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Post by Ogremind on Sept 23, 2009 15:11:49 GMT -5
Before we move on, it just occurred to me that an arcana role might be appropriate for collecting anything valuable off of the guard dogs.Zachary considers what might be salvageable as arcane components from the guard dog constructs. Alas he finds nothing more than scrap iron, nothing he can use to power rituals. He was able to that the cold has not been kind to these constructs. A few parts not made of Iron had been deteriorating when the constructs activated to defend the tower. Darn.
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Post by harknail on Sept 23, 2009 16:06:07 GMT -5
I've just posted a poll to see how the players (not the characters) feel about Sart. Well that and to play with the polling software :-) In any case, you can find the poll here
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Sept 23, 2009 16:27:17 GMT -5
"The interior door is unlocked, in what order shall we proceed?" Gabe speaks to everyone. How about H-T, G-L, B-A, R-S, Z-X? Then shall we press on? What I mean is, any objections?
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Post by harknail on Sept 23, 2009 16:38:18 GMT -5
Then shall we press on? What I mean is, any objections? It will probably be tomorrow before I have the interior detail map ready. I have a face to face game tonight.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Sept 23, 2009 17:10:24 GMT -5
I'm fine with that marching order, Persephone will ride me until further notice
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Sept 23, 2009 22:44:40 GMT -5
I am fine with the order too, Thursagan is ready to open the door!
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Post by harknail on Sept 24, 2009 19:52:12 GMT -5
Thursagan opens the door revealing the foyer of the tower. It appears that Draigdurroch was not terribly creative when it came to his decorating scheme. The interior of the tower continues the theme established by the carvings and statues outside and in the entryway. The interior is brightly lit with the illumination coming from the devilish decorations. Open doorways lead to the left and right, while an open two-story atrium with staircases on either side opens out directly in front of the group.
At the end of the foyer can be seen a door. The remaining two doors are not visible from the entryway but will be apparent to anyone who approaches the atrium.
Tag all, what do you want to do next?
Just to be clear, the area between and above the staircases is open to the floor above (I6 to L7). The area outside of the foyer is not all one big empty chamber, I will update the map as people examine the various rooms.
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Sept 24, 2009 19:59:12 GMT -5
The open doorways lead to rooms? How wide is the foyer?
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Post by harknail on Sept 24, 2009 20:09:47 GMT -5
The open doorways lead to rooms? How wide is the foyer? Yes, the open doorways lead to rooms. The foyer is the room currently detailed on the map. It is 20 feet wide and 35 feet deep from where the characters are standing. I forgot to include a fresh map link: Map (will be updated as the turn progresses):
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Sept 24, 2009 22:52:12 GMT -5
Thursagan will step into the room, looking for any danger. Perception: He will wait for the others to get in the room, and then go with whatever the group decides. He will advance to give them space, and keep himself in the front, no more than 5 feet away from the group.[rand=548859427513060310982644487758286430982486503584603270079953940774]
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crysun
Veteran of the War
Zynthis
Posts: 482
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Post by crysun on Sept 24, 2009 23:04:59 GMT -5
Following everyone into the room, Zynthis will try to take a position at the left open doorway at I9 and peer into the room using his lowlight vision. Perception: [dice=20] +4=11 [rand=3347890927031045378867871661767141059076222104629779219627859325]
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Post by harknail on Sept 24, 2009 23:47:15 GMT -5
The group moves forward into the foyer, the end of the group moving into the entryway and out of the increasingly powerful wind and driven snow. Once all are inside and the exterior door closed it is much quieter inside. Footsteps and the clank of armor can easily be heard, especially from the heavily armored members of the group.
Zynthis moves up from behind and looks into the room on the left. Like the rest of the place so far, this room too is lit by glowing devil eyes reflecting off the frost. This appears to be a small sitting room with a low table and several comfortable chairs. Long bookshelves line the walls. The fireplace in this room is filled with frozen blue flames.
Alert for any sign of danger, Thursagan hears a sound from up above. He can't quite identify it, but he thinks it came from the next floor.
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Sept 25, 2009 6:17:23 GMT -5
Gabe moves over to the other open door and examines the room.
[dice=20]+1 Perception 7[rand=25509790927363740720535520995292450318516860190218451190545066066]
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Post by Ogremind on Sept 25, 2009 8:18:32 GMT -5
Zachary will move over to L9, and cast a light at N6 (or nearer, if a wall interferes), to get a better view of what is inside. Probably a good thing I cast light.He would also like to consider if there is any chance that the statues with illuminating eyes are in fact constructs that could animate if triggered (I don't know if this needs to be done on a separate turn). [rand=157258080351084572112682068669511460563959374620015037766547929141]
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Sept 25, 2009 10:20:47 GMT -5
Thursagan points up to the next floor. "We may have company upstairs, can anyone of you determine what is the threat before we move on?"
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Post by harknail on Sept 25, 2009 11:31:41 GMT -5
Gabe moves over to the other open door and examines the room. Gabe sees a banquet hall runs the length of the tower, with fireplaces on either end. The main table is large enough to seat ten comfortably. The place settings are utilitarian with one place set at the head of the table. The two fireplaces in this room are filled with frozen blue flames.
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Post by harknail on Sept 25, 2009 11:39:54 GMT -5
Zachary will move over to L9, and cast a light at N6 (or nearer, if a wall interferes), to get a better view of what is inside. Probably a good thing I cast light.He would also like to consider if there is any chance that the statues with illuminating eyes are in fact constructs that could animate if triggered (I don't know if this needs to be done on a separate turn). The Banquet room is also brightly lit. Examining one of the devils with brightly glowing eyes shows that they been enchanted with a light spell cast behind the glass eyes, nothing more. That statue at least is just a statue.
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Sept 25, 2009 13:01:33 GMT -5
Perception checks for Sanem and Persephone while we are at it:[rand=723500433075228399733064847890582041221250255863511042721408178924]
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Sept 25, 2009 18:01:35 GMT -5
Gabe turns back to the rest of the group "A dining hall through this door. Shall we proceed upstairs of fully explore the rooms on this floor first? My instincts tell me that we should check the doors in the foyer here before ascending - I don't want to be worried about being attacked from behind because we didn't check a corridor down here." As he speaks he moves to K4, in preparation to open the door.
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Post by harknail on Sept 25, 2009 18:12:10 GMT -5
Sanem is certain he hears someone or something upstairs attempting to move quietly.
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