Ascending a few wide steps from the ballroom to the slightly higher level I'd the same floor, you see a closed door to your right. To your left, an aopen hall exposes a den.
Courtiers lounge on luxurious cushions inside this circular chamber, smoking from long pipes and dining on fruit. Against the back wall is a large harp, its strings being plucked magically to fill the room with haunting music. In the middle of the room, a gem-studded, cubic wooden chest sits on a round marble table with an octopus-shaped base.
A 7-foot-tall, 4-foot-wide window at the north end of raised area overlooks a 35-foot-wide gap in the spire’s superstructure. On the far side of this gap, a similar window opens into another tower.
<there are other doors and a small hallway with three other doors to the east of the main entrance, but they're in the image, so I haven't noted them individually.>
<Meta: it's more of a trap, so you can indeed fight it, but there's little to gain in so doing. Also, due to limited action economy, it really can't do much, so...>
You kill it. It's dead. The magen bursts into flame and fizzles to a small heap of ash.
Then Angus will follow the others into the room. The Chest is obviously designed to draw their attention. He will help anyone who would like to investigate it for traps, etc.
"I'm going to check this one here on my immediate right."
Chadderlay will go and check the handle of the door to see if it's locked.
"The others are right behind us in case it's something dangerous."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
The door opens to a small bar. Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale-skinned humanoid serves wine from an ornate bottle. There is a door at the far end, but the position of it makes it clear that it opens onto the same hall where Sam and the others are still standing.
Chadderlay will go back and join Sam further in and suggest,:
"Let's try the door near you next."
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
Beyond the door is a narrow twisting hallway, where a small window overlooking the main entrance is covered with the ashes of the magen Angus killed. Another door stands at the end if the hallway, through which you fi d an irregularly shaped room containing six staffs stored in racks along its walls, with room for more.
Each staff can serve as an arcane focus for a spellcaster. The staffs are as follows:
Staff 1 is a straight stick of pale ash with a stern-looking owl’s head carved into its top.
Staff 2 is a smooth, polished length of blue-tinted wood that’s as strong as steel, with black veins running through it and an octopus carved into its top.
Staff 3 is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it.
Staff 4 is carved from golden laspar wood, with carvings of fish swimming upriver along its length.
Staff 5 is made of weirwood, a hardy substance similar to oak. Its shaft is gnarled and twisted, its top carved to resemble a human hand grasping a snake.
Staff 6 is made of chardalyn and is suffused with Netherese magic. While holding the staff, a creature is immune to the frightened and poisoned conditions
There is another door in this hallway, north of your present position, suggesting a space between the southern face if the tower and the bar yoi were in a moment ago.
Too many tokens to fit in the hallway on the map, but narratively you csn be anywhere in the explored space. Not under initiative, just need to see who's going where.
Chadderlay is interested in Staff 6 which is made of chardalyn and is suffused with Netherese magic. While holding the staff, a creature is immune to the frightened and poisoned conditions, as a back up staff. (*ooc: not sure if I was meant to have the current staff I have forever, remember it was created with a flawed device and might not be permanent.*)
Rollback Post to RevisionRollBack
"A rightful place awaits you in the Realms Above, in the Land of the Great Light. Come in peace, and live beneath the sun again, where trees and flowers grow."
— The message of Eilistraee to all decent drow.
"Run thy sword across my chains, Silver Lady, that I may join your dance.”
— A basic prayer.
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Sam would follow
Angus will attack the magen, thinking that perhaps it is creating an illusion of the guests within.
First longsword Attack: 14 Damage: 16 magical slashing + 2 radiant damage
Second longsword Attack: 24 Damage: Unable to parse dice roll. magical slashing + 8 radiant damage
The guest seem aware of the fact that Sam is a huge reptile, and enquire if he's Sarrukh. They seem interested, but it's just social chit chat.
Sam will just ignored the comments and push forward
Ascending a few wide steps from the ballroom to the slightly higher level I'd the same floor, you see a closed door to your right. To your left, an aopen hall exposes a den.
Courtiers lounge on luxurious cushions inside this circular chamber, smoking from long pipes and dining on fruit. Against the back wall is a large harp, its strings being plucked magically to fill the room with haunting music. In the middle of the room, a gem-studded, cubic wooden chest sits on a round marble table with an octopus-shaped base.
A 7-foot-tall, 4-foot-wide window at the north end of raised area overlooks a 35-foot-wide gap in the spire’s superstructure. On the far side of this gap, a similar window opens into another tower.
<there are other doors and a small hallway with three other doors to the east of the main entrance, but they're in the image, so I haven't noted them individually.>
(Angus is in combat with the Magen, as a reminder)
<Meta: it's more of a trap, so you can indeed fight it, but there's little to gain in so doing. Also, due to limited action economy, it really can't do much, so...>
You kill it. It's dead. The magen bursts into flame and fizzles to a small heap of ash.
LOL Ok.
Then Angus will follow the others into the room. The Chest is obviously designed to draw their attention. He will help anyone who would like to investigate it for traps, etc.
The chest is an abracadabrus
Sam will open up his portable hole and put the abracadabrus into de hole
Noted. So, here's the map again. What do you do? (Ignore the magen, I'm not reposting just for that.)
Sam yells “Ched what door you reckon”
"I'm going to check this one here on my immediate right."
Chadderlay will go and check the handle of the door to see if it's locked.
"The others are right behind us in case it's something dangerous."
The door opens to a small bar. Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale-skinned humanoid serves wine from an ornate bottle. There is a door at the far end, but the position of it makes it clear that it opens onto the same hall where Sam and the others are still standing.
Chadderlay will go back and join Sam further in and suggest,:
"Let's try the door near you next."
Sam will follow ched carful action of opening the door close to him but moving back from the door
Beyond the door is a narrow twisting hallway, where a small window overlooking the main entrance is covered with the ashes of the magen Angus killed. Another door stands at the end if the hallway, through which you fi d an irregularly shaped room containing six staffs stored in racks along its walls, with room for more.
Each staff can serve as an arcane focus for a spellcaster. The staffs are as follows:
Staff 1 is a straight stick of pale ash with a stern-looking owl’s head carved into its top.
Staff 2 is a smooth, polished length of blue-tinted wood that’s as strong as steel, with black veins running through it and an octopus carved into its top.
Staff 3 is made of translucent purple glass, which splits into three branches at the top that circle around one another to form a hollow spiral with an orb of lighter purple glass tucked inside it.
Staff 4 is carved from golden laspar wood, with carvings of fish swimming upriver along its length.
Staff 5 is made of weirwood, a hardy substance similar to oak. Its shaft is gnarled and twisted, its top carved to resemble a human hand grasping a snake.
Staff 6 is made of chardalyn and is suffused with Netherese magic. While holding the staff, a creature is immune to the frightened and poisoned conditions
There is another door in this hallway, north of your present position, suggesting a space between the southern face if the tower and the bar yoi were in a moment ago.
Too many tokens to fit in the hallway on the map, but narratively you csn be anywhere in the explored space. Not under initiative, just need to see who's going where.
Chadderlay is interested in Staff 6 which is made of chardalyn and is suffused with Netherese magic. While holding the staff, a creature is immune to the frightened and poisoned conditions, as a back up staff. (*ooc: not sure if I was meant to have the current staff I have forever, remember it was created with a flawed device and might not be permanent.*)