Drain approaches the door Uriel is investigating to see if there is a lock that he can undo.
if the door is locked, pick locks attempt: 16
Nope, not even the appearance of a mundane lock.
There are a few doors pictured on the east side with no locks. Also three walls that are completely destroyed, allowing very easy access to explore those areas. One is the aforementioned round table room, but the other two might have more to them. Let me clear some ofog from the map...
Beyond the ruins of the west state room, steam rises from a murky bathing pool. The tiled floor around the bath is cracked and ruined, as though something huge had stomped across it. Whatever caused this damage also left a gaping hole in one wall, through which you can see open air and the twilight.
All is silent, until.. far in tbe distance, feom beyond the unlocked door to the east, comes the sound of China shattering as it hits stone. Then, mere silence, once more.
There's a long hallway with two soars on the right, one near and one far. Halfway between the two, a hallway opens to the left. Glancing down this hall, you see it is empty except for one door on the far right.
While investigating, you hear, feom beyond the second south-facing door, a loud belch.
The tiny girl moves toward the source of the noise. (Musical Telepathy: She plays a tune to the person on the other side of the door (it is an image of them sharing their food and drink with her, as she is hungry and tired, and of them not being rude but hospitable (Persuasion: 35, I know.....its good to be a bard with expertise)
Drain believes he recognizes the explosion that he saw through his familiar outside the tower. He is going to head into that room, and see if he can see the knight that he saw before being blasted out of the room.
This post has potentially manipulated dice roll results.
Uriel:
Hearing the sounds of breaking china in the distance, Uriel heads over to back up the tiny girl in case there is danger instead of welcome behind the door. He drinks one of his healing potions in an attempt to heal the damage done by the rug:
Healing: 7
Rollback Post to RevisionRollBack
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"These doors appear to be magically locked. We'll have to find another way to go."
Trisk will go back down the spiral staircase and look to meet up with Piccolo and the others.
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 tiny girl moves toward the source of the noise. (Musical Telepathy: She plays a tune to the person on the other side of the door (it is an image of them sharing their food and drink with her, as she is hungry and tired, and of them not being rude but hospitable (Persuasion: 35, I know.....its good to be a bard with expertise)
We need to discuss this homebrew. What's the range proposed in this Telepathy? You don't even know what's there to communicate with. On the other side of a door. Is it only humanoids or any creature type?
Drain believes he recognizes the explosion that he saw through his familiar outside the tower. He is going to head into that room, and see if he can see the knight that he saw before being blasted out of the room.
I have no idea.. you mean the one on the upper level of a tower? Can you fly up there? If so, you can reach it. Otherwise, try taking the stairs yoi passed in the first hallway that weren't spiraled and yoi can get there thst way.
An impatient roar emanates from beyond the door at the end of the hall, "Kelek! Where is that blasted cake?!" The voice is quite loud, not quite human, and somewhat feminine.
Correction: the door at the top of the spiral staircase is not locked, <the description refers to the one on the lower floor that opens to the room with the dragon. I mosread this.> there is an opening to the adjacent hall. <Sorry for the oversight.>
Said hall contains 5 doors along its lenght (4 to the left, one to the right) and one more at the end (right). The hall ends at a curved wall to the left. None of these doors bear hart or lion symbols.
Further, the door at the top, which you opened with no difficulty, opens onto...
A balcony overlooking an open rectangular courtyard beneath the twilit sky. It has no visible floor; instead, a vortex of dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a buttress that spans the void and stabilizes the tower.
Trisk will enter onto the balcony and say, "Hmm, four stone bridges lead to the tower Tesservett, what do you think about checking it out?"
Taking a moment to judge the distance between the balcony and the nearest stone bridge Trisk will cast Major Image to create the illusion of a smaller connecting bridge between the two and then right after use Illusory Reality to make it real for a minute and cross over to the actual real bridge.
"Hurry Tesservett, it will only last a minute."
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.”
You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
thus, as written, piccolo would not have been able to use it as I did since I could not see the creature.
Ascending rhe stairs, Triskellion arruves at the northwestern turret. An enameled green coffer rests on a wrought-iron pedestal in the middle of the room. The coffer contains a faintly glowing, plum-sized jewel of green crystal.
Uriel:
Uriel tries to quietly open the door.
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
Drain:
Drain approaches the door Uriel is investigating to see if there is a lock that he can undo.
if the door is locked, pick locks attempt: 27
The one with a hart or lion on it? If you mean those, then no. They don't open.
Nope, not even the appearance of a mundane lock.
There are a few doors pictured on the east side with no locks. Also three walls that are completely destroyed, allowing very easy access to explore those areas. One is the aforementioned round table room, but the other two might have more to them. Let me clear some ofog from the map...
Beyond the ruins of the west state room, steam rises from a murky bathing pool. The tiled floor around the bath is cracked and ruined, as though something huge had stomped across it. Whatever caused this damage also left a gaping hole in one wall, through which you can see open air and the twilight.
The tiny girl carefully looks for traps, and listens intently for any other signs of movement. (Perception: 20)
All is silent, until.. far in tbe distance, feom beyond the unlocked door to the east, comes the sound of China shattering as it hits stone. Then, mere silence, once more.
<going to check it out?>
If you do...
There's a long hallway with two soars on the right, one near and one far. Halfway between the two, a hallway opens to the left. Glancing down this hall, you see it is empty except for one door on the far right.
While investigating, you hear, feom beyond the second south-facing door, a loud belch.
The tiny girl moves toward the source of the noise.
(Musical Telepathy: She plays a tune to the person on the other side of the door (it is an image of them sharing their food and drink with her, as she is hungry and tired, and of them not being rude but hospitable (Persuasion: 35, I know.....its good to be a bard with expertise)
Drain:
Drain believes he recognizes the explosion that he saw through his familiar outside the tower. He is going to head into that room, and see if he can see the knight that he saw before being blasted out of the room.
Uriel:
Hearing the sounds of breaking china in the distance, Uriel heads over to back up the tiny girl in case there is danger instead of welcome behind the door. He drinks one of his healing potions in an attempt to heal the damage done by the rug:
Healing: 7
Gerrard Feldren - Human Noble in Ghosts of Saltmarsh
Kerric Brightblade - Elven Warrior in "Apocalypse"
"These doors appear to be magically locked. We'll have to find another way to go."
Trisk will go back down the spiral staircase and look to meet up with Piccolo and the others.
We need to discuss this homebrew. What's the range proposed in this Telepathy? You don't even know what's there to communicate with. On the other side of a door. Is it only humanoids or any creature type?
I have no idea.. you mean the one on the upper level of a tower? Can you fly up there? If so, you can reach it. Otherwise, try taking the stairs yoi passed in the first hallway that weren't spiraled and yoi can get there thst way.
<In any event...>
An impatient roar emanates from beyond the door at the end of the hall, "Kelek! Where is that blasted cake?!" The voice is quite loud, not quite human, and somewhat feminine.
Correction: the door at the top of the spiral staircase is not locked, <the description refers to the one on the lower floor that opens to the room with the dragon. I mosread this.> there is an opening to the adjacent hall. <Sorry for the oversight.>
Said hall contains 5 doors along its lenght (4 to the left, one to the right) and one more at the end (right). The hall ends at a curved wall to the left. None of these doors bear hart or lion symbols.
Further, the door at the top, which you opened with no difficulty, opens onto...
A balcony overlooking an open rectangular courtyard beneath the twilit sky. It has no visible floor; instead, a vortex of dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a buttress that spans the void and stabilizes the tower.
*one is the staircase I mentioned in #6979
Trisk will enter onto the balcony and say, "Hmm, four stone bridges lead to the tower Tesservett, what do you think about checking it out?"
Taking a moment to judge the distance between the balcony and the nearest stone bridge Trisk will cast Major Image to create the illusion of a smaller connecting bridge between the two and then right after use Illusory Reality to make it real for a minute and cross over to the actual real bridge.
"Hurry Tesservett, it will only last a minute."
(Ooc in theory it is a musical version of
Psionic Mind
Action Type:
No Action
Range/Area:
--ft. Reach
You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.
thus, as written, piccolo would not have been able to use it as I did since I could not see the creature.
Ascending rhe stairs, Triskellion arruves at the northwestern turret. An enameled green coffer rests on a wrought-iron pedestal in the middle of the room. The coffer contains a faintly glowing, plum-sized jewel of green crystal.