Frangipani pushes the door open eagerly and heads in, scouting the area...
Perception:17
Stealth:20
Frangipani silently enters into the interior of the tower and finds it is much larger inside than it appears, and it seems well kept. There is a wall about half way with another , more ornate door with lavish design work on its fittings and a large knocker in the middle. There is a rack for coats next to the door. There is a dim reddish light allowing good viewing of the room without disturbance to the eyes.
Following behind the more observant members of the party, Bjorn carries one ordinary handaxe and one extravagant one. "Some beast may be living here. Careful."
"Or not." He relaxes and walks over to the ornate door. "I've yet to meet one that can open a door. Should we knock?" He grins at the prospect.
Bjorn is at a loss for words. That was a joke... There's nobody here. The utter straightforward sincerity of the Captain once again leaving him adrift, wondering who exactly is being made fun of here.
He swings the door knocker three times, and steps back to allow the door to open.
Bjorn is at a loss for words. That was a joke... There's nobody here. The utter straightforward sincerity of the Captain once again leaving him adrift, wondering who exactly is being made fun of here.
He swings the door knocker three times, and steps back to allow the door to open.
The sound of the door knocker clanking echos through the room with each swing. A few seconds of silence and then you can hear a raspy voice from the other side of the door say “ I will be right there…”
after a few moments, you hear the sound of the door bolt being slid out of place and the door gently swings inward. Standing before you is a small being you know to be an imp. He is wearing a silk robe and a small fez on his head. He smiles a big, pointy toothed smile as he says to you “ Welcome to the infernal tower, home of the greatist wizard whom ever lived. What can I, his humble servant, do for you fine folks?”
Sparhawk pats the surely surprised Bjorn on the back and steps forward. Sparhawk sheaths his weapon. “Greetings to you my friend. We are friends who have journeyed far to see your master. I am captain Sparhawk, this is my fine crew. We were sent by Kutoti Irongrass.”
“ Ahhhhh, master Irongrass eh? Well, come in, come in. Any friend of the Iron wizard is a friend of ours.”
he motions you into a huge circular room, at least 100’ in diameter. The ceiling goes up in a steep arch and reaches 40 or 50’ high and seems to be made of some sort of glass. There are 6 aisles of book shelves 20’ high and 30’ wide aligned 3 on the west wall and 3 on the east wall. Each shelf is jammed to overflowing with books and scrolls of various types. In the center of the room is a circular table with some wooden chairs. On the north portion of the wall you can see two doors shaped similarly to the arched roof an next to it is large desk. “ the master hasn’t had anyone visit for a very long time…at least 6 months me thinks. Please have a seat at the table and I will page him and bring some tea. Oh, and don’t fiddle with the dog “ The Imp says as he guides you in. When he mentions the dog, he points over between the bookcases on the east side of the room. You can’t really see a dog, but can hear something moving about in the shadows of the shelves.
Lir immediately gets down on his hunkers and slaps his thighs to draw the attention of 'the dog'.
Casts Animal Friendship - WIS 15.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Sparhawk gestures to the group to sit if they wish
“we thank you for your hospitality” and sits at the table, chair somewhat away from the.table to allow for his long legs. He looks at Eberk, “the moon maiden has guided you well my friend”
Lir immediately gets down on his hunkers and slaps his thighs to draw the attention of 'the dog'.
Casts Animal Friendship - WIS 15.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
You hear some growling coming from under the middle bookshelf near the back. As you cast your spell you feel it slip from you and cannot feel the effects. You can hear the imp mutter under his breath “ there always has to be one…”
The imp gets to his desk and pulls out a long mishappen horn and he yells into it, “ Page! Page! Page for Master Abernath, the mighty Infernal!”
then From behind his desk he produces a platter with 6 cups and a steaming pot of tea. He brings it over to the table and sets it down, as a small gnomish fellow comes out of an unseen door in between the two north doors. He is scrawny man with a short beard and no mustache. Upon seeing him, the imp says, “ there you are Page, go fetch the Master, we has visitors “
Sparhawk looks quite surprised as Lir has just said more words at one time than he thought him capable of. He smiles to himself, glad they have found the mage.
This post has potentially manipulated dice roll results.
Eberk takes a seat at the table and eagerly grabs a cup of tea. As he lets his tea cool a bit he looks around the room, taking in as much of it as he can.
Perception: 18
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Frangipani silently enters into the interior of the tower and finds it is much larger inside than it appears, and it seems well kept. There is a wall about half way with another , more ornate door with lavish design work on its fittings and a large knocker in the middle. There is a rack for coats next to the door. There is a dim reddish light allowing good viewing of the room without disturbance to the eyes.
Sparhawk whispers to the group
"If we are lucky, I'm hoping for a teleportation device here that would get us to one of the cities."
Frangipani examined the coat rack just in case it had lots of teeth hidden somewhere....
Sparhawk, seeing Frangipani investigating, moves in slowly he looks closely at the door and knocker
perception 23
Following behind the more observant members of the party, Bjorn carries one ordinary handaxe and one extravagant one. "Some beast may be living here. Careful."
"Or not." He relaxes and walks over to the ornate door. "I've yet to meet one that can open a door. Should we knock?" He grins at the prospect.
Sparhawk looks at the astute Bjorn. "Yes, that would be the polite thing to do. Bjorn, you may have the honor."
Bjorn is at a loss for words. That was a joke... There's nobody here. The utter straightforward sincerity of the Captain once again leaving him adrift, wondering who exactly is being made fun of here.
He swings the door knocker three times, and steps back to allow the door to open.
(Now your catching on…)
Sparhawk smiles, hoping the clever warlocks intuition actually does something interesting. If not, he will open the door the old fashioned way.
Looks like a well made iron knocker. Nothing seems out of the ordinary.
The sound of the door knocker clanking echos through the room with each swing. A few seconds of silence and then you can hear a raspy voice from the other side of the door say “ I will be right there…”
after a few moments, you hear the sound of the door bolt being slid out of place and the door gently swings inward.
Standing before you is a small being you know to be an imp. He is wearing a silk robe and a small fez on his head. He smiles a big, pointy toothed smile as he says to you “ Welcome to the infernal tower, home of the greatist wizard whom ever lived. What can I, his humble servant, do for you fine folks?”
Sparhawk pats the surely surprised Bjorn on the back and steps forward. Sparhawk sheaths his weapon.
“Greetings to you my friend. We are friends who have journeyed far to see your master. I am captain Sparhawk, this is my fine crew. We were sent by Kutoti Irongrass.”
“ Ahhhhh, master Irongrass eh? Well, come in, come in. Any friend of the Iron wizard is a friend of ours.”
he motions you into a huge circular room, at least 100’ in diameter. The ceiling goes up in a steep arch and reaches 40 or 50’ high and seems to be made of some sort of glass. There are 6 aisles of book shelves 20’ high and 30’ wide aligned 3 on the west wall and 3 on the east wall. Each shelf is jammed to overflowing with books and scrolls of various types. In the center of the room is a circular table with some wooden chairs. On the north portion of the wall you can see two doors shaped similarly to the arched roof an next to it is large desk.
“ the master hasn’t had anyone visit for a very long time…at least 6 months me thinks. Please have a seat at the table and I will page him and bring some tea. Oh, and don’t fiddle with the dog “ The Imp says as he guides you in. When he mentions the dog, he points over between the bookcases on the east side of the room. You can’t really see a dog, but can hear something moving about in the shadows of the shelves.
Lir immediately gets down on his hunkers and slaps his thighs to draw the attention of 'the dog'.
Casts Animal Friendship - WIS 15.
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
Room looks approximately like this
Sparhawk gestures to the group to sit if they wish
“we thank you for your hospitality” and sits at the table, chair somewhat away from the.table to allow for his long legs.
He looks at Eberk, “the moon maiden has guided you well my friend”
You hear some growling coming from under the middle bookshelf near the back. As you cast your spell you feel it slip from you and cannot feel the effects. You can hear the imp mutter under his breath “ there always has to be one…”
"Aw, I just wanted to give the pooch a scratch around the ear."
The imp gets to his desk and pulls out a long mishappen horn and he yells into it, “ Page! Page! Page for Master Abernath, the mighty Infernal!”
then From behind his desk he produces a platter with 6 cups and a steaming pot of tea. He brings it over to the table and sets it down, as a small gnomish fellow comes out of an unseen door in between the two north doors. He is scrawny man with a short beard and no mustache. Upon seeing him, the imp says, “ there you are Page, go fetch the Master, we has visitors “
Sparhawk looks quite surprised as Lir has just said more words at one time than he thought him capable of.
He smiles to himself, glad they have found the mage.
Eberk takes a seat at the table and eagerly grabs a cup of tea. As he lets his tea cool a bit he looks around the room, taking in as much of it as he can.
Perception: 18