Ever the cool and suave investigator, Myles calmly lights another cigarette and leans back in his seat, letting Edgar briefly leave for his pocket plane during the trip.
Con Save: 15
As the dragon's head on wheels enters the funhouse and comes to as stop, the investigator calmly steps out and brushes off his suit, then joining the old man. "Okay gentlemen, and lady, let the investigation commence."
(Passive perception 21 and Passive investigation 20 due to Observant feat. Can see invisible and ethereal stuff and through magical darkness up to 120 feet.)
To'Kurr looks for any traps at the exit door, seeing none, the old man opens the door and sees the Fernwood town square from which they had just come from.
The rest of you stand on the dock between the waiting room of the funhouse and the exit door, there is nothing else to see in this area. After that ride, you all feel pretty proud of yourself on how well you all feel, considering.
(Apparently the map shows the cart going into the waiting room, but we'll just wave that away....)
As you all file into what appears to be a waiting room, you look around and are surprised by the state it all is in. It is dilapidated, abandoned, with clusters of old advertisements and fliers, mildew growing in the corners. The lighting in the large room is low and dim. White, orange, and blue halogen bulbs flicker on the walls, half are burnt out.
Dusty red velvet ropes lead the way through the waiting room. There is a very large white crate resting in the center of the room, painted with colorful polka dots. Cubbies, dusy and abused by years of guests, sit empty along the west wall.
Two small doors and a large double door are found along the north wall. A painting of a clown hangs above the large double doors, a paper banner dangles from its teeth and reads, 'Welcome to the Funhouse'.
Along the east wall, two wooden tables, covered in loose papers, are divided by another door with a sign above it reading, 'Only Happy Jack's Personnel Beyond This Point'.
“What’s in the box?” Siszhu wonders aloud and moves over to check it out. He tries to see if he can peek in or hear anything from it before trying to open it.
Suspicious by nature, Myles, together with the invisible Edgar now back on his shoulder, waits to see what Siszhu's investigation of the large white crate with the polka dots yields.
Necyra simply spreads her wings and flies over the ropes like she’s a FastPass holder, skipping the line all together. She meets To’Kurr at the employee-only door, but stands back a bit (afraid of the door turning into a mimic).
”We’re like employees now, aren’t we, man?”
She’ll then pull out her Resistant Ripple joint that To’Kurr gave her, and expectantly hold it out in front of her face, waiting for To’Kurr to assist with a light.
Neph sidles up to Necyra and To’Kurr, saying “You’re not gonna have this trip alone, gurl. Light this up, To’Kurr….” He holds his Resistant Ripple out to be lit as well. “Then let’s see what this place holds…”
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A wizard is never late, nor is he early, he arrives precisely when he means to.
Nephvir walks over to the tables to the east, looking through the paperwork on the desks, trying to read anything helpful and search for clues. “Wonder how this place operates…strange.”
Investigation : 10
Rollback Post to RevisionRollBack
A wizard is never late, nor is he early, he arrives precisely when he means to.
Siszhu heads over to check out the large white box in the center of the room. He doesn't realize how big it is until he is right next to it. It is 10' square. As he listens he doesn't hear anything, and doesn't see anything other than the colorful polka dots adorning it.
To'Kurr knocks on the 'Personnel Only' door, and no response is heard.
Nephvir heads over to the tables full of papers and as he rifles through he finds several posters and pamphlets advertising the Funhouse's attractions. These are as follows:
To'Kurr, avoiding looking at the box with the polka dots on it, a slight twitch in the muscle near his left eye, examines the door closely (Investigation: 1+13=14) for any sign of something harmful. If he find none, he opens it and looks inside.
To'Kurr fumbles around in one of his pouches, pushing a collection of clinking vials and flasks to one side to retrieve a set of rainbow coloured thieves' tools. He the sets to work on the lock (Thieves' Tools: (2+2dex+4proficiency)=8
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To'Kurr laughs as the cart turns into a rollercoaster of sorts.
"This is far out, man," To'Kurr yells between giggles.
He pulls himself out of the cart when it comes to a stop.
CON Save: (17+7) = 24
He looks around the wooden dock and notes the two options.
To'Kurr goes over to the one marked 'EXIT' checks it for traps and if he doesn't see any, he opens it to see what's on the other side.
Perception: (4+4) = 8
If there is a trap, he examines it to see if there's a way to disable it.
Investigation: (13+13) = 26
Ever the cool and suave investigator, Myles calmly lights another cigarette and leans back in his seat, letting Edgar briefly leave for his pocket plane during the trip.
Con Save: 15
As the dragon's head on wheels enters the funhouse and comes to as stop, the investigator calmly steps out and brushes off his suit, then joining the old man. "Okay gentlemen, and lady, let the investigation commence."
(Passive perception 21 and Passive investigation 20 due to Observant feat. Can see invisible and ethereal stuff and through magical darkness up to 120 feet.)
“We just entered to exit?” Siszhu asks, his tummy a little woozy from the loop da loops but tolerating it alright enough.., he thinks so far.
Necyra is wondering why she didn't just fly...instead, she feels a little woozy and concentrates on holding her breakfast down:
CON save = 16
Last to know and first to be blamed...
As a free action, can I regret my life choices?
To'Kurr looks for any traps at the exit door, seeing none, the old man opens the door and sees the Fernwood town square from which they had just come from.
The rest of you stand on the dock between the waiting room of the funhouse and the exit door, there is nothing else to see in this area. After that ride, you all feel pretty proud of yourself on how well you all feel, considering.
“Trippy.” Nephvir says, looking into the waiting room, looking for sights or sounds of an other anyone else. He motions everyone else into the room.
A wizard is never late, nor is he early, he arrives precisely when he means to.
“Not leaving yet. Kids to eat,” Siszhu says to To’Kurr and nudges him away from the exit.
“Save. I meant save, I think…”
That settled, Siszhu leads To’Kurr to the waiting room.
To’Kurr takes out a hammer and piton. He then hammers the piton into the ground or doorframe or wall so as to keep the exit door from closing.
He then takes a long pull on his pipe and blows the smoke out the doorway, watching if it drifts off as usual or if something else happens.
With that done, he lets Siszhu lead him to through the other doorway.
”Oh yeah, like, that would be a huge bummer, man. Yeah, kids are not food, man.”
(Apparently the map shows the cart going into the waiting room, but we'll just wave that away....)
As you all file into what appears to be a waiting room, you look around and are surprised by the state it all is in. It is dilapidated, abandoned, with clusters of old advertisements and fliers, mildew growing in the corners. The lighting in the large room is low and dim. White, orange, and blue halogen bulbs flicker on the walls, half are burnt out.
Dusty red velvet ropes lead the way through the waiting room. There is a very large white crate resting in the center of the room, painted with colorful polka dots. Cubbies, dusy and abused by years of guests, sit empty along the west wall.
Two small doors and a large double door are found along the north wall. A painting of a clown hangs above the large double doors, a paper banner dangles from its teeth and reads, 'Welcome to the Funhouse'.
Along the east wall, two wooden tables, covered in loose papers, are divided by another door with a sign above it reading, 'Only Happy Jack's Personnel Beyond This Point'.
“What’s in the box?” Siszhu wonders aloud and moves over to check it out. He tries to see if he can peek in or hear anything from it before trying to open it.
Suspicious by nature, Myles, together with the invisible Edgar now back on his shoulder, waits to see what Siszhu's investigation of the large white crate with the polka dots yields.
To'Kurr wrinkles his nose at the waiting room.
"This place definitely, like, harshes my mellow, man," To'Kurr says.
Rather than meandering through the velvet ropes, To'Kurr steps over them and make his way to the 'personnel' door. He reaches out and knocks on it.
"Hey, Happy, dude, are you in there?" To'Kurr asks.
Necyra simply spreads her wings and flies over the ropes like she’s a FastPass holder, skipping the line all together. She meets To’Kurr at the employee-only door, but stands back a bit (afraid of the door turning into a mimic).
”We’re like employees now, aren’t we, man?”
She’ll then pull out her Resistant Ripple joint that To’Kurr gave her, and expectantly hold it out in front of her face, waiting for To’Kurr to assist with a light.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Neph sidles up to Necyra and To’Kurr, saying “You’re not gonna have this trip alone, gurl. Light this up, To’Kurr….” He holds his Resistant Ripple out to be lit as well. “Then let’s see what this place holds…”
A wizard is never late, nor is he early, he arrives precisely when he means to.
In a blur of motion, To'Kurr's hands move quickly and Necyra and Neph find their magical joints lit. A soft, cinnamon-like aroma fills the air.
Nephvir walks over to the tables to the east, looking through the paperwork on the desks, trying to read anything helpful and search for clues. “Wonder how this place operates…strange.”
Investigation : 10
A wizard is never late, nor is he early, he arrives precisely when he means to.
Siszhu heads over to check out the large white box in the center of the room. He doesn't realize how big it is until he is right next to it. It is 10' square. As he listens he doesn't hear anything, and doesn't see anything other than the colorful polka dots adorning it.
To'Kurr knocks on the 'Personnel Only' door, and no response is heard.
Nephvir heads over to the tables full of papers and as he rifles through he finds several posters and pamphlets advertising the Funhouse's attractions. These are as follows:
ACKSHIE: Survivor and tracker supreme!
BIGGS: No fish can outswim his cast!
KOVA: Magician extraordinaire!
LUCY: The world's best baker!
MERVINYA: Classiest and sassiest!
THALLON: An explosion of fun!
XAOLIXI: She'll take your voice away!
WENDRIG: No truant kids on his watch!
To'Kurr, avoiding looking at the box with the polka dots on it, a slight twitch in the muscle near his left eye, examines the door closely (Investigation: 1+13=14) for any sign of something harmful. If he find none, he opens it and looks inside.
To'Kurr finds the 'Personnel Only' door locked.
To'Kurr fumbles around in one of his pouches, pushing a collection of clinking vials and flasks to one side to retrieve a set of rainbow coloured thieves' tools. He the sets to work on the lock (Thieves' Tools: (2+2dex+4proficiency)=8