Post by Attilius on Jul 6, 2021 19:44:14 GMT -12
HurK hands back the 2 items to Mak. Once they are all down to the first level and roof door is closed, HurK asks for everyone's still-intact phase webbing cloak "I believe the tower protects those within from scrying and communication. We should be safe while within it's walls..."
With Yiska's help, they'll carefully bundle it and put it in an empty large sack of HurK's then put it within her pack. She then wields the large war staff to get a feel for it's weight and balance... Bob anything happen with the warstaff?
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The Test
Jul 6, 2021 23:40:55 GMT -12
via mobile
Post by ascieszl on Jul 6, 2021 23:40:55 GMT -12
After the Warstaff is fully checked out, Kleys will move to check out the "Rune" - no pressure.
When ready: (Spellcraft check [rolled 15 vs. 17 - success] to discern the type of effect or likely causative spell [Explosive Runes vs. Arcane Mark, etc]. Detect Magic [school/type check - rolled 60% vs. 60% - just made it] and checking for Traps [rolled 35% vs. 55/65% - success]).
Kleys will examine the area around the rune, in order: 1) out of corner of his eye- not looking directly at it or trying to read it; 2) if not looking at it gets him nothing, he'll look directly at it, if necessary. 3) If none of that gets anywhere, he'll try to read the rune, and cast Read Magic on it and actually read it, if necessary.
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Post by ascieszl on Jul 7, 2021 0:09:44 GMT -12
Before Kleys does any of that, Mak stops him and casts Glyph of Revealing.
(Proxy from Jason - not near a computer, via FBM).
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Post by DM Bob on Jul 7, 2021 10:01:15 GMT -12
You can safely determine that the rune is one that causes fright. Pretty sure you'd need to be closer for it to take effect.
The stave does nothing special in the giant psion's sweaty palms. Probably still hurt if you hit something with it.
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The Test
Jul 7, 2021 10:15:26 GMT -12
via mobile
Post by ascieszl on Jul 7, 2021 10:15:26 GMT -12
Kleys will check the unopened door that opens to the south for traps and magic (Traps: 48/55% - success; Magic type 8/60% success).
If nothing is found, he'll move to the back and let HurK lead out the door.
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Post by Attilius on Jul 7, 2021 10:19:42 GMT -12
If untrapped, HurK will place her ear on the door and listen. If no sounds are heard, she'll open it and let her light orb illuminate what's beyond...
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Post by Niachi on Jul 7, 2021 12:47:11 GMT -12
Laakh keeps rearguard. If everything is blocked against psionics, not much he can do.
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Post by DM Bob on Jul 7, 2021 13:58:46 GMT -12
The door to the south from the bedroom is unlocked, apparently un-trapped and has no noise emanating from it. You pull it open illuminating a largish room, perhaps as big as the first floor chamber above that housed the spiral stairs. On the floor, about the same size as the stairway above, a circle is etched into the ground. This radiates magic. Alteration. There are six other doors - not including the one you peek out from. On the edges of the walls - tapestries of various verdant country motifs. This would be somewhat peaceful if it weren't for the rough granite pedestals before each tapestry. They're located in between the doors. Ten figures each with piercing eyes. Seem to focus in on you, but that could be a trick of the light. They aren't easy to identify. Some resemble things seen carved upon the stone walls of Nibenay. Tell me if you investigate them further or enter the room proper. Map to follow. darksunsouthtablelands.obsidianportal.com/maps/128037
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The Test
Jul 7, 2021 15:04:39 GMT -12
via mobile
Post by ascieszl on Jul 7, 2021 15:04:39 GMT -12
Kleys will wait for someone else (HurK?) to enter the room first.
Then, if nothing attacks/happens, he'll check over and then examine the busts and tapestries. (Magic type: 11 vs. 60% - success, Traps: 51 vs. 55% - success).
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The Test
Jul 8, 2021 4:58:14 GMT -12
via mobile
Post by Attilius on Jul 8, 2021 4:58:14 GMT -12
Hurk focuses her perception then scans the room before entering...
[See Magic 19, rolled 15. -9 PsP's]
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Post by DM Bob on Jul 8, 2021 8:06:47 GMT -12
Hmmm. Magic abounds. Most statues radiate some sort of magic... most are enchantment. One that looks like this: Brokenstatue.jfif (30.08 KB) but with a broken tusk radiates alteration instead of enchantment. One other statue of some sort of bipedal daemonic bat thing radiates no magic. Statue.jfif (35.41 KB) Some of the other statue designs are now apparent as you look about. There are eight other figures. Two look like the bizarre faces from the first floor, lanky, warted long nosed things. One looks like a tembo. Four look like primal drakes - one of each basic element. The last figure is a fairly accurate rendition of a wyvern. As does the circular patch on the ground and a same sized section on the ceiling. The walls and floors also radiate weak enchantment/protection. None of the doors radiate magic from this side.
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